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, element: HTMLElement) => 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. * Creates a new raw 2D array texture
  12733. * @param data defines the data used to create the texture
  12734. * @param width defines the width of the texture
  12735. * @param height defines the height of the texture
  12736. * @param depth defines the number of layers of the texture
  12737. * @param format defines the format of the texture
  12738. * @param generateMipMaps defines if the engine must generate mip levels
  12739. * @param invertY defines if data must be stored with Y axis inverted
  12740. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12741. * @param compression defines the compressed used (can be null)
  12742. * @param textureType defines the compressed used (can be null)
  12743. * @returns a new raw 2D array texture (stored in an InternalTexture)
  12744. */
  12745. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12746. /**
  12747. * Update a raw 2D array texture
  12748. * @param texture defines the texture to update
  12749. * @param data defines the data to store
  12750. * @param format defines the data format
  12751. * @param invertY defines if data must be stored with Y axis inverted
  12752. */
  12753. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12754. /**
  12755. * Update a raw 2D array texture
  12756. * @param texture defines the texture to update
  12757. * @param data defines the data to store
  12758. * @param format defines the data format
  12759. * @param invertY defines if data must be stored with Y axis inverted
  12760. * @param compression defines the used compression (can be null)
  12761. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12762. */
  12763. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12764. }
  12765. }
  12766. }
  12767. declare module "babylonjs/Materials/Textures/rawTexture" {
  12768. import { Scene } from "babylonjs/scene";
  12769. import { Texture } from "babylonjs/Materials/Textures/texture";
  12770. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12771. /**
  12772. * Raw texture can help creating a texture directly from an array of data.
  12773. * This can be super useful if you either get the data from an uncompressed source or
  12774. * if you wish to create your texture pixel by pixel.
  12775. */
  12776. export class RawTexture extends Texture {
  12777. /**
  12778. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12779. */
  12780. format: number;
  12781. private _engine;
  12782. /**
  12783. * Instantiates a new RawTexture.
  12784. * Raw texture can help creating a texture directly from an array of data.
  12785. * This can be super useful if you either get the data from an uncompressed source or
  12786. * if you wish to create your texture pixel by pixel.
  12787. * @param data define the array of data to use to create the texture
  12788. * @param width define the width of the texture
  12789. * @param height define the height of the texture
  12790. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12791. * @param scene define the scene the texture belongs to
  12792. * @param generateMipMaps define whether mip maps should be generated or not
  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. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12796. */
  12797. constructor(data: ArrayBufferView, width: number, height: number,
  12798. /**
  12799. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12800. */
  12801. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12802. /**
  12803. * Updates the texture underlying data.
  12804. * @param data Define the new data of the texture
  12805. */
  12806. update(data: ArrayBufferView): void;
  12807. /**
  12808. * Creates a luminance texture from some data.
  12809. * @param data Define the texture data
  12810. * @param width Define the width of the texture
  12811. * @param height Define the height of the texture
  12812. * @param scene Define the scene the texture belongs to
  12813. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12814. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12815. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12816. * @returns the luminance texture
  12817. */
  12818. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12819. /**
  12820. * Creates a luminance alpha texture from some data.
  12821. * @param data Define the texture data
  12822. * @param width Define the width of the texture
  12823. * @param height Define the height of the texture
  12824. * @param scene Define the scene the texture belongs to
  12825. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12826. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12827. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12828. * @returns the luminance alpha texture
  12829. */
  12830. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12831. /**
  12832. * Creates an alpha texture from some data.
  12833. * @param data Define the texture data
  12834. * @param width Define the width of the texture
  12835. * @param height Define the height of the texture
  12836. * @param scene Define the scene the texture belongs to
  12837. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12838. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12839. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12840. * @returns the alpha texture
  12841. */
  12842. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12843. /**
  12844. * Creates a RGB texture from some data.
  12845. * @param data Define the texture data
  12846. * @param width Define the width of the texture
  12847. * @param height Define the height of the texture
  12848. * @param scene Define the scene the texture belongs to
  12849. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12850. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12851. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12852. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12853. * @returns the RGB alpha texture
  12854. */
  12855. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12856. /**
  12857. * Creates a RGBA texture from some data.
  12858. * @param data Define the texture data
  12859. * @param width Define the width of the texture
  12860. * @param height Define the height of the texture
  12861. * @param scene Define the scene the texture belongs to
  12862. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12863. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12864. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12865. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12866. * @returns the RGBA texture
  12867. */
  12868. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12869. /**
  12870. * Creates a R texture from some data.
  12871. * @param data Define the texture data
  12872. * @param width Define the width of the texture
  12873. * @param height Define the height of the texture
  12874. * @param scene Define the scene the texture belongs to
  12875. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12876. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12877. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12878. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12879. * @returns the R texture
  12880. */
  12881. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12882. }
  12883. }
  12884. declare module "babylonjs/Maths/math.size" {
  12885. /**
  12886. * Interface for the size containing width and height
  12887. */
  12888. export interface ISize {
  12889. /**
  12890. * Width
  12891. */
  12892. width: number;
  12893. /**
  12894. * Heighht
  12895. */
  12896. height: number;
  12897. }
  12898. /**
  12899. * Size containing widht and height
  12900. */
  12901. export class Size implements ISize {
  12902. /**
  12903. * Width
  12904. */
  12905. width: number;
  12906. /**
  12907. * Height
  12908. */
  12909. height: number;
  12910. /**
  12911. * Creates a Size object from the given width and height (floats).
  12912. * @param width width of the new size
  12913. * @param height height of the new size
  12914. */
  12915. constructor(width: number, height: number);
  12916. /**
  12917. * Returns a string with the Size width and height
  12918. * @returns a string with the Size width and height
  12919. */
  12920. toString(): string;
  12921. /**
  12922. * "Size"
  12923. * @returns the string "Size"
  12924. */
  12925. getClassName(): string;
  12926. /**
  12927. * Returns the Size hash code.
  12928. * @returns a hash code for a unique width and height
  12929. */
  12930. getHashCode(): number;
  12931. /**
  12932. * Updates the current size from the given one.
  12933. * @param src the given size
  12934. */
  12935. copyFrom(src: Size): void;
  12936. /**
  12937. * Updates in place the current Size from the given floats.
  12938. * @param width width of the new size
  12939. * @param height height of the new size
  12940. * @returns the updated Size.
  12941. */
  12942. copyFromFloats(width: number, height: number): Size;
  12943. /**
  12944. * Updates in place the current Size from the given floats.
  12945. * @param width width to set
  12946. * @param height height to set
  12947. * @returns the updated Size.
  12948. */
  12949. set(width: number, height: number): Size;
  12950. /**
  12951. * Multiplies the width and height by numbers
  12952. * @param w factor to multiple the width by
  12953. * @param h factor to multiple the height by
  12954. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12955. */
  12956. multiplyByFloats(w: number, h: number): Size;
  12957. /**
  12958. * Clones the size
  12959. * @returns a new Size copied from the given one.
  12960. */
  12961. clone(): Size;
  12962. /**
  12963. * True if the current Size and the given one width and height are strictly equal.
  12964. * @param other the other size to compare against
  12965. * @returns True if the current Size and the given one width and height are strictly equal.
  12966. */
  12967. equals(other: Size): boolean;
  12968. /**
  12969. * The surface of the Size : width * height (float).
  12970. */
  12971. readonly surface: number;
  12972. /**
  12973. * Create a new size of zero
  12974. * @returns a new Size set to (0.0, 0.0)
  12975. */
  12976. static Zero(): Size;
  12977. /**
  12978. * Sums the width and height of two sizes
  12979. * @param otherSize size to add to this size
  12980. * @returns a new Size set as the addition result of the current Size and the given one.
  12981. */
  12982. add(otherSize: Size): Size;
  12983. /**
  12984. * Subtracts the width and height of two
  12985. * @param otherSize size to subtract to this size
  12986. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12987. */
  12988. subtract(otherSize: Size): Size;
  12989. /**
  12990. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12991. * @param start starting size to lerp between
  12992. * @param end end size to lerp between
  12993. * @param amount amount to lerp between the start and end values
  12994. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12995. */
  12996. static Lerp(start: Size, end: Size, amount: number): Size;
  12997. }
  12998. }
  12999. declare module "babylonjs/Animations/runtimeAnimation" {
  13000. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  13001. import { Animatable } from "babylonjs/Animations/animatable";
  13002. import { Scene } from "babylonjs/scene";
  13003. /**
  13004. * Defines a runtime animation
  13005. */
  13006. export class RuntimeAnimation {
  13007. private _events;
  13008. /**
  13009. * The current frame of the runtime animation
  13010. */
  13011. private _currentFrame;
  13012. /**
  13013. * The animation used by the runtime animation
  13014. */
  13015. private _animation;
  13016. /**
  13017. * The target of the runtime animation
  13018. */
  13019. private _target;
  13020. /**
  13021. * The initiating animatable
  13022. */
  13023. private _host;
  13024. /**
  13025. * The original value of the runtime animation
  13026. */
  13027. private _originalValue;
  13028. /**
  13029. * The original blend value of the runtime animation
  13030. */
  13031. private _originalBlendValue;
  13032. /**
  13033. * The offsets cache of the runtime animation
  13034. */
  13035. private _offsetsCache;
  13036. /**
  13037. * The high limits cache of the runtime animation
  13038. */
  13039. private _highLimitsCache;
  13040. /**
  13041. * Specifies if the runtime animation has been stopped
  13042. */
  13043. private _stopped;
  13044. /**
  13045. * The blending factor of the runtime animation
  13046. */
  13047. private _blendingFactor;
  13048. /**
  13049. * The BabylonJS scene
  13050. */
  13051. private _scene;
  13052. /**
  13053. * The current value of the runtime animation
  13054. */
  13055. private _currentValue;
  13056. /** @hidden */
  13057. _animationState: _IAnimationState;
  13058. /**
  13059. * The active target of the runtime animation
  13060. */
  13061. private _activeTargets;
  13062. private _currentActiveTarget;
  13063. private _directTarget;
  13064. /**
  13065. * The target path of the runtime animation
  13066. */
  13067. private _targetPath;
  13068. /**
  13069. * The weight of the runtime animation
  13070. */
  13071. private _weight;
  13072. /**
  13073. * The ratio offset of the runtime animation
  13074. */
  13075. private _ratioOffset;
  13076. /**
  13077. * The previous delay of the runtime animation
  13078. */
  13079. private _previousDelay;
  13080. /**
  13081. * The previous ratio of the runtime animation
  13082. */
  13083. private _previousRatio;
  13084. private _enableBlending;
  13085. private _keys;
  13086. private _minFrame;
  13087. private _maxFrame;
  13088. private _minValue;
  13089. private _maxValue;
  13090. private _targetIsArray;
  13091. /**
  13092. * Gets the current frame of the runtime animation
  13093. */
  13094. readonly currentFrame: number;
  13095. /**
  13096. * Gets the weight of the runtime animation
  13097. */
  13098. readonly weight: number;
  13099. /**
  13100. * Gets the current value of the runtime animation
  13101. */
  13102. readonly currentValue: any;
  13103. /**
  13104. * Gets the target path of the runtime animation
  13105. */
  13106. readonly targetPath: string;
  13107. /**
  13108. * Gets the actual target of the runtime animation
  13109. */
  13110. readonly target: any;
  13111. /** @hidden */
  13112. _onLoop: () => void;
  13113. /**
  13114. * Create a new RuntimeAnimation object
  13115. * @param target defines the target of the animation
  13116. * @param animation defines the source animation object
  13117. * @param scene defines the hosting scene
  13118. * @param host defines the initiating Animatable
  13119. */
  13120. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  13121. private _preparePath;
  13122. /**
  13123. * Gets the animation from the runtime animation
  13124. */
  13125. readonly animation: Animation;
  13126. /**
  13127. * Resets the runtime animation to the beginning
  13128. * @param restoreOriginal defines whether to restore the target property to the original value
  13129. */
  13130. reset(restoreOriginal?: boolean): void;
  13131. /**
  13132. * Specifies if the runtime animation is stopped
  13133. * @returns Boolean specifying if the runtime animation is stopped
  13134. */
  13135. isStopped(): boolean;
  13136. /**
  13137. * Disposes of the runtime animation
  13138. */
  13139. dispose(): void;
  13140. /**
  13141. * Apply the interpolated value to the target
  13142. * @param currentValue defines the value computed by the animation
  13143. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  13144. */
  13145. setValue(currentValue: any, weight: number): void;
  13146. private _getOriginalValues;
  13147. private _setValue;
  13148. /**
  13149. * Gets the loop pmode of the runtime animation
  13150. * @returns Loop Mode
  13151. */
  13152. private _getCorrectLoopMode;
  13153. /**
  13154. * Move the current animation to a given frame
  13155. * @param frame defines the frame to move to
  13156. */
  13157. goToFrame(frame: number): void;
  13158. /**
  13159. * @hidden Internal use only
  13160. */
  13161. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13162. /**
  13163. * Execute the current animation
  13164. * @param delay defines the delay to add to the current frame
  13165. * @param from defines the lower bound of the animation range
  13166. * @param to defines the upper bound of the animation range
  13167. * @param loop defines if the current animation must loop
  13168. * @param speedRatio defines the current speed ratio
  13169. * @param weight defines the weight of the animation (default is -1 so no weight)
  13170. * @param onLoop optional callback called when animation loops
  13171. * @returns a boolean indicating if the animation is running
  13172. */
  13173. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13174. }
  13175. }
  13176. declare module "babylonjs/Animations/animatable" {
  13177. import { Animation } from "babylonjs/Animations/animation";
  13178. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13179. import { Nullable } from "babylonjs/types";
  13180. import { Observable } from "babylonjs/Misc/observable";
  13181. import { Scene } from "babylonjs/scene";
  13182. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13183. import { Node } from "babylonjs/node";
  13184. /**
  13185. * Class used to store an actual running animation
  13186. */
  13187. export class Animatable {
  13188. /** defines the target object */
  13189. target: any;
  13190. /** defines the starting frame number (default is 0) */
  13191. fromFrame: number;
  13192. /** defines the ending frame number (default is 100) */
  13193. toFrame: number;
  13194. /** defines if the animation must loop (default is false) */
  13195. loopAnimation: boolean;
  13196. /** defines a callback to call when animation ends if it is not looping */
  13197. onAnimationEnd?: (() => void) | null | undefined;
  13198. /** defines a callback to call when animation loops */
  13199. onAnimationLoop?: (() => void) | null | undefined;
  13200. private _localDelayOffset;
  13201. private _pausedDelay;
  13202. private _runtimeAnimations;
  13203. private _paused;
  13204. private _scene;
  13205. private _speedRatio;
  13206. private _weight;
  13207. private _syncRoot;
  13208. /**
  13209. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13210. * This will only apply for non looping animation (default is true)
  13211. */
  13212. disposeOnEnd: boolean;
  13213. /**
  13214. * Gets a boolean indicating if the animation has started
  13215. */
  13216. animationStarted: boolean;
  13217. /**
  13218. * Observer raised when the animation ends
  13219. */
  13220. onAnimationEndObservable: Observable<Animatable>;
  13221. /**
  13222. * Observer raised when the animation loops
  13223. */
  13224. onAnimationLoopObservable: Observable<Animatable>;
  13225. /**
  13226. * Gets the root Animatable used to synchronize and normalize animations
  13227. */
  13228. readonly syncRoot: Nullable<Animatable>;
  13229. /**
  13230. * Gets the current frame of the first RuntimeAnimation
  13231. * Used to synchronize Animatables
  13232. */
  13233. readonly masterFrame: number;
  13234. /**
  13235. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13236. */
  13237. weight: number;
  13238. /**
  13239. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13240. */
  13241. speedRatio: number;
  13242. /**
  13243. * Creates a new Animatable
  13244. * @param scene defines the hosting scene
  13245. * @param target defines the target object
  13246. * @param fromFrame defines the starting frame number (default is 0)
  13247. * @param toFrame defines the ending frame number (default is 100)
  13248. * @param loopAnimation defines if the animation must loop (default is false)
  13249. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13250. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13251. * @param animations defines a group of animation to add to the new Animatable
  13252. * @param onAnimationLoop defines a callback to call when animation loops
  13253. */
  13254. constructor(scene: Scene,
  13255. /** defines the target object */
  13256. target: any,
  13257. /** defines the starting frame number (default is 0) */
  13258. fromFrame?: number,
  13259. /** defines the ending frame number (default is 100) */
  13260. toFrame?: number,
  13261. /** defines if the animation must loop (default is false) */
  13262. loopAnimation?: boolean, speedRatio?: number,
  13263. /** defines a callback to call when animation ends if it is not looping */
  13264. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13265. /** defines a callback to call when animation loops */
  13266. onAnimationLoop?: (() => void) | null | undefined);
  13267. /**
  13268. * Synchronize and normalize current Animatable with a source Animatable
  13269. * This is useful when using animation weights and when animations are not of the same length
  13270. * @param root defines the root Animatable to synchronize with
  13271. * @returns the current Animatable
  13272. */
  13273. syncWith(root: Animatable): Animatable;
  13274. /**
  13275. * Gets the list of runtime animations
  13276. * @returns an array of RuntimeAnimation
  13277. */
  13278. getAnimations(): RuntimeAnimation[];
  13279. /**
  13280. * Adds more animations to the current animatable
  13281. * @param target defines the target of the animations
  13282. * @param animations defines the new animations to add
  13283. */
  13284. appendAnimations(target: any, animations: Animation[]): void;
  13285. /**
  13286. * Gets the source animation for a specific property
  13287. * @param property defines the propertyu to look for
  13288. * @returns null or the source animation for the given property
  13289. */
  13290. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13291. /**
  13292. * Gets the runtime animation for a specific property
  13293. * @param property defines the propertyu to look for
  13294. * @returns null or the runtime animation for the given property
  13295. */
  13296. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13297. /**
  13298. * Resets the animatable to its original state
  13299. */
  13300. reset(): void;
  13301. /**
  13302. * Allows the animatable to blend with current running animations
  13303. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13304. * @param blendingSpeed defines the blending speed to use
  13305. */
  13306. enableBlending(blendingSpeed: number): void;
  13307. /**
  13308. * Disable animation blending
  13309. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13310. */
  13311. disableBlending(): void;
  13312. /**
  13313. * Jump directly to a given frame
  13314. * @param frame defines the frame to jump to
  13315. */
  13316. goToFrame(frame: number): void;
  13317. /**
  13318. * Pause the animation
  13319. */
  13320. pause(): void;
  13321. /**
  13322. * Restart the animation
  13323. */
  13324. restart(): void;
  13325. private _raiseOnAnimationEnd;
  13326. /**
  13327. * Stop and delete the current animation
  13328. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13329. * @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)
  13330. */
  13331. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13332. /**
  13333. * Wait asynchronously for the animation to end
  13334. * @returns a promise which will be fullfilled when the animation ends
  13335. */
  13336. waitAsync(): Promise<Animatable>;
  13337. /** @hidden */
  13338. _animate(delay: number): boolean;
  13339. }
  13340. module "babylonjs/scene" {
  13341. interface Scene {
  13342. /** @hidden */
  13343. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13344. /** @hidden */
  13345. _processLateAnimationBindingsForMatrices(holder: {
  13346. totalWeight: number;
  13347. animations: RuntimeAnimation[];
  13348. originalValue: Matrix;
  13349. }): any;
  13350. /** @hidden */
  13351. _processLateAnimationBindingsForQuaternions(holder: {
  13352. totalWeight: number;
  13353. animations: RuntimeAnimation[];
  13354. originalValue: Quaternion;
  13355. }, refQuaternion: Quaternion): Quaternion;
  13356. /** @hidden */
  13357. _processLateAnimationBindings(): void;
  13358. /**
  13359. * Will start the animation sequence of a given target
  13360. * @param target defines the target
  13361. * @param from defines from which frame should animation start
  13362. * @param to defines until which frame should animation run.
  13363. * @param weight defines the weight to apply to the animation (1.0 by default)
  13364. * @param loop defines if the animation loops
  13365. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13366. * @param onAnimationEnd defines the function to be executed when the animation ends
  13367. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13368. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13369. * @param onAnimationLoop defines the callback to call when an animation loops
  13370. * @returns the animatable object created for this animation
  13371. */
  13372. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13373. /**
  13374. * Will start the animation sequence of a given target
  13375. * @param target defines the target
  13376. * @param from defines from which frame should animation start
  13377. * @param to defines until which frame should animation run.
  13378. * @param loop defines if the animation loops
  13379. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13380. * @param onAnimationEnd defines the function to be executed when the animation ends
  13381. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13382. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13383. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13384. * @param onAnimationLoop defines the callback to call when an animation loops
  13385. * @returns the animatable object created for this animation
  13386. */
  13387. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13388. /**
  13389. * Will start the animation sequence of a given target and its hierarchy
  13390. * @param target defines the target
  13391. * @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.
  13392. * @param from defines from which frame should animation start
  13393. * @param to defines until which frame should animation run.
  13394. * @param loop defines if the animation loops
  13395. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13396. * @param onAnimationEnd defines the function to be executed when the animation ends
  13397. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13398. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13399. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13400. * @param onAnimationLoop defines the callback to call when an animation loops
  13401. * @returns the list of created animatables
  13402. */
  13403. 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[];
  13404. /**
  13405. * Begin a new animation on a given node
  13406. * @param target defines the target where the animation will take place
  13407. * @param animations defines the list of animations to start
  13408. * @param from defines the initial value
  13409. * @param to defines the final value
  13410. * @param loop defines if you want animation to loop (off by default)
  13411. * @param speedRatio defines the speed ratio to apply to all animations
  13412. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13413. * @param onAnimationLoop defines the callback to call when an animation loops
  13414. * @returns the list of created animatables
  13415. */
  13416. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13417. /**
  13418. * Begin a new animation on a given node and its hierarchy
  13419. * @param target defines the root node where the animation will take place
  13420. * @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.
  13421. * @param animations defines the list of animations to start
  13422. * @param from defines the initial value
  13423. * @param to defines the final value
  13424. * @param loop defines if you want animation to loop (off by default)
  13425. * @param speedRatio defines the speed ratio to apply to all animations
  13426. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13427. * @param onAnimationLoop defines the callback to call when an animation loops
  13428. * @returns the list of animatables created for all nodes
  13429. */
  13430. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13431. /**
  13432. * Gets the animatable associated with a specific target
  13433. * @param target defines the target of the animatable
  13434. * @returns the required animatable if found
  13435. */
  13436. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13437. /**
  13438. * Gets all animatables associated with a given target
  13439. * @param target defines the target to look animatables for
  13440. * @returns an array of Animatables
  13441. */
  13442. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13443. /**
  13444. * Stops and removes all animations that have been applied to the scene
  13445. */
  13446. stopAllAnimations(): void;
  13447. /**
  13448. * Gets the current delta time used by animation engine
  13449. */
  13450. deltaTime: number;
  13451. }
  13452. }
  13453. module "babylonjs/Bones/bone" {
  13454. interface Bone {
  13455. /**
  13456. * Copy an animation range from another bone
  13457. * @param source defines the source bone
  13458. * @param rangeName defines the range name to copy
  13459. * @param frameOffset defines the frame offset
  13460. * @param rescaleAsRequired defines if rescaling must be applied if required
  13461. * @param skelDimensionsRatio defines the scaling ratio
  13462. * @returns true if operation was successful
  13463. */
  13464. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13465. }
  13466. }
  13467. }
  13468. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13469. /**
  13470. * Class used to override all child animations of a given target
  13471. */
  13472. export class AnimationPropertiesOverride {
  13473. /**
  13474. * Gets or sets a value indicating if animation blending must be used
  13475. */
  13476. enableBlending: boolean;
  13477. /**
  13478. * Gets or sets the blending speed to use when enableBlending is true
  13479. */
  13480. blendingSpeed: number;
  13481. /**
  13482. * Gets or sets the default loop mode to use
  13483. */
  13484. loopMode: number;
  13485. }
  13486. }
  13487. declare module "babylonjs/Bones/skeleton" {
  13488. import { Bone } from "babylonjs/Bones/bone";
  13489. import { Observable } from "babylonjs/Misc/observable";
  13490. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13491. import { Scene } from "babylonjs/scene";
  13492. import { Nullable } from "babylonjs/types";
  13493. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13494. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13495. import { Animatable } from "babylonjs/Animations/animatable";
  13496. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13497. import { Animation } from "babylonjs/Animations/animation";
  13498. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13499. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13500. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13501. /**
  13502. * Class used to handle skinning animations
  13503. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13504. */
  13505. export class Skeleton implements IAnimatable {
  13506. /** defines the skeleton name */
  13507. name: string;
  13508. /** defines the skeleton Id */
  13509. id: string;
  13510. /**
  13511. * Defines the list of child bones
  13512. */
  13513. bones: Bone[];
  13514. /**
  13515. * Defines an estimate of the dimension of the skeleton at rest
  13516. */
  13517. dimensionsAtRest: Vector3;
  13518. /**
  13519. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13520. */
  13521. needInitialSkinMatrix: boolean;
  13522. /**
  13523. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13524. */
  13525. overrideMesh: Nullable<AbstractMesh>;
  13526. /**
  13527. * Gets the list of animations attached to this skeleton
  13528. */
  13529. animations: Array<Animation>;
  13530. private _scene;
  13531. private _isDirty;
  13532. private _transformMatrices;
  13533. private _transformMatrixTexture;
  13534. private _meshesWithPoseMatrix;
  13535. private _animatables;
  13536. private _identity;
  13537. private _synchronizedWithMesh;
  13538. private _ranges;
  13539. private _lastAbsoluteTransformsUpdateId;
  13540. private _canUseTextureForBones;
  13541. private _uniqueId;
  13542. /** @hidden */
  13543. _numBonesWithLinkedTransformNode: number;
  13544. /** @hidden */
  13545. _hasWaitingData: Nullable<boolean>;
  13546. /**
  13547. * Specifies if the skeleton should be serialized
  13548. */
  13549. doNotSerialize: boolean;
  13550. private _useTextureToStoreBoneMatrices;
  13551. /**
  13552. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13553. * Please note that this option is not available if the hardware does not support it
  13554. */
  13555. useTextureToStoreBoneMatrices: boolean;
  13556. private _animationPropertiesOverride;
  13557. /**
  13558. * Gets or sets the animation properties override
  13559. */
  13560. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13561. /**
  13562. * List of inspectable custom properties (used by the Inspector)
  13563. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13564. */
  13565. inspectableCustomProperties: IInspectable[];
  13566. /**
  13567. * An observable triggered before computing the skeleton's matrices
  13568. */
  13569. onBeforeComputeObservable: Observable<Skeleton>;
  13570. /**
  13571. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13572. */
  13573. readonly isUsingTextureForMatrices: boolean;
  13574. /**
  13575. * Gets the unique ID of this skeleton
  13576. */
  13577. readonly uniqueId: number;
  13578. /**
  13579. * Creates a new skeleton
  13580. * @param name defines the skeleton name
  13581. * @param id defines the skeleton Id
  13582. * @param scene defines the hosting scene
  13583. */
  13584. constructor(
  13585. /** defines the skeleton name */
  13586. name: string,
  13587. /** defines the skeleton Id */
  13588. id: string, scene: Scene);
  13589. /**
  13590. * Gets the current object class name.
  13591. * @return the class name
  13592. */
  13593. getClassName(): string;
  13594. /**
  13595. * Returns an array containing the root bones
  13596. * @returns an array containing the root bones
  13597. */
  13598. getChildren(): Array<Bone>;
  13599. /**
  13600. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13601. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13602. * @returns a Float32Array containing matrices data
  13603. */
  13604. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13605. /**
  13606. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13607. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13608. * @returns a raw texture containing the data
  13609. */
  13610. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13611. /**
  13612. * Gets the current hosting scene
  13613. * @returns a scene object
  13614. */
  13615. getScene(): Scene;
  13616. /**
  13617. * Gets a string representing the current skeleton data
  13618. * @param fullDetails defines a boolean indicating if we want a verbose version
  13619. * @returns a string representing the current skeleton data
  13620. */
  13621. toString(fullDetails?: boolean): string;
  13622. /**
  13623. * Get bone's index searching by name
  13624. * @param name defines bone's name to search for
  13625. * @return the indice of the bone. Returns -1 if not found
  13626. */
  13627. getBoneIndexByName(name: string): number;
  13628. /**
  13629. * Creater a new animation range
  13630. * @param name defines the name of the range
  13631. * @param from defines the start key
  13632. * @param to defines the end key
  13633. */
  13634. createAnimationRange(name: string, from: number, to: number): void;
  13635. /**
  13636. * Delete a specific animation range
  13637. * @param name defines the name of the range
  13638. * @param deleteFrames defines if frames must be removed as well
  13639. */
  13640. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13641. /**
  13642. * Gets a specific animation range
  13643. * @param name defines the name of the range to look for
  13644. * @returns the requested animation range or null if not found
  13645. */
  13646. getAnimationRange(name: string): Nullable<AnimationRange>;
  13647. /**
  13648. * Gets the list of all animation ranges defined on this skeleton
  13649. * @returns an array
  13650. */
  13651. getAnimationRanges(): Nullable<AnimationRange>[];
  13652. /**
  13653. * Copy animation range from a source skeleton.
  13654. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13655. * @param source defines the source skeleton
  13656. * @param name defines the name of the range to copy
  13657. * @param rescaleAsRequired defines if rescaling must be applied if required
  13658. * @returns true if operation was successful
  13659. */
  13660. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13661. /**
  13662. * Forces the skeleton to go to rest pose
  13663. */
  13664. returnToRest(): void;
  13665. private _getHighestAnimationFrame;
  13666. /**
  13667. * Begin a specific animation range
  13668. * @param name defines the name of the range to start
  13669. * @param loop defines if looping must be turned on (false by default)
  13670. * @param speedRatio defines the speed ratio to apply (1 by default)
  13671. * @param onAnimationEnd defines a callback which will be called when animation will end
  13672. * @returns a new animatable
  13673. */
  13674. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13675. /** @hidden */
  13676. _markAsDirty(): void;
  13677. /** @hidden */
  13678. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13679. /** @hidden */
  13680. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13681. private _computeTransformMatrices;
  13682. /**
  13683. * Build all resources required to render a skeleton
  13684. */
  13685. prepare(): void;
  13686. /**
  13687. * Gets the list of animatables currently running for this skeleton
  13688. * @returns an array of animatables
  13689. */
  13690. getAnimatables(): IAnimatable[];
  13691. /**
  13692. * Clone the current skeleton
  13693. * @param name defines the name of the new skeleton
  13694. * @param id defines the id of the new skeleton
  13695. * @returns the new skeleton
  13696. */
  13697. clone(name: string, id?: string): Skeleton;
  13698. /**
  13699. * Enable animation blending for this skeleton
  13700. * @param blendingSpeed defines the blending speed to apply
  13701. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13702. */
  13703. enableBlending(blendingSpeed?: number): void;
  13704. /**
  13705. * Releases all resources associated with the current skeleton
  13706. */
  13707. dispose(): void;
  13708. /**
  13709. * Serialize the skeleton in a JSON object
  13710. * @returns a JSON object
  13711. */
  13712. serialize(): any;
  13713. /**
  13714. * Creates a new skeleton from serialized data
  13715. * @param parsedSkeleton defines the serialized data
  13716. * @param scene defines the hosting scene
  13717. * @returns a new skeleton
  13718. */
  13719. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13720. /**
  13721. * Compute all node absolute transforms
  13722. * @param forceUpdate defines if computation must be done even if cache is up to date
  13723. */
  13724. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13725. /**
  13726. * Gets the root pose matrix
  13727. * @returns a matrix
  13728. */
  13729. getPoseMatrix(): Nullable<Matrix>;
  13730. /**
  13731. * Sorts bones per internal index
  13732. */
  13733. sortBones(): void;
  13734. private _sortBones;
  13735. }
  13736. }
  13737. declare module "babylonjs/Bones/bone" {
  13738. import { Skeleton } from "babylonjs/Bones/skeleton";
  13739. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13740. import { Nullable } from "babylonjs/types";
  13741. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13742. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13743. import { Node } from "babylonjs/node";
  13744. import { Space } from "babylonjs/Maths/math.axis";
  13745. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13746. /**
  13747. * Class used to store bone information
  13748. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13749. */
  13750. export class Bone extends Node {
  13751. /**
  13752. * defines the bone name
  13753. */
  13754. name: string;
  13755. private static _tmpVecs;
  13756. private static _tmpQuat;
  13757. private static _tmpMats;
  13758. /**
  13759. * Gets the list of child bones
  13760. */
  13761. children: Bone[];
  13762. /** Gets the animations associated with this bone */
  13763. animations: import("babylonjs/Animations/animation").Animation[];
  13764. /**
  13765. * Gets or sets bone length
  13766. */
  13767. length: number;
  13768. /**
  13769. * @hidden Internal only
  13770. * Set this value to map this bone to a different index in the transform matrices
  13771. * Set this value to -1 to exclude the bone from the transform matrices
  13772. */
  13773. _index: Nullable<number>;
  13774. private _skeleton;
  13775. private _localMatrix;
  13776. private _restPose;
  13777. private _baseMatrix;
  13778. private _absoluteTransform;
  13779. private _invertedAbsoluteTransform;
  13780. private _parent;
  13781. private _scalingDeterminant;
  13782. private _worldTransform;
  13783. private _localScaling;
  13784. private _localRotation;
  13785. private _localPosition;
  13786. private _needToDecompose;
  13787. private _needToCompose;
  13788. /** @hidden */
  13789. _linkedTransformNode: Nullable<TransformNode>;
  13790. /** @hidden */
  13791. _waitingTransformNodeId: Nullable<string>;
  13792. /** @hidden */
  13793. /** @hidden */
  13794. _matrix: Matrix;
  13795. /**
  13796. * Create a new bone
  13797. * @param name defines the bone name
  13798. * @param skeleton defines the parent skeleton
  13799. * @param parentBone defines the parent (can be null if the bone is the root)
  13800. * @param localMatrix defines the local matrix
  13801. * @param restPose defines the rest pose matrix
  13802. * @param baseMatrix defines the base matrix
  13803. * @param index defines index of the bone in the hiearchy
  13804. */
  13805. constructor(
  13806. /**
  13807. * defines the bone name
  13808. */
  13809. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13810. /**
  13811. * Gets the current object class name.
  13812. * @return the class name
  13813. */
  13814. getClassName(): string;
  13815. /**
  13816. * Gets the parent skeleton
  13817. * @returns a skeleton
  13818. */
  13819. getSkeleton(): Skeleton;
  13820. /**
  13821. * Gets parent bone
  13822. * @returns a bone or null if the bone is the root of the bone hierarchy
  13823. */
  13824. getParent(): Nullable<Bone>;
  13825. /**
  13826. * Returns an array containing the root bones
  13827. * @returns an array containing the root bones
  13828. */
  13829. getChildren(): Array<Bone>;
  13830. /**
  13831. * Gets the node index in matrix array generated for rendering
  13832. * @returns the node index
  13833. */
  13834. getIndex(): number;
  13835. /**
  13836. * Sets the parent bone
  13837. * @param parent defines the parent (can be null if the bone is the root)
  13838. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13839. */
  13840. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13841. /**
  13842. * Gets the local matrix
  13843. * @returns a matrix
  13844. */
  13845. getLocalMatrix(): Matrix;
  13846. /**
  13847. * Gets the base matrix (initial matrix which remains unchanged)
  13848. * @returns a matrix
  13849. */
  13850. getBaseMatrix(): Matrix;
  13851. /**
  13852. * Gets the rest pose matrix
  13853. * @returns a matrix
  13854. */
  13855. getRestPose(): Matrix;
  13856. /**
  13857. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13858. */
  13859. getWorldMatrix(): Matrix;
  13860. /**
  13861. * Sets the local matrix to rest pose matrix
  13862. */
  13863. returnToRest(): void;
  13864. /**
  13865. * Gets the inverse of the absolute transform matrix.
  13866. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13867. * @returns a matrix
  13868. */
  13869. getInvertedAbsoluteTransform(): Matrix;
  13870. /**
  13871. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13872. * @returns a matrix
  13873. */
  13874. getAbsoluteTransform(): Matrix;
  13875. /**
  13876. * Links with the given transform node.
  13877. * The local matrix of this bone is copied from the transform node every frame.
  13878. * @param transformNode defines the transform node to link to
  13879. */
  13880. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13881. /**
  13882. * Gets the node used to drive the bone's transformation
  13883. * @returns a transform node or null
  13884. */
  13885. getTransformNode(): Nullable<TransformNode>;
  13886. /** Gets or sets current position (in local space) */
  13887. position: Vector3;
  13888. /** Gets or sets current rotation (in local space) */
  13889. rotation: Vector3;
  13890. /** Gets or sets current rotation quaternion (in local space) */
  13891. rotationQuaternion: Quaternion;
  13892. /** Gets or sets current scaling (in local space) */
  13893. scaling: Vector3;
  13894. /**
  13895. * Gets the animation properties override
  13896. */
  13897. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13898. private _decompose;
  13899. private _compose;
  13900. /**
  13901. * Update the base and local matrices
  13902. * @param matrix defines the new base or local matrix
  13903. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13904. * @param updateLocalMatrix defines if the local matrix should be updated
  13905. */
  13906. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13907. /** @hidden */
  13908. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13909. /**
  13910. * Flag the bone as dirty (Forcing it to update everything)
  13911. */
  13912. markAsDirty(): void;
  13913. /** @hidden */
  13914. _markAsDirtyAndCompose(): void;
  13915. private _markAsDirtyAndDecompose;
  13916. /**
  13917. * Translate the bone in local or world space
  13918. * @param vec The amount to translate the bone
  13919. * @param space The space that the translation is in
  13920. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13921. */
  13922. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13923. /**
  13924. * Set the postion of the bone in local or world space
  13925. * @param position The position to set the bone
  13926. * @param space The space that the position is in
  13927. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13928. */
  13929. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13930. /**
  13931. * Set the absolute position of the bone (world space)
  13932. * @param position The position to set the bone
  13933. * @param mesh The mesh that this bone is attached to
  13934. */
  13935. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13936. /**
  13937. * Scale the bone on the x, y and z axes (in local space)
  13938. * @param x The amount to scale the bone on the x axis
  13939. * @param y The amount to scale the bone on the y axis
  13940. * @param z The amount to scale the bone on the z axis
  13941. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13942. */
  13943. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13944. /**
  13945. * Set the bone scaling in local space
  13946. * @param scale defines the scaling vector
  13947. */
  13948. setScale(scale: Vector3): void;
  13949. /**
  13950. * Gets the current scaling in local space
  13951. * @returns the current scaling vector
  13952. */
  13953. getScale(): Vector3;
  13954. /**
  13955. * Gets the current scaling in local space and stores it in a target vector
  13956. * @param result defines the target vector
  13957. */
  13958. getScaleToRef(result: Vector3): void;
  13959. /**
  13960. * Set the yaw, pitch, and roll of the bone in local or world space
  13961. * @param yaw The rotation of the bone on the y axis
  13962. * @param pitch The rotation of the bone on the x axis
  13963. * @param roll The rotation of the bone on the z axis
  13964. * @param space The space that the axes of rotation are in
  13965. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13966. */
  13967. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13968. /**
  13969. * Add a rotation to the bone on an axis in local or world space
  13970. * @param axis The axis to rotate the bone on
  13971. * @param amount The amount to rotate the bone
  13972. * @param space The space that the axis is in
  13973. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13974. */
  13975. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13976. /**
  13977. * Set the rotation of the bone to a particular axis angle in local or world space
  13978. * @param axis The axis to rotate the bone on
  13979. * @param angle The angle that the bone should be rotated to
  13980. * @param space The space that the axis is in
  13981. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13982. */
  13983. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13984. /**
  13985. * Set the euler rotation of the bone in local of world space
  13986. * @param rotation The euler rotation that the bone should be set to
  13987. * @param space The space that the rotation is in
  13988. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13989. */
  13990. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13991. /**
  13992. * Set the quaternion rotation of the bone in local of world space
  13993. * @param quat The quaternion rotation that the bone should be set to
  13994. * @param space The space that the rotation is in
  13995. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13996. */
  13997. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13998. /**
  13999. * Set the rotation matrix of the bone in local of world space
  14000. * @param rotMat The rotation matrix that the bone should be set to
  14001. * @param space The space that the rotation is in
  14002. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14003. */
  14004. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  14005. private _rotateWithMatrix;
  14006. private _getNegativeRotationToRef;
  14007. /**
  14008. * Get the position of the bone in local or world space
  14009. * @param space The space that the returned position is in
  14010. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14011. * @returns The position of the bone
  14012. */
  14013. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14014. /**
  14015. * Copy the position of the bone to a vector3 in local or world space
  14016. * @param space The space that the returned position is in
  14017. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14018. * @param result The vector3 to copy the position to
  14019. */
  14020. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  14021. /**
  14022. * Get the absolute position of the bone (world space)
  14023. * @param mesh The mesh that this bone is attached to
  14024. * @returns The absolute position of the bone
  14025. */
  14026. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  14027. /**
  14028. * Copy the absolute position of the bone (world space) to the result param
  14029. * @param mesh The mesh that this bone is attached to
  14030. * @param result The vector3 to copy the absolute position to
  14031. */
  14032. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  14033. /**
  14034. * Compute the absolute transforms of this bone and its children
  14035. */
  14036. computeAbsoluteTransforms(): void;
  14037. /**
  14038. * Get the world direction from an axis that is in the local space of the bone
  14039. * @param localAxis The local direction that is used to compute the world direction
  14040. * @param mesh The mesh that this bone is attached to
  14041. * @returns The world direction
  14042. */
  14043. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14044. /**
  14045. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  14046. * @param localAxis The local direction that is used to compute the world direction
  14047. * @param mesh The mesh that this bone is attached to
  14048. * @param result The vector3 that the world direction will be copied to
  14049. */
  14050. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14051. /**
  14052. * Get the euler rotation of the bone in local or world space
  14053. * @param space The space that the rotation should be in
  14054. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14055. * @returns The euler rotation
  14056. */
  14057. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14058. /**
  14059. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  14060. * @param space The space that the rotation should be in
  14061. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14062. * @param result The vector3 that the rotation should be copied to
  14063. */
  14064. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14065. /**
  14066. * Get the quaternion rotation of the bone in either local or world space
  14067. * @param space The space that the rotation should be in
  14068. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14069. * @returns The quaternion rotation
  14070. */
  14071. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  14072. /**
  14073. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  14074. * @param space The space that the rotation should be in
  14075. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14076. * @param result The quaternion that the rotation should be copied to
  14077. */
  14078. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  14079. /**
  14080. * Get the rotation matrix of the bone in local or world space
  14081. * @param space The space that the rotation should be in
  14082. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14083. * @returns The rotation matrix
  14084. */
  14085. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  14086. /**
  14087. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  14088. * @param space The space that the rotation should be in
  14089. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14090. * @param result The quaternion that the rotation should be copied to
  14091. */
  14092. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  14093. /**
  14094. * Get the world position of a point that is in the local space of the bone
  14095. * @param position The local position
  14096. * @param mesh The mesh that this bone is attached to
  14097. * @returns The world position
  14098. */
  14099. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14100. /**
  14101. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  14102. * @param position The local position
  14103. * @param mesh The mesh that this bone is attached to
  14104. * @param result The vector3 that the world position should be copied to
  14105. */
  14106. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14107. /**
  14108. * Get the local position of a point that is in world space
  14109. * @param position The world position
  14110. * @param mesh The mesh that this bone is attached to
  14111. * @returns The local position
  14112. */
  14113. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14114. /**
  14115. * Get the local position of a point that is in world space and copy it to the result param
  14116. * @param position The world position
  14117. * @param mesh The mesh that this bone is attached to
  14118. * @param result The vector3 that the local position should be copied to
  14119. */
  14120. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14121. }
  14122. }
  14123. declare module "babylonjs/Meshes/transformNode" {
  14124. import { DeepImmutable } from "babylonjs/types";
  14125. import { Observable } from "babylonjs/Misc/observable";
  14126. import { Nullable } from "babylonjs/types";
  14127. import { Camera } from "babylonjs/Cameras/camera";
  14128. import { Scene } from "babylonjs/scene";
  14129. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14130. import { Node } from "babylonjs/node";
  14131. import { Bone } from "babylonjs/Bones/bone";
  14132. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14133. import { Space } from "babylonjs/Maths/math.axis";
  14134. /**
  14135. * 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.
  14136. * @see https://doc.babylonjs.com/how_to/transformnode
  14137. */
  14138. export class TransformNode extends Node {
  14139. /**
  14140. * Object will not rotate to face the camera
  14141. */
  14142. static BILLBOARDMODE_NONE: number;
  14143. /**
  14144. * Object will rotate to face the camera but only on the x axis
  14145. */
  14146. static BILLBOARDMODE_X: number;
  14147. /**
  14148. * Object will rotate to face the camera but only on the y axis
  14149. */
  14150. static BILLBOARDMODE_Y: number;
  14151. /**
  14152. * Object will rotate to face the camera but only on the z axis
  14153. */
  14154. static BILLBOARDMODE_Z: number;
  14155. /**
  14156. * Object will rotate to face the camera
  14157. */
  14158. static BILLBOARDMODE_ALL: number;
  14159. /**
  14160. * Object will rotate to face the camera's position instead of orientation
  14161. */
  14162. static BILLBOARDMODE_USE_POSITION: number;
  14163. private _forward;
  14164. private _forwardInverted;
  14165. private _up;
  14166. private _right;
  14167. private _rightInverted;
  14168. private _position;
  14169. private _rotation;
  14170. private _rotationQuaternion;
  14171. protected _scaling: Vector3;
  14172. protected _isDirty: boolean;
  14173. private _transformToBoneReferal;
  14174. private _isAbsoluteSynced;
  14175. private _billboardMode;
  14176. /**
  14177. * Gets or sets the billboard mode. Default is 0.
  14178. *
  14179. * | Value | Type | Description |
  14180. * | --- | --- | --- |
  14181. * | 0 | BILLBOARDMODE_NONE | |
  14182. * | 1 | BILLBOARDMODE_X | |
  14183. * | 2 | BILLBOARDMODE_Y | |
  14184. * | 4 | BILLBOARDMODE_Z | |
  14185. * | 7 | BILLBOARDMODE_ALL | |
  14186. *
  14187. */
  14188. billboardMode: number;
  14189. private _preserveParentRotationForBillboard;
  14190. /**
  14191. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14192. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14193. */
  14194. preserveParentRotationForBillboard: boolean;
  14195. /**
  14196. * 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
  14197. */
  14198. scalingDeterminant: number;
  14199. private _infiniteDistance;
  14200. /**
  14201. * Gets or sets the distance of the object to max, often used by skybox
  14202. */
  14203. infiniteDistance: boolean;
  14204. /**
  14205. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14206. * By default the system will update normals to compensate
  14207. */
  14208. ignoreNonUniformScaling: boolean;
  14209. /**
  14210. * 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
  14211. */
  14212. reIntegrateRotationIntoRotationQuaternion: boolean;
  14213. /** @hidden */
  14214. _poseMatrix: Nullable<Matrix>;
  14215. /** @hidden */
  14216. _localMatrix: Matrix;
  14217. private _usePivotMatrix;
  14218. private _absolutePosition;
  14219. private _absoluteScaling;
  14220. private _absoluteRotationQuaternion;
  14221. private _pivotMatrix;
  14222. private _pivotMatrixInverse;
  14223. protected _postMultiplyPivotMatrix: boolean;
  14224. protected _isWorldMatrixFrozen: boolean;
  14225. /** @hidden */
  14226. _indexInSceneTransformNodesArray: number;
  14227. /**
  14228. * An event triggered after the world matrix is updated
  14229. */
  14230. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14231. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14232. /**
  14233. * Gets a string identifying the name of the class
  14234. * @returns "TransformNode" string
  14235. */
  14236. getClassName(): string;
  14237. /**
  14238. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14239. */
  14240. position: Vector3;
  14241. /**
  14242. * 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)).
  14243. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14244. */
  14245. rotation: Vector3;
  14246. /**
  14247. * 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)).
  14248. */
  14249. scaling: Vector3;
  14250. /**
  14251. * 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).
  14252. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14253. */
  14254. rotationQuaternion: Nullable<Quaternion>;
  14255. /**
  14256. * The forward direction of that transform in world space.
  14257. */
  14258. readonly forward: Vector3;
  14259. /**
  14260. * The up direction of that transform in world space.
  14261. */
  14262. readonly up: Vector3;
  14263. /**
  14264. * The right direction of that transform in world space.
  14265. */
  14266. readonly right: Vector3;
  14267. /**
  14268. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14269. * @param matrix the matrix to copy the pose from
  14270. * @returns this TransformNode.
  14271. */
  14272. updatePoseMatrix(matrix: Matrix): TransformNode;
  14273. /**
  14274. * Returns the mesh Pose matrix.
  14275. * @returns the pose matrix
  14276. */
  14277. getPoseMatrix(): Matrix;
  14278. /** @hidden */
  14279. _isSynchronized(): boolean;
  14280. /** @hidden */
  14281. _initCache(): void;
  14282. /**
  14283. * Flag the transform node as dirty (Forcing it to update everything)
  14284. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14285. * @returns this transform node
  14286. */
  14287. markAsDirty(property: string): TransformNode;
  14288. /**
  14289. * Returns the current mesh absolute position.
  14290. * Returns a Vector3.
  14291. */
  14292. readonly absolutePosition: Vector3;
  14293. /**
  14294. * Returns the current mesh absolute scaling.
  14295. * Returns a Vector3.
  14296. */
  14297. readonly absoluteScaling: Vector3;
  14298. /**
  14299. * Returns the current mesh absolute rotation.
  14300. * Returns a Quaternion.
  14301. */
  14302. readonly absoluteRotationQuaternion: Quaternion;
  14303. /**
  14304. * Sets a new matrix to apply before all other transformation
  14305. * @param matrix defines the transform matrix
  14306. * @returns the current TransformNode
  14307. */
  14308. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14309. /**
  14310. * Sets a new pivot matrix to the current node
  14311. * @param matrix defines the new pivot matrix to use
  14312. * @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
  14313. * @returns the current TransformNode
  14314. */
  14315. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14316. /**
  14317. * Returns the mesh pivot matrix.
  14318. * Default : Identity.
  14319. * @returns the matrix
  14320. */
  14321. getPivotMatrix(): Matrix;
  14322. /**
  14323. * Instantiate (when possible) or clone that node with its hierarchy
  14324. * @param newParent defines the new parent to use for the instance (or clone)
  14325. * @param options defines options to configure how copy is done
  14326. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  14327. * @returns an instance (or a clone) of the current node with its hiearchy
  14328. */
  14329. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  14330. doNotInstantiate: boolean;
  14331. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  14332. /**
  14333. * Prevents the World matrix to be computed any longer
  14334. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14335. * @returns the TransformNode.
  14336. */
  14337. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14338. /**
  14339. * Allows back the World matrix computation.
  14340. * @returns the TransformNode.
  14341. */
  14342. unfreezeWorldMatrix(): this;
  14343. /**
  14344. * True if the World matrix has been frozen.
  14345. */
  14346. readonly isWorldMatrixFrozen: boolean;
  14347. /**
  14348. * Retuns the mesh absolute position in the World.
  14349. * @returns a Vector3.
  14350. */
  14351. getAbsolutePosition(): Vector3;
  14352. /**
  14353. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14354. * @param absolutePosition the absolute position to set
  14355. * @returns the TransformNode.
  14356. */
  14357. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14358. /**
  14359. * Sets the mesh position in its local space.
  14360. * @param vector3 the position to set in localspace
  14361. * @returns the TransformNode.
  14362. */
  14363. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14364. /**
  14365. * Returns the mesh position in the local space from the current World matrix values.
  14366. * @returns a new Vector3.
  14367. */
  14368. getPositionExpressedInLocalSpace(): Vector3;
  14369. /**
  14370. * Translates the mesh along the passed Vector3 in its local space.
  14371. * @param vector3 the distance to translate in localspace
  14372. * @returns the TransformNode.
  14373. */
  14374. locallyTranslate(vector3: Vector3): TransformNode;
  14375. private static _lookAtVectorCache;
  14376. /**
  14377. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14378. * @param targetPoint the position (must be in same space as current mesh) to look at
  14379. * @param yawCor optional yaw (y-axis) correction in radians
  14380. * @param pitchCor optional pitch (x-axis) correction in radians
  14381. * @param rollCor optional roll (z-axis) correction in radians
  14382. * @param space the choosen space of the target
  14383. * @returns the TransformNode.
  14384. */
  14385. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14386. /**
  14387. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14388. * This Vector3 is expressed in the World space.
  14389. * @param localAxis axis to rotate
  14390. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14391. */
  14392. getDirection(localAxis: Vector3): Vector3;
  14393. /**
  14394. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14395. * localAxis is expressed in the mesh local space.
  14396. * result is computed in the Wordl space from the mesh World matrix.
  14397. * @param localAxis axis to rotate
  14398. * @param result the resulting transformnode
  14399. * @returns this TransformNode.
  14400. */
  14401. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14402. /**
  14403. * Sets this transform node rotation to the given local axis.
  14404. * @param localAxis the axis in local space
  14405. * @param yawCor optional yaw (y-axis) correction in radians
  14406. * @param pitchCor optional pitch (x-axis) correction in radians
  14407. * @param rollCor optional roll (z-axis) correction in radians
  14408. * @returns this TransformNode
  14409. */
  14410. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14411. /**
  14412. * Sets a new pivot point to the current node
  14413. * @param point defines the new pivot point to use
  14414. * @param space defines if the point is in world or local space (local by default)
  14415. * @returns the current TransformNode
  14416. */
  14417. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14418. /**
  14419. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14420. * @returns the pivot point
  14421. */
  14422. getPivotPoint(): Vector3;
  14423. /**
  14424. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14425. * @param result the vector3 to store the result
  14426. * @returns this TransformNode.
  14427. */
  14428. getPivotPointToRef(result: Vector3): TransformNode;
  14429. /**
  14430. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14431. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14432. */
  14433. getAbsolutePivotPoint(): Vector3;
  14434. /**
  14435. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14436. * @param result vector3 to store the result
  14437. * @returns this TransformNode.
  14438. */
  14439. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14440. /**
  14441. * Defines the passed node as the parent of the current node.
  14442. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14443. * @see https://doc.babylonjs.com/how_to/parenting
  14444. * @param node the node ot set as the parent
  14445. * @returns this TransformNode.
  14446. */
  14447. setParent(node: Nullable<Node>): TransformNode;
  14448. private _nonUniformScaling;
  14449. /**
  14450. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14451. */
  14452. readonly nonUniformScaling: boolean;
  14453. /** @hidden */
  14454. _updateNonUniformScalingState(value: boolean): boolean;
  14455. /**
  14456. * Attach the current TransformNode to another TransformNode associated with a bone
  14457. * @param bone Bone affecting the TransformNode
  14458. * @param affectedTransformNode TransformNode associated with the bone
  14459. * @returns this object
  14460. */
  14461. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14462. /**
  14463. * Detach the transform node if its associated with a bone
  14464. * @returns this object
  14465. */
  14466. detachFromBone(): TransformNode;
  14467. private static _rotationAxisCache;
  14468. /**
  14469. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14470. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14471. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14472. * The passed axis is also normalized.
  14473. * @param axis the axis to rotate around
  14474. * @param amount the amount to rotate in radians
  14475. * @param space Space to rotate in (Default: local)
  14476. * @returns the TransformNode.
  14477. */
  14478. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14479. /**
  14480. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14481. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14482. * The passed axis is also normalized. .
  14483. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14484. * @param point the point to rotate around
  14485. * @param axis the axis to rotate around
  14486. * @param amount the amount to rotate in radians
  14487. * @returns the TransformNode
  14488. */
  14489. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14490. /**
  14491. * Translates the mesh along the axis vector for the passed distance in the given space.
  14492. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14493. * @param axis the axis to translate in
  14494. * @param distance the distance to translate
  14495. * @param space Space to rotate in (Default: local)
  14496. * @returns the TransformNode.
  14497. */
  14498. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14499. /**
  14500. * Adds a rotation step to the mesh current rotation.
  14501. * x, y, z are Euler angles expressed in radians.
  14502. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14503. * This means this rotation is made in the mesh local space only.
  14504. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14505. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14506. * ```javascript
  14507. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14508. * ```
  14509. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14510. * 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.
  14511. * @param x Rotation to add
  14512. * @param y Rotation to add
  14513. * @param z Rotation to add
  14514. * @returns the TransformNode.
  14515. */
  14516. addRotation(x: number, y: number, z: number): TransformNode;
  14517. /**
  14518. * @hidden
  14519. */
  14520. protected _getEffectiveParent(): Nullable<Node>;
  14521. /**
  14522. * Computes the world matrix of the node
  14523. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14524. * @returns the world matrix
  14525. */
  14526. computeWorldMatrix(force?: boolean): Matrix;
  14527. protected _afterComputeWorldMatrix(): void;
  14528. /**
  14529. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14530. * @param func callback function to add
  14531. *
  14532. * @returns the TransformNode.
  14533. */
  14534. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14535. /**
  14536. * Removes a registered callback function.
  14537. * @param func callback function to remove
  14538. * @returns the TransformNode.
  14539. */
  14540. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14541. /**
  14542. * Gets the position of the current mesh in camera space
  14543. * @param camera defines the camera to use
  14544. * @returns a position
  14545. */
  14546. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14547. /**
  14548. * Returns the distance from the mesh to the active camera
  14549. * @param camera defines the camera to use
  14550. * @returns the distance
  14551. */
  14552. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14553. /**
  14554. * Clone the current transform node
  14555. * @param name Name of the new clone
  14556. * @param newParent New parent for the clone
  14557. * @param doNotCloneChildren Do not clone children hierarchy
  14558. * @returns the new transform node
  14559. */
  14560. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14561. /**
  14562. * Serializes the objects information.
  14563. * @param currentSerializationObject defines the object to serialize in
  14564. * @returns the serialized object
  14565. */
  14566. serialize(currentSerializationObject?: any): any;
  14567. /**
  14568. * Returns a new TransformNode object parsed from the source provided.
  14569. * @param parsedTransformNode is the source.
  14570. * @param scene the scne the object belongs to
  14571. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14572. * @returns a new TransformNode object parsed from the source provided.
  14573. */
  14574. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14575. /**
  14576. * Get all child-transformNodes of this node
  14577. * @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
  14578. * @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
  14579. * @returns an array of TransformNode
  14580. */
  14581. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14582. /**
  14583. * Releases resources associated with this transform node.
  14584. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14585. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14586. */
  14587. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14588. /**
  14589. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14590. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14591. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14592. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14593. * @returns the current mesh
  14594. */
  14595. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14596. private _syncAbsoluteScalingAndRotation;
  14597. }
  14598. }
  14599. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14600. import { Observable } from "babylonjs/Misc/observable";
  14601. import { Nullable } from "babylonjs/types";
  14602. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14603. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14604. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14605. import { Ray } from "babylonjs/Culling/ray";
  14606. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14607. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14608. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14609. /**
  14610. * Defines the types of pose enabled controllers that are supported
  14611. */
  14612. export enum PoseEnabledControllerType {
  14613. /**
  14614. * HTC Vive
  14615. */
  14616. VIVE = 0,
  14617. /**
  14618. * Oculus Rift
  14619. */
  14620. OCULUS = 1,
  14621. /**
  14622. * Windows mixed reality
  14623. */
  14624. WINDOWS = 2,
  14625. /**
  14626. * Samsung gear VR
  14627. */
  14628. GEAR_VR = 3,
  14629. /**
  14630. * Google Daydream
  14631. */
  14632. DAYDREAM = 4,
  14633. /**
  14634. * Generic
  14635. */
  14636. GENERIC = 5
  14637. }
  14638. /**
  14639. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14640. */
  14641. export interface MutableGamepadButton {
  14642. /**
  14643. * Value of the button/trigger
  14644. */
  14645. value: number;
  14646. /**
  14647. * If the button/trigger is currently touched
  14648. */
  14649. touched: boolean;
  14650. /**
  14651. * If the button/trigger is currently pressed
  14652. */
  14653. pressed: boolean;
  14654. }
  14655. /**
  14656. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14657. * @hidden
  14658. */
  14659. export interface ExtendedGamepadButton extends GamepadButton {
  14660. /**
  14661. * If the button/trigger is currently pressed
  14662. */
  14663. readonly pressed: boolean;
  14664. /**
  14665. * If the button/trigger is currently touched
  14666. */
  14667. readonly touched: boolean;
  14668. /**
  14669. * Value of the button/trigger
  14670. */
  14671. readonly value: number;
  14672. }
  14673. /** @hidden */
  14674. export interface _GamePadFactory {
  14675. /**
  14676. * Returns wether or not the current gamepad can be created for this type of controller.
  14677. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14678. * @returns true if it can be created, otherwise false
  14679. */
  14680. canCreate(gamepadInfo: any): boolean;
  14681. /**
  14682. * Creates a new instance of the Gamepad.
  14683. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14684. * @returns the new gamepad instance
  14685. */
  14686. create(gamepadInfo: any): Gamepad;
  14687. }
  14688. /**
  14689. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14690. */
  14691. export class PoseEnabledControllerHelper {
  14692. /** @hidden */
  14693. static _ControllerFactories: _GamePadFactory[];
  14694. /** @hidden */
  14695. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14696. /**
  14697. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14698. * @param vrGamepad the gamepad to initialized
  14699. * @returns a vr controller of the type the gamepad identified as
  14700. */
  14701. static InitiateController(vrGamepad: any): Gamepad;
  14702. }
  14703. /**
  14704. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14705. */
  14706. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14707. /**
  14708. * If the controller is used in a webXR session
  14709. */
  14710. isXR: boolean;
  14711. private _deviceRoomPosition;
  14712. private _deviceRoomRotationQuaternion;
  14713. /**
  14714. * The device position in babylon space
  14715. */
  14716. devicePosition: Vector3;
  14717. /**
  14718. * The device rotation in babylon space
  14719. */
  14720. deviceRotationQuaternion: Quaternion;
  14721. /**
  14722. * The scale factor of the device in babylon space
  14723. */
  14724. deviceScaleFactor: number;
  14725. /**
  14726. * (Likely devicePosition should be used instead) The device position in its room space
  14727. */
  14728. position: Vector3;
  14729. /**
  14730. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14731. */
  14732. rotationQuaternion: Quaternion;
  14733. /**
  14734. * The type of controller (Eg. Windows mixed reality)
  14735. */
  14736. controllerType: PoseEnabledControllerType;
  14737. protected _calculatedPosition: Vector3;
  14738. private _calculatedRotation;
  14739. /**
  14740. * The raw pose from the device
  14741. */
  14742. rawPose: DevicePose;
  14743. private _trackPosition;
  14744. private _maxRotationDistFromHeadset;
  14745. private _draggedRoomRotation;
  14746. /**
  14747. * @hidden
  14748. */
  14749. _disableTrackPosition(fixedPosition: Vector3): void;
  14750. /**
  14751. * Internal, the mesh attached to the controller
  14752. * @hidden
  14753. */
  14754. _mesh: Nullable<AbstractMesh>;
  14755. private _poseControlledCamera;
  14756. private _leftHandSystemQuaternion;
  14757. /**
  14758. * Internal, matrix used to convert room space to babylon space
  14759. * @hidden
  14760. */
  14761. _deviceToWorld: Matrix;
  14762. /**
  14763. * Node to be used when casting a ray from the controller
  14764. * @hidden
  14765. */
  14766. _pointingPoseNode: Nullable<TransformNode>;
  14767. /**
  14768. * Name of the child mesh that can be used to cast a ray from the controller
  14769. */
  14770. static readonly POINTING_POSE: string;
  14771. /**
  14772. * Creates a new PoseEnabledController from a gamepad
  14773. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14774. */
  14775. constructor(browserGamepad: any);
  14776. private _workingMatrix;
  14777. /**
  14778. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14779. */
  14780. update(): void;
  14781. /**
  14782. * Updates only the pose device and mesh without doing any button event checking
  14783. */
  14784. protected _updatePoseAndMesh(): void;
  14785. /**
  14786. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14787. * @param poseData raw pose fromthe device
  14788. */
  14789. updateFromDevice(poseData: DevicePose): void;
  14790. /**
  14791. * @hidden
  14792. */
  14793. _meshAttachedObservable: Observable<AbstractMesh>;
  14794. /**
  14795. * Attaches a mesh to the controller
  14796. * @param mesh the mesh to be attached
  14797. */
  14798. attachToMesh(mesh: AbstractMesh): void;
  14799. /**
  14800. * Attaches the controllers mesh to a camera
  14801. * @param camera the camera the mesh should be attached to
  14802. */
  14803. attachToPoseControlledCamera(camera: TargetCamera): void;
  14804. /**
  14805. * Disposes of the controller
  14806. */
  14807. dispose(): void;
  14808. /**
  14809. * The mesh that is attached to the controller
  14810. */
  14811. readonly mesh: Nullable<AbstractMesh>;
  14812. /**
  14813. * Gets the ray of the controller in the direction the controller is pointing
  14814. * @param length the length the resulting ray should be
  14815. * @returns a ray in the direction the controller is pointing
  14816. */
  14817. getForwardRay(length?: number): Ray;
  14818. }
  14819. }
  14820. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14821. import { Observable } from "babylonjs/Misc/observable";
  14822. import { Scene } from "babylonjs/scene";
  14823. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14824. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14825. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14826. import { Nullable } from "babylonjs/types";
  14827. /**
  14828. * Defines the WebVRController object that represents controllers tracked in 3D space
  14829. */
  14830. export abstract class WebVRController extends PoseEnabledController {
  14831. /**
  14832. * Internal, the default controller model for the controller
  14833. */
  14834. protected _defaultModel: Nullable<AbstractMesh>;
  14835. /**
  14836. * Fired when the trigger state has changed
  14837. */
  14838. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14839. /**
  14840. * Fired when the main button state has changed
  14841. */
  14842. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14843. /**
  14844. * Fired when the secondary button state has changed
  14845. */
  14846. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14847. /**
  14848. * Fired when the pad state has changed
  14849. */
  14850. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14851. /**
  14852. * Fired when controllers stick values have changed
  14853. */
  14854. onPadValuesChangedObservable: Observable<StickValues>;
  14855. /**
  14856. * Array of button availible on the controller
  14857. */
  14858. protected _buttons: Array<MutableGamepadButton>;
  14859. private _onButtonStateChange;
  14860. /**
  14861. * Fired when a controller button's state has changed
  14862. * @param callback the callback containing the button that was modified
  14863. */
  14864. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14865. /**
  14866. * X and Y axis corresponding to the controllers joystick
  14867. */
  14868. pad: StickValues;
  14869. /**
  14870. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14871. */
  14872. hand: string;
  14873. /**
  14874. * The default controller model for the controller
  14875. */
  14876. readonly defaultModel: Nullable<AbstractMesh>;
  14877. /**
  14878. * Creates a new WebVRController from a gamepad
  14879. * @param vrGamepad the gamepad that the WebVRController should be created from
  14880. */
  14881. constructor(vrGamepad: any);
  14882. /**
  14883. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14884. */
  14885. update(): void;
  14886. /**
  14887. * Function to be called when a button is modified
  14888. */
  14889. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14890. /**
  14891. * Loads a mesh and attaches it to the controller
  14892. * @param scene the scene the mesh should be added to
  14893. * @param meshLoaded callback for when the mesh has been loaded
  14894. */
  14895. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14896. private _setButtonValue;
  14897. private _changes;
  14898. private _checkChanges;
  14899. /**
  14900. * Disposes of th webVRCOntroller
  14901. */
  14902. dispose(): void;
  14903. }
  14904. }
  14905. declare module "babylonjs/Lights/hemisphericLight" {
  14906. import { Nullable } from "babylonjs/types";
  14907. import { Scene } from "babylonjs/scene";
  14908. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14909. import { Color3 } from "babylonjs/Maths/math.color";
  14910. import { Effect } from "babylonjs/Materials/effect";
  14911. import { Light } from "babylonjs/Lights/light";
  14912. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14913. /**
  14914. * The HemisphericLight simulates the ambient environment light,
  14915. * so the passed direction is the light reflection direction, not the incoming direction.
  14916. */
  14917. export class HemisphericLight extends Light {
  14918. /**
  14919. * The groundColor is the light in the opposite direction to the one specified during creation.
  14920. * 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.
  14921. */
  14922. groundColor: Color3;
  14923. /**
  14924. * The light reflection direction, not the incoming direction.
  14925. */
  14926. direction: Vector3;
  14927. /**
  14928. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14929. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14930. * The HemisphericLight can't cast shadows.
  14931. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14932. * @param name The friendly name of the light
  14933. * @param direction The direction of the light reflection
  14934. * @param scene The scene the light belongs to
  14935. */
  14936. constructor(name: string, direction: Vector3, scene: Scene);
  14937. protected _buildUniformLayout(): void;
  14938. /**
  14939. * Returns the string "HemisphericLight".
  14940. * @return The class name
  14941. */
  14942. getClassName(): string;
  14943. /**
  14944. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14945. * Returns the updated direction.
  14946. * @param target The target the direction should point to
  14947. * @return The computed direction
  14948. */
  14949. setDirectionToTarget(target: Vector3): Vector3;
  14950. /**
  14951. * Returns the shadow generator associated to the light.
  14952. * @returns Always null for hemispheric lights because it does not support shadows.
  14953. */
  14954. getShadowGenerator(): Nullable<IShadowGenerator>;
  14955. /**
  14956. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14957. * @param effect The effect to update
  14958. * @param lightIndex The index of the light in the effect to update
  14959. * @returns The hemispheric light
  14960. */
  14961. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14962. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  14963. /**
  14964. * Computes the world matrix of the node
  14965. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14966. * @param useWasUpdatedFlag defines a reserved property
  14967. * @returns the world matrix
  14968. */
  14969. computeWorldMatrix(): Matrix;
  14970. /**
  14971. * Returns the integer 3.
  14972. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14973. */
  14974. getTypeID(): number;
  14975. /**
  14976. * Prepares the list of defines specific to the light type.
  14977. * @param defines the list of defines
  14978. * @param lightIndex defines the index of the light for the effect
  14979. */
  14980. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14981. }
  14982. }
  14983. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14984. /** @hidden */
  14985. export var vrMultiviewToSingleviewPixelShader: {
  14986. name: string;
  14987. shader: string;
  14988. };
  14989. }
  14990. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14991. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14992. import { Scene } from "babylonjs/scene";
  14993. /**
  14994. * Renders to multiple views with a single draw call
  14995. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14996. */
  14997. export class MultiviewRenderTarget extends RenderTargetTexture {
  14998. /**
  14999. * Creates a multiview render target
  15000. * @param scene scene used with the render target
  15001. * @param size the size of the render target (used for each view)
  15002. */
  15003. constructor(scene: Scene, size?: number | {
  15004. width: number;
  15005. height: number;
  15006. } | {
  15007. ratio: number;
  15008. });
  15009. /**
  15010. * @hidden
  15011. * @param faceIndex the face index, if its a cube texture
  15012. */
  15013. _bindFrameBuffer(faceIndex?: number): void;
  15014. /**
  15015. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  15016. * @returns the view count
  15017. */
  15018. getViewCount(): number;
  15019. }
  15020. }
  15021. declare module "babylonjs/Maths/math.frustum" {
  15022. import { Matrix } from "babylonjs/Maths/math.vector";
  15023. import { DeepImmutable } from "babylonjs/types";
  15024. import { Plane } from "babylonjs/Maths/math.plane";
  15025. /**
  15026. * Represents a camera frustum
  15027. */
  15028. export class Frustum {
  15029. /**
  15030. * Gets the planes representing the frustum
  15031. * @param transform matrix to be applied to the returned planes
  15032. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  15033. */
  15034. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  15035. /**
  15036. * Gets the near frustum plane transformed by the transform matrix
  15037. * @param transform transformation matrix to be applied to the resulting frustum plane
  15038. * @param frustumPlane the resuling frustum plane
  15039. */
  15040. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15041. /**
  15042. * Gets the far frustum plane transformed by the transform matrix
  15043. * @param transform transformation matrix to be applied to the resulting frustum plane
  15044. * @param frustumPlane the resuling frustum plane
  15045. */
  15046. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15047. /**
  15048. * Gets the left frustum plane transformed by the transform matrix
  15049. * @param transform transformation matrix to be applied to the resulting frustum plane
  15050. * @param frustumPlane the resuling frustum plane
  15051. */
  15052. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15053. /**
  15054. * Gets the right frustum plane transformed by the transform matrix
  15055. * @param transform transformation matrix to be applied to the resulting frustum plane
  15056. * @param frustumPlane the resuling frustum plane
  15057. */
  15058. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15059. /**
  15060. * Gets the top frustum plane transformed by the transform matrix
  15061. * @param transform transformation matrix to be applied to the resulting frustum plane
  15062. * @param frustumPlane the resuling frustum plane
  15063. */
  15064. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15065. /**
  15066. * Gets the bottom frustum plane transformed by the transform matrix
  15067. * @param transform transformation matrix to be applied to the resulting frustum plane
  15068. * @param frustumPlane the resuling frustum plane
  15069. */
  15070. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15071. /**
  15072. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  15073. * @param transform transformation matrix to be applied to the resulting frustum planes
  15074. * @param frustumPlanes the resuling frustum planes
  15075. */
  15076. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  15077. }
  15078. }
  15079. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  15080. import { Camera } from "babylonjs/Cameras/camera";
  15081. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15082. import { Nullable } from "babylonjs/types";
  15083. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15084. import { Matrix } from "babylonjs/Maths/math.vector";
  15085. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  15086. module "babylonjs/Engines/engine" {
  15087. interface Engine {
  15088. /**
  15089. * Creates a new multiview render target
  15090. * @param width defines the width of the texture
  15091. * @param height defines the height of the texture
  15092. * @returns the created multiview texture
  15093. */
  15094. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  15095. /**
  15096. * Binds a multiview framebuffer to be drawn to
  15097. * @param multiviewTexture texture to bind
  15098. */
  15099. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  15100. }
  15101. }
  15102. module "babylonjs/Cameras/camera" {
  15103. interface Camera {
  15104. /**
  15105. * @hidden
  15106. * 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)
  15107. */
  15108. _useMultiviewToSingleView: boolean;
  15109. /**
  15110. * @hidden
  15111. * 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)
  15112. */
  15113. _multiviewTexture: Nullable<RenderTargetTexture>;
  15114. /**
  15115. * @hidden
  15116. * ensures the multiview texture of the camera exists and has the specified width/height
  15117. * @param width height to set on the multiview texture
  15118. * @param height width to set on the multiview texture
  15119. */
  15120. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  15121. }
  15122. }
  15123. module "babylonjs/scene" {
  15124. interface Scene {
  15125. /** @hidden */
  15126. _transformMatrixR: Matrix;
  15127. /** @hidden */
  15128. _multiviewSceneUbo: Nullable<UniformBuffer>;
  15129. /** @hidden */
  15130. _createMultiviewUbo(): void;
  15131. /** @hidden */
  15132. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  15133. /** @hidden */
  15134. _renderMultiviewToSingleView(camera: Camera): void;
  15135. }
  15136. }
  15137. }
  15138. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  15139. import { Camera } from "babylonjs/Cameras/camera";
  15140. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  15141. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  15142. import "babylonjs/Engines/Extensions/engine.multiview";
  15143. /**
  15144. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  15145. * This will not be used for webXR as it supports displaying texture arrays directly
  15146. */
  15147. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  15148. /**
  15149. * Initializes a VRMultiviewToSingleview
  15150. * @param name name of the post process
  15151. * @param camera camera to be applied to
  15152. * @param scaleFactor scaling factor to the size of the output texture
  15153. */
  15154. constructor(name: string, camera: Camera, scaleFactor: number);
  15155. }
  15156. }
  15157. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  15158. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  15159. import { Nullable } from "babylonjs/types";
  15160. import { Size } from "babylonjs/Maths/math.size";
  15161. import { Observable } from "babylonjs/Misc/observable";
  15162. /**
  15163. * Interface used to define additional presentation attributes
  15164. */
  15165. export interface IVRPresentationAttributes {
  15166. /**
  15167. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  15168. */
  15169. highRefreshRate: boolean;
  15170. /**
  15171. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  15172. */
  15173. foveationLevel: number;
  15174. }
  15175. module "babylonjs/Engines/engine" {
  15176. interface Engine {
  15177. /** @hidden */
  15178. _vrDisplay: any;
  15179. /** @hidden */
  15180. _vrSupported: boolean;
  15181. /** @hidden */
  15182. _oldSize: Size;
  15183. /** @hidden */
  15184. _oldHardwareScaleFactor: number;
  15185. /** @hidden */
  15186. _vrExclusivePointerMode: boolean;
  15187. /** @hidden */
  15188. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15189. /** @hidden */
  15190. _onVRDisplayPointerRestricted: () => void;
  15191. /** @hidden */
  15192. _onVRDisplayPointerUnrestricted: () => void;
  15193. /** @hidden */
  15194. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15195. /** @hidden */
  15196. _onVrDisplayDisconnect: Nullable<() => void>;
  15197. /** @hidden */
  15198. _onVrDisplayPresentChange: Nullable<() => void>;
  15199. /**
  15200. * Observable signaled when VR display mode changes
  15201. */
  15202. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15203. /**
  15204. * Observable signaled when VR request present is complete
  15205. */
  15206. onVRRequestPresentComplete: Observable<boolean>;
  15207. /**
  15208. * Observable signaled when VR request present starts
  15209. */
  15210. onVRRequestPresentStart: Observable<Engine>;
  15211. /**
  15212. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15213. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15214. */
  15215. isInVRExclusivePointerMode: boolean;
  15216. /**
  15217. * Gets a boolean indicating if a webVR device was detected
  15218. * @returns true if a webVR device was detected
  15219. */
  15220. isVRDevicePresent(): boolean;
  15221. /**
  15222. * Gets the current webVR device
  15223. * @returns the current webVR device (or null)
  15224. */
  15225. getVRDevice(): any;
  15226. /**
  15227. * Initializes a webVR display and starts listening to display change events
  15228. * The onVRDisplayChangedObservable will be notified upon these changes
  15229. * @returns A promise containing a VRDisplay and if vr is supported
  15230. */
  15231. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15232. /** @hidden */
  15233. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15234. /**
  15235. * Gets or sets the presentation attributes used to configure VR rendering
  15236. */
  15237. vrPresentationAttributes?: IVRPresentationAttributes;
  15238. /**
  15239. * Call this function to switch to webVR mode
  15240. * Will do nothing if webVR is not supported or if there is no webVR device
  15241. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15242. */
  15243. enableVR(): void;
  15244. /** @hidden */
  15245. _onVRFullScreenTriggered(): void;
  15246. }
  15247. }
  15248. }
  15249. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15250. import { Nullable } from "babylonjs/types";
  15251. import { Observable } from "babylonjs/Misc/observable";
  15252. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15253. import { Scene } from "babylonjs/scene";
  15254. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15255. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15256. import { Node } from "babylonjs/node";
  15257. import { Ray } from "babylonjs/Culling/ray";
  15258. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15259. import "babylonjs/Engines/Extensions/engine.webVR";
  15260. /**
  15261. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15262. * IMPORTANT!! The data is right-hand data.
  15263. * @export
  15264. * @interface DevicePose
  15265. */
  15266. export interface DevicePose {
  15267. /**
  15268. * The position of the device, values in array are [x,y,z].
  15269. */
  15270. readonly position: Nullable<Float32Array>;
  15271. /**
  15272. * The linearVelocity of the device, values in array are [x,y,z].
  15273. */
  15274. readonly linearVelocity: Nullable<Float32Array>;
  15275. /**
  15276. * The linearAcceleration of the device, values in array are [x,y,z].
  15277. */
  15278. readonly linearAcceleration: Nullable<Float32Array>;
  15279. /**
  15280. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15281. */
  15282. readonly orientation: Nullable<Float32Array>;
  15283. /**
  15284. * The angularVelocity of the device, values in array are [x,y,z].
  15285. */
  15286. readonly angularVelocity: Nullable<Float32Array>;
  15287. /**
  15288. * The angularAcceleration of the device, values in array are [x,y,z].
  15289. */
  15290. readonly angularAcceleration: Nullable<Float32Array>;
  15291. }
  15292. /**
  15293. * Interface representing a pose controlled object in Babylon.
  15294. * A pose controlled object has both regular pose values as well as pose values
  15295. * from an external device such as a VR head mounted display
  15296. */
  15297. export interface PoseControlled {
  15298. /**
  15299. * The position of the object in babylon space.
  15300. */
  15301. position: Vector3;
  15302. /**
  15303. * The rotation quaternion of the object in babylon space.
  15304. */
  15305. rotationQuaternion: Quaternion;
  15306. /**
  15307. * The position of the device in babylon space.
  15308. */
  15309. devicePosition?: Vector3;
  15310. /**
  15311. * The rotation quaternion of the device in babylon space.
  15312. */
  15313. deviceRotationQuaternion: Quaternion;
  15314. /**
  15315. * The raw pose coming from the device.
  15316. */
  15317. rawPose: Nullable<DevicePose>;
  15318. /**
  15319. * The scale of the device to be used when translating from device space to babylon space.
  15320. */
  15321. deviceScaleFactor: number;
  15322. /**
  15323. * Updates the poseControlled values based on the input device pose.
  15324. * @param poseData the pose data to update the object with
  15325. */
  15326. updateFromDevice(poseData: DevicePose): void;
  15327. }
  15328. /**
  15329. * Set of options to customize the webVRCamera
  15330. */
  15331. export interface WebVROptions {
  15332. /**
  15333. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15334. */
  15335. trackPosition?: boolean;
  15336. /**
  15337. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15338. */
  15339. positionScale?: number;
  15340. /**
  15341. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15342. */
  15343. displayName?: string;
  15344. /**
  15345. * Should the native controller meshes be initialized. (default: true)
  15346. */
  15347. controllerMeshes?: boolean;
  15348. /**
  15349. * Creating a default HemiLight only on controllers. (default: true)
  15350. */
  15351. defaultLightingOnControllers?: boolean;
  15352. /**
  15353. * If you don't want to use the default VR button of the helper. (default: false)
  15354. */
  15355. useCustomVRButton?: boolean;
  15356. /**
  15357. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15358. */
  15359. customVRButton?: HTMLButtonElement;
  15360. /**
  15361. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15362. */
  15363. rayLength?: number;
  15364. /**
  15365. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15366. */
  15367. defaultHeight?: number;
  15368. /**
  15369. * If multiview should be used if availible (default: false)
  15370. */
  15371. useMultiview?: boolean;
  15372. }
  15373. /**
  15374. * This represents a WebVR camera.
  15375. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15376. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15377. */
  15378. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15379. private webVROptions;
  15380. /**
  15381. * @hidden
  15382. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15383. */
  15384. _vrDevice: any;
  15385. /**
  15386. * The rawPose of the vrDevice.
  15387. */
  15388. rawPose: Nullable<DevicePose>;
  15389. private _onVREnabled;
  15390. private _specsVersion;
  15391. private _attached;
  15392. private _frameData;
  15393. protected _descendants: Array<Node>;
  15394. private _deviceRoomPosition;
  15395. /** @hidden */
  15396. _deviceRoomRotationQuaternion: Quaternion;
  15397. private _standingMatrix;
  15398. /**
  15399. * Represents device position in babylon space.
  15400. */
  15401. devicePosition: Vector3;
  15402. /**
  15403. * Represents device rotation in babylon space.
  15404. */
  15405. deviceRotationQuaternion: Quaternion;
  15406. /**
  15407. * The scale of the device to be used when translating from device space to babylon space.
  15408. */
  15409. deviceScaleFactor: number;
  15410. private _deviceToWorld;
  15411. private _worldToDevice;
  15412. /**
  15413. * References to the webVR controllers for the vrDevice.
  15414. */
  15415. controllers: Array<WebVRController>;
  15416. /**
  15417. * Emits an event when a controller is attached.
  15418. */
  15419. onControllersAttachedObservable: Observable<WebVRController[]>;
  15420. /**
  15421. * Emits an event when a controller's mesh has been loaded;
  15422. */
  15423. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15424. /**
  15425. * Emits an event when the HMD's pose has been updated.
  15426. */
  15427. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15428. private _poseSet;
  15429. /**
  15430. * If the rig cameras be used as parent instead of this camera.
  15431. */
  15432. rigParenting: boolean;
  15433. private _lightOnControllers;
  15434. private _defaultHeight?;
  15435. /**
  15436. * Instantiates a WebVRFreeCamera.
  15437. * @param name The name of the WebVRFreeCamera
  15438. * @param position The starting anchor position for the camera
  15439. * @param scene The scene the camera belongs to
  15440. * @param webVROptions a set of customizable options for the webVRCamera
  15441. */
  15442. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15443. /**
  15444. * Gets the device distance from the ground in meters.
  15445. * @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.
  15446. */
  15447. deviceDistanceToRoomGround(): number;
  15448. /**
  15449. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15450. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15451. */
  15452. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15453. /**
  15454. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15455. * @returns A promise with a boolean set to if the standing matrix is supported.
  15456. */
  15457. useStandingMatrixAsync(): Promise<boolean>;
  15458. /**
  15459. * Disposes the camera
  15460. */
  15461. dispose(): void;
  15462. /**
  15463. * Gets a vrController by name.
  15464. * @param name The name of the controller to retreive
  15465. * @returns the controller matching the name specified or null if not found
  15466. */
  15467. getControllerByName(name: string): Nullable<WebVRController>;
  15468. private _leftController;
  15469. /**
  15470. * The controller corresponding to the users left hand.
  15471. */
  15472. readonly leftController: Nullable<WebVRController>;
  15473. private _rightController;
  15474. /**
  15475. * The controller corresponding to the users right hand.
  15476. */
  15477. readonly rightController: Nullable<WebVRController>;
  15478. /**
  15479. * Casts a ray forward from the vrCamera's gaze.
  15480. * @param length Length of the ray (default: 100)
  15481. * @returns the ray corresponding to the gaze
  15482. */
  15483. getForwardRay(length?: number): Ray;
  15484. /**
  15485. * @hidden
  15486. * Updates the camera based on device's frame data
  15487. */
  15488. _checkInputs(): void;
  15489. /**
  15490. * Updates the poseControlled values based on the input device pose.
  15491. * @param poseData Pose coming from the device
  15492. */
  15493. updateFromDevice(poseData: DevicePose): void;
  15494. private _htmlElementAttached;
  15495. private _detachIfAttached;
  15496. /**
  15497. * WebVR's attach control will start broadcasting frames to the device.
  15498. * Note that in certain browsers (chrome for example) this function must be called
  15499. * within a user-interaction callback. Example:
  15500. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15501. *
  15502. * @param element html element to attach the vrDevice to
  15503. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15504. */
  15505. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15506. /**
  15507. * Detaches the camera from the html element and disables VR
  15508. *
  15509. * @param element html element to detach from
  15510. */
  15511. detachControl(element: HTMLElement): void;
  15512. /**
  15513. * @returns the name of this class
  15514. */
  15515. getClassName(): string;
  15516. /**
  15517. * Calls resetPose on the vrDisplay
  15518. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15519. */
  15520. resetToCurrentRotation(): void;
  15521. /**
  15522. * @hidden
  15523. * Updates the rig cameras (left and right eye)
  15524. */
  15525. _updateRigCameras(): void;
  15526. private _workingVector;
  15527. private _oneVector;
  15528. private _workingMatrix;
  15529. private updateCacheCalled;
  15530. private _correctPositionIfNotTrackPosition;
  15531. /**
  15532. * @hidden
  15533. * Updates the cached values of the camera
  15534. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15535. */
  15536. _updateCache(ignoreParentClass?: boolean): void;
  15537. /**
  15538. * @hidden
  15539. * Get current device position in babylon world
  15540. */
  15541. _computeDevicePosition(): void;
  15542. /**
  15543. * Updates the current device position and rotation in the babylon world
  15544. */
  15545. update(): void;
  15546. /**
  15547. * @hidden
  15548. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15549. * @returns an identity matrix
  15550. */
  15551. _getViewMatrix(): Matrix;
  15552. private _tmpMatrix;
  15553. /**
  15554. * This function is called by the two RIG cameras.
  15555. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15556. * @hidden
  15557. */
  15558. _getWebVRViewMatrix(): Matrix;
  15559. /** @hidden */
  15560. _getWebVRProjectionMatrix(): Matrix;
  15561. private _onGamepadConnectedObserver;
  15562. private _onGamepadDisconnectedObserver;
  15563. private _updateCacheWhenTrackingDisabledObserver;
  15564. /**
  15565. * Initializes the controllers and their meshes
  15566. */
  15567. initControllers(): void;
  15568. }
  15569. }
  15570. declare module "babylonjs/PostProcesses/postProcess" {
  15571. import { Nullable } from "babylonjs/types";
  15572. import { SmartArray } from "babylonjs/Misc/smartArray";
  15573. import { Observable } from "babylonjs/Misc/observable";
  15574. import { Vector2 } from "babylonjs/Maths/math.vector";
  15575. import { Camera } from "babylonjs/Cameras/camera";
  15576. import { Effect } from "babylonjs/Materials/effect";
  15577. import "babylonjs/Shaders/postprocess.vertex";
  15578. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15579. import { Engine } from "babylonjs/Engines/engine";
  15580. import { Color4 } from "babylonjs/Maths/math.color";
  15581. import "babylonjs/Engines/Extensions/engine.renderTarget";
  15582. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15583. /**
  15584. * Size options for a post process
  15585. */
  15586. export type PostProcessOptions = {
  15587. width: number;
  15588. height: number;
  15589. };
  15590. /**
  15591. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15592. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15593. */
  15594. export class PostProcess {
  15595. /** Name of the PostProcess. */
  15596. name: string;
  15597. /**
  15598. * Gets or sets the unique id of the post process
  15599. */
  15600. uniqueId: number;
  15601. /**
  15602. * Width of the texture to apply the post process on
  15603. */
  15604. width: number;
  15605. /**
  15606. * Height of the texture to apply the post process on
  15607. */
  15608. height: number;
  15609. /**
  15610. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15611. * @hidden
  15612. */
  15613. _outputTexture: Nullable<InternalTexture>;
  15614. /**
  15615. * Sampling mode used by the shader
  15616. * See https://doc.babylonjs.com/classes/3.1/texture
  15617. */
  15618. renderTargetSamplingMode: number;
  15619. /**
  15620. * Clear color to use when screen clearing
  15621. */
  15622. clearColor: Color4;
  15623. /**
  15624. * If the buffer needs to be cleared before applying the post process. (default: true)
  15625. * Should be set to false if shader will overwrite all previous pixels.
  15626. */
  15627. autoClear: boolean;
  15628. /**
  15629. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15630. */
  15631. alphaMode: number;
  15632. /**
  15633. * Sets the setAlphaBlendConstants of the babylon engine
  15634. */
  15635. alphaConstants: Color4;
  15636. /**
  15637. * Animations to be used for the post processing
  15638. */
  15639. animations: import("babylonjs/Animations/animation").Animation[];
  15640. /**
  15641. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15642. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15643. */
  15644. enablePixelPerfectMode: boolean;
  15645. /**
  15646. * Force the postprocess to be applied without taking in account viewport
  15647. */
  15648. forceFullscreenViewport: boolean;
  15649. /**
  15650. * List of inspectable custom properties (used by the Inspector)
  15651. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15652. */
  15653. inspectableCustomProperties: IInspectable[];
  15654. /**
  15655. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15656. *
  15657. * | Value | Type | Description |
  15658. * | ----- | ----------------------------------- | ----------- |
  15659. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15660. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15661. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15662. *
  15663. */
  15664. scaleMode: number;
  15665. /**
  15666. * Force textures to be a power of two (default: false)
  15667. */
  15668. alwaysForcePOT: boolean;
  15669. private _samples;
  15670. /**
  15671. * Number of sample textures (default: 1)
  15672. */
  15673. samples: number;
  15674. /**
  15675. * Modify the scale of the post process to be the same as the viewport (default: false)
  15676. */
  15677. adaptScaleToCurrentViewport: boolean;
  15678. private _camera;
  15679. private _scene;
  15680. private _engine;
  15681. private _options;
  15682. private _reusable;
  15683. private _textureType;
  15684. /**
  15685. * Smart array of input and output textures for the post process.
  15686. * @hidden
  15687. */
  15688. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15689. /**
  15690. * The index in _textures that corresponds to the output texture.
  15691. * @hidden
  15692. */
  15693. _currentRenderTextureInd: number;
  15694. private _effect;
  15695. private _samplers;
  15696. private _fragmentUrl;
  15697. private _vertexUrl;
  15698. private _parameters;
  15699. private _scaleRatio;
  15700. protected _indexParameters: any;
  15701. private _shareOutputWithPostProcess;
  15702. private _texelSize;
  15703. private _forcedOutputTexture;
  15704. /**
  15705. * Returns the fragment url or shader name used in the post process.
  15706. * @returns the fragment url or name in the shader store.
  15707. */
  15708. getEffectName(): string;
  15709. /**
  15710. * An event triggered when the postprocess is activated.
  15711. */
  15712. onActivateObservable: Observable<Camera>;
  15713. private _onActivateObserver;
  15714. /**
  15715. * A function that is added to the onActivateObservable
  15716. */
  15717. onActivate: Nullable<(camera: Camera) => void>;
  15718. /**
  15719. * An event triggered when the postprocess changes its size.
  15720. */
  15721. onSizeChangedObservable: Observable<PostProcess>;
  15722. private _onSizeChangedObserver;
  15723. /**
  15724. * A function that is added to the onSizeChangedObservable
  15725. */
  15726. onSizeChanged: (postProcess: PostProcess) => void;
  15727. /**
  15728. * An event triggered when the postprocess applies its effect.
  15729. */
  15730. onApplyObservable: Observable<Effect>;
  15731. private _onApplyObserver;
  15732. /**
  15733. * A function that is added to the onApplyObservable
  15734. */
  15735. onApply: (effect: Effect) => void;
  15736. /**
  15737. * An event triggered before rendering the postprocess
  15738. */
  15739. onBeforeRenderObservable: Observable<Effect>;
  15740. private _onBeforeRenderObserver;
  15741. /**
  15742. * A function that is added to the onBeforeRenderObservable
  15743. */
  15744. onBeforeRender: (effect: Effect) => void;
  15745. /**
  15746. * An event triggered after rendering the postprocess
  15747. */
  15748. onAfterRenderObservable: Observable<Effect>;
  15749. private _onAfterRenderObserver;
  15750. /**
  15751. * A function that is added to the onAfterRenderObservable
  15752. */
  15753. onAfterRender: (efect: Effect) => void;
  15754. /**
  15755. * 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
  15756. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15757. */
  15758. inputTexture: InternalTexture;
  15759. /**
  15760. * Gets the camera which post process is applied to.
  15761. * @returns The camera the post process is applied to.
  15762. */
  15763. getCamera(): Camera;
  15764. /**
  15765. * Gets the texel size of the postprocess.
  15766. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15767. */
  15768. readonly texelSize: Vector2;
  15769. /**
  15770. * Creates a new instance PostProcess
  15771. * @param name The name of the PostProcess.
  15772. * @param fragmentUrl The url of the fragment shader to be used.
  15773. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15774. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15775. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15776. * @param camera The camera to apply the render pass to.
  15777. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15778. * @param engine The engine which the post process will be applied. (default: current engine)
  15779. * @param reusable If the post process can be reused on the same frame. (default: false)
  15780. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15781. * @param textureType Type of textures used when performing the post process. (default: 0)
  15782. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15783. * @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
  15784. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15785. */
  15786. constructor(
  15787. /** Name of the PostProcess. */
  15788. 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);
  15789. /**
  15790. * Gets a string idenfifying the name of the class
  15791. * @returns "PostProcess" string
  15792. */
  15793. getClassName(): string;
  15794. /**
  15795. * Gets the engine which this post process belongs to.
  15796. * @returns The engine the post process was enabled with.
  15797. */
  15798. getEngine(): Engine;
  15799. /**
  15800. * The effect that is created when initializing the post process.
  15801. * @returns The created effect corresponding the the postprocess.
  15802. */
  15803. getEffect(): Effect;
  15804. /**
  15805. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15806. * @param postProcess The post process to share the output with.
  15807. * @returns This post process.
  15808. */
  15809. shareOutputWith(postProcess: PostProcess): PostProcess;
  15810. /**
  15811. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15812. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15813. */
  15814. useOwnOutput(): void;
  15815. /**
  15816. * Updates the effect with the current post process compile time values and recompiles the shader.
  15817. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15818. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15819. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15820. * @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
  15821. * @param onCompiled Called when the shader has been compiled.
  15822. * @param onError Called if there is an error when compiling a shader.
  15823. */
  15824. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15825. /**
  15826. * The post process is reusable if it can be used multiple times within one frame.
  15827. * @returns If the post process is reusable
  15828. */
  15829. isReusable(): boolean;
  15830. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15831. markTextureDirty(): void;
  15832. /**
  15833. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15834. * 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.
  15835. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15836. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15837. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15838. * @returns The target texture that was bound to be written to.
  15839. */
  15840. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15841. /**
  15842. * If the post process is supported.
  15843. */
  15844. readonly isSupported: boolean;
  15845. /**
  15846. * The aspect ratio of the output texture.
  15847. */
  15848. readonly aspectRatio: number;
  15849. /**
  15850. * Get a value indicating if the post-process is ready to be used
  15851. * @returns true if the post-process is ready (shader is compiled)
  15852. */
  15853. isReady(): boolean;
  15854. /**
  15855. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15856. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15857. */
  15858. apply(): Nullable<Effect>;
  15859. private _disposeTextures;
  15860. /**
  15861. * Disposes the post process.
  15862. * @param camera The camera to dispose the post process on.
  15863. */
  15864. dispose(camera?: Camera): void;
  15865. }
  15866. }
  15867. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15868. /** @hidden */
  15869. export var kernelBlurVaryingDeclaration: {
  15870. name: string;
  15871. shader: string;
  15872. };
  15873. }
  15874. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15875. /** @hidden */
  15876. export var kernelBlurFragment: {
  15877. name: string;
  15878. shader: string;
  15879. };
  15880. }
  15881. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15882. /** @hidden */
  15883. export var kernelBlurFragment2: {
  15884. name: string;
  15885. shader: string;
  15886. };
  15887. }
  15888. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15889. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15890. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15891. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15892. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15893. /** @hidden */
  15894. export var kernelBlurPixelShader: {
  15895. name: string;
  15896. shader: string;
  15897. };
  15898. }
  15899. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15900. /** @hidden */
  15901. export var kernelBlurVertex: {
  15902. name: string;
  15903. shader: string;
  15904. };
  15905. }
  15906. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15907. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15908. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15909. /** @hidden */
  15910. export var kernelBlurVertexShader: {
  15911. name: string;
  15912. shader: string;
  15913. };
  15914. }
  15915. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15916. import { Vector2 } from "babylonjs/Maths/math.vector";
  15917. import { Nullable } from "babylonjs/types";
  15918. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15919. import { Camera } from "babylonjs/Cameras/camera";
  15920. import { Effect } from "babylonjs/Materials/effect";
  15921. import { Engine } from "babylonjs/Engines/engine";
  15922. import "babylonjs/Shaders/kernelBlur.fragment";
  15923. import "babylonjs/Shaders/kernelBlur.vertex";
  15924. /**
  15925. * The Blur Post Process which blurs an image based on a kernel and direction.
  15926. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15927. */
  15928. export class BlurPostProcess extends PostProcess {
  15929. /** The direction in which to blur the image. */
  15930. direction: Vector2;
  15931. private blockCompilation;
  15932. protected _kernel: number;
  15933. protected _idealKernel: number;
  15934. protected _packedFloat: boolean;
  15935. private _staticDefines;
  15936. /**
  15937. * Sets the length in pixels of the blur sample region
  15938. */
  15939. /**
  15940. * Gets the length in pixels of the blur sample region
  15941. */
  15942. kernel: number;
  15943. /**
  15944. * Sets wether or not the blur needs to unpack/repack floats
  15945. */
  15946. /**
  15947. * Gets wether or not the blur is unpacking/repacking floats
  15948. */
  15949. packedFloat: boolean;
  15950. /**
  15951. * Creates a new instance BlurPostProcess
  15952. * @param name The name of the effect.
  15953. * @param direction The direction in which to blur the image.
  15954. * @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.
  15955. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15956. * @param camera The camera to apply the render pass to.
  15957. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15958. * @param engine The engine which the post process will be applied. (default: current engine)
  15959. * @param reusable If the post process can be reused on the same frame. (default: false)
  15960. * @param textureType Type of textures used when performing the post process. (default: 0)
  15961. * @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)
  15962. */
  15963. constructor(name: string,
  15964. /** The direction in which to blur the image. */
  15965. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15966. /**
  15967. * Updates the effect with the current post process compile time values and recompiles the shader.
  15968. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15969. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15970. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15971. * @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
  15972. * @param onCompiled Called when the shader has been compiled.
  15973. * @param onError Called if there is an error when compiling a shader.
  15974. */
  15975. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15976. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15977. /**
  15978. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15979. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15980. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15981. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15982. * The gaps between physical kernels are compensated for in the weighting of the samples
  15983. * @param idealKernel Ideal blur kernel.
  15984. * @return Nearest best kernel.
  15985. */
  15986. protected _nearestBestKernel(idealKernel: number): number;
  15987. /**
  15988. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15989. * @param x The point on the Gaussian distribution to sample.
  15990. * @return the value of the Gaussian function at x.
  15991. */
  15992. protected _gaussianWeight(x: number): number;
  15993. /**
  15994. * Generates a string that can be used as a floating point number in GLSL.
  15995. * @param x Value to print.
  15996. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15997. * @return GLSL float string.
  15998. */
  15999. protected _glslFloat(x: number, decimalFigures?: number): string;
  16000. }
  16001. }
  16002. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  16003. import { Scene } from "babylonjs/scene";
  16004. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  16005. import { Plane } from "babylonjs/Maths/math.plane";
  16006. /**
  16007. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16008. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16009. * You can then easily use it as a reflectionTexture on a flat surface.
  16010. * In case the surface is not a plane, please consider relying on reflection probes.
  16011. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16012. */
  16013. export class MirrorTexture extends RenderTargetTexture {
  16014. private scene;
  16015. /**
  16016. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  16017. * 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.
  16018. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16019. */
  16020. mirrorPlane: Plane;
  16021. /**
  16022. * Define the blur ratio used to blur the reflection if needed.
  16023. */
  16024. blurRatio: number;
  16025. /**
  16026. * Define the adaptive blur kernel used to blur the reflection if needed.
  16027. * This will autocompute the closest best match for the `blurKernel`
  16028. */
  16029. adaptiveBlurKernel: number;
  16030. /**
  16031. * Define the blur kernel used to blur the reflection if needed.
  16032. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16033. */
  16034. blurKernel: number;
  16035. /**
  16036. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  16037. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16038. */
  16039. blurKernelX: number;
  16040. /**
  16041. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  16042. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16043. */
  16044. blurKernelY: number;
  16045. private _autoComputeBlurKernel;
  16046. protected _onRatioRescale(): void;
  16047. private _updateGammaSpace;
  16048. private _imageProcessingConfigChangeObserver;
  16049. private _transformMatrix;
  16050. private _mirrorMatrix;
  16051. private _savedViewMatrix;
  16052. private _blurX;
  16053. private _blurY;
  16054. private _adaptiveBlurKernel;
  16055. private _blurKernelX;
  16056. private _blurKernelY;
  16057. private _blurRatio;
  16058. /**
  16059. * Instantiates a Mirror Texture.
  16060. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16061. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16062. * You can then easily use it as a reflectionTexture on a flat surface.
  16063. * In case the surface is not a plane, please consider relying on reflection probes.
  16064. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16065. * @param name
  16066. * @param size
  16067. * @param scene
  16068. * @param generateMipMaps
  16069. * @param type
  16070. * @param samplingMode
  16071. * @param generateDepthBuffer
  16072. */
  16073. constructor(name: string, size: number | {
  16074. width: number;
  16075. height: number;
  16076. } | {
  16077. ratio: number;
  16078. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  16079. private _preparePostProcesses;
  16080. /**
  16081. * Clone the mirror texture.
  16082. * @returns the cloned texture
  16083. */
  16084. clone(): MirrorTexture;
  16085. /**
  16086. * Serialize the texture to a JSON representation you could use in Parse later on
  16087. * @returns the serialized JSON representation
  16088. */
  16089. serialize(): any;
  16090. /**
  16091. * Dispose the texture and release its associated resources.
  16092. */
  16093. dispose(): void;
  16094. }
  16095. }
  16096. declare module "babylonjs/Materials/Textures/texture" {
  16097. import { Observable } from "babylonjs/Misc/observable";
  16098. import { Nullable } from "babylonjs/types";
  16099. import { Matrix } from "babylonjs/Maths/math.vector";
  16100. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  16101. import { IInspectable } from "babylonjs/Misc/iInspectable";
  16102. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  16103. import { Scene } from "babylonjs/scene";
  16104. /**
  16105. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16106. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16107. */
  16108. export class Texture extends BaseTexture {
  16109. /**
  16110. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  16111. */
  16112. static SerializeBuffers: boolean;
  16113. /** @hidden */
  16114. static _CubeTextureParser: (jsonTexture: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  16115. /** @hidden */
  16116. static _CreateMirror: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  16117. /** @hidden */
  16118. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  16119. /** nearest is mag = nearest and min = nearest and mip = linear */
  16120. static readonly NEAREST_SAMPLINGMODE: number;
  16121. /** nearest is mag = nearest and min = nearest and mip = linear */
  16122. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  16123. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16124. static readonly BILINEAR_SAMPLINGMODE: number;
  16125. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16126. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  16127. /** Trilinear is mag = linear and min = linear and mip = linear */
  16128. static readonly TRILINEAR_SAMPLINGMODE: number;
  16129. /** Trilinear is mag = linear and min = linear and mip = linear */
  16130. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  16131. /** mag = nearest and min = nearest and mip = nearest */
  16132. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  16133. /** mag = nearest and min = linear and mip = nearest */
  16134. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  16135. /** mag = nearest and min = linear and mip = linear */
  16136. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  16137. /** mag = nearest and min = linear and mip = none */
  16138. static readonly NEAREST_LINEAR: number;
  16139. /** mag = nearest and min = nearest and mip = none */
  16140. static readonly NEAREST_NEAREST: number;
  16141. /** mag = linear and min = nearest and mip = nearest */
  16142. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  16143. /** mag = linear and min = nearest and mip = linear */
  16144. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  16145. /** mag = linear and min = linear and mip = none */
  16146. static readonly LINEAR_LINEAR: number;
  16147. /** mag = linear and min = nearest and mip = none */
  16148. static readonly LINEAR_NEAREST: number;
  16149. /** Explicit coordinates mode */
  16150. static readonly EXPLICIT_MODE: number;
  16151. /** Spherical coordinates mode */
  16152. static readonly SPHERICAL_MODE: number;
  16153. /** Planar coordinates mode */
  16154. static readonly PLANAR_MODE: number;
  16155. /** Cubic coordinates mode */
  16156. static readonly CUBIC_MODE: number;
  16157. /** Projection coordinates mode */
  16158. static readonly PROJECTION_MODE: number;
  16159. /** Inverse Cubic coordinates mode */
  16160. static readonly SKYBOX_MODE: number;
  16161. /** Inverse Cubic coordinates mode */
  16162. static readonly INVCUBIC_MODE: number;
  16163. /** Equirectangular coordinates mode */
  16164. static readonly EQUIRECTANGULAR_MODE: number;
  16165. /** Equirectangular Fixed coordinates mode */
  16166. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  16167. /** Equirectangular Fixed Mirrored coordinates mode */
  16168. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  16169. /** Texture is not repeating outside of 0..1 UVs */
  16170. static readonly CLAMP_ADDRESSMODE: number;
  16171. /** Texture is repeating outside of 0..1 UVs */
  16172. static readonly WRAP_ADDRESSMODE: number;
  16173. /** Texture is repeating and mirrored */
  16174. static readonly MIRROR_ADDRESSMODE: number;
  16175. /**
  16176. * 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
  16177. */
  16178. static UseSerializedUrlIfAny: boolean;
  16179. /**
  16180. * Define the url of the texture.
  16181. */
  16182. url: Nullable<string>;
  16183. /**
  16184. * Define an offset on the texture to offset the u coordinates of the UVs
  16185. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16186. */
  16187. uOffset: number;
  16188. /**
  16189. * Define an offset on the texture to offset the v coordinates of the UVs
  16190. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16191. */
  16192. vOffset: number;
  16193. /**
  16194. * Define an offset on the texture to scale the u coordinates of the UVs
  16195. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16196. */
  16197. uScale: number;
  16198. /**
  16199. * Define an offset on the texture to scale the v coordinates of the UVs
  16200. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16201. */
  16202. vScale: number;
  16203. /**
  16204. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16205. * @see http://doc.babylonjs.com/how_to/more_materials
  16206. */
  16207. uAng: number;
  16208. /**
  16209. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16210. * @see http://doc.babylonjs.com/how_to/more_materials
  16211. */
  16212. vAng: number;
  16213. /**
  16214. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16215. * @see http://doc.babylonjs.com/how_to/more_materials
  16216. */
  16217. wAng: number;
  16218. /**
  16219. * Defines the center of rotation (U)
  16220. */
  16221. uRotationCenter: number;
  16222. /**
  16223. * Defines the center of rotation (V)
  16224. */
  16225. vRotationCenter: number;
  16226. /**
  16227. * Defines the center of rotation (W)
  16228. */
  16229. wRotationCenter: number;
  16230. /**
  16231. * Are mip maps generated for this texture or not.
  16232. */
  16233. readonly noMipmap: boolean;
  16234. /**
  16235. * List of inspectable custom properties (used by the Inspector)
  16236. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16237. */
  16238. inspectableCustomProperties: Nullable<IInspectable[]>;
  16239. private _noMipmap;
  16240. /** @hidden */
  16241. _invertY: boolean;
  16242. private _rowGenerationMatrix;
  16243. private _cachedTextureMatrix;
  16244. private _projectionModeMatrix;
  16245. private _t0;
  16246. private _t1;
  16247. private _t2;
  16248. private _cachedUOffset;
  16249. private _cachedVOffset;
  16250. private _cachedUScale;
  16251. private _cachedVScale;
  16252. private _cachedUAng;
  16253. private _cachedVAng;
  16254. private _cachedWAng;
  16255. private _cachedProjectionMatrixId;
  16256. private _cachedCoordinatesMode;
  16257. /** @hidden */
  16258. protected _initialSamplingMode: number;
  16259. /** @hidden */
  16260. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  16261. private _deleteBuffer;
  16262. protected _format: Nullable<number>;
  16263. private _delayedOnLoad;
  16264. private _delayedOnError;
  16265. private _mimeType?;
  16266. /**
  16267. * Observable triggered once the texture has been loaded.
  16268. */
  16269. onLoadObservable: Observable<Texture>;
  16270. protected _isBlocking: boolean;
  16271. /**
  16272. * Is the texture preventing material to render while loading.
  16273. * If false, a default texture will be used instead of the loading one during the preparation step.
  16274. */
  16275. isBlocking: boolean;
  16276. /**
  16277. * Get the current sampling mode associated with the texture.
  16278. */
  16279. readonly samplingMode: number;
  16280. /**
  16281. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16282. */
  16283. readonly invertY: boolean;
  16284. /**
  16285. * Instantiates a new texture.
  16286. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16287. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16288. * @param url defines the url of the picture to load as a texture
  16289. * @param scene defines the scene or engine the texture will belong to
  16290. * @param noMipmap defines if the texture will require mip maps or not
  16291. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  16292. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16293. * @param onLoad defines a callback triggered when the texture has been loaded
  16294. * @param onError defines a callback triggered when an error occurred during the loading session
  16295. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  16296. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  16297. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16298. * @param mimeType defines an optional mime type information
  16299. */
  16300. 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);
  16301. /**
  16302. * Update the url (and optional buffer) of this texture if url was null during construction.
  16303. * @param url the url of the texture
  16304. * @param buffer the buffer of the texture (defaults to null)
  16305. * @param onLoad callback called when the texture is loaded (defaults to null)
  16306. */
  16307. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16308. /**
  16309. * Finish the loading sequence of a texture flagged as delayed load.
  16310. * @hidden
  16311. */
  16312. delayLoad(): void;
  16313. private _prepareRowForTextureGeneration;
  16314. /**
  16315. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16316. * @returns the transform matrix of the texture.
  16317. */
  16318. getTextureMatrix(): Matrix;
  16319. /**
  16320. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16321. * @returns The reflection texture transform
  16322. */
  16323. getReflectionTextureMatrix(): Matrix;
  16324. /**
  16325. * Clones the texture.
  16326. * @returns the cloned texture
  16327. */
  16328. clone(): Texture;
  16329. /**
  16330. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16331. * @returns The JSON representation of the texture
  16332. */
  16333. serialize(): any;
  16334. /**
  16335. * Get the current class name of the texture useful for serialization or dynamic coding.
  16336. * @returns "Texture"
  16337. */
  16338. getClassName(): string;
  16339. /**
  16340. * Dispose the texture and release its associated resources.
  16341. */
  16342. dispose(): void;
  16343. /**
  16344. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16345. * @param parsedTexture Define the JSON representation of the texture
  16346. * @param scene Define the scene the parsed texture should be instantiated in
  16347. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16348. * @returns The parsed texture if successful
  16349. */
  16350. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16351. /**
  16352. * Creates a texture from its base 64 representation.
  16353. * @param data Define the base64 payload without the data: prefix
  16354. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16355. * @param scene Define the scene the texture should belong to
  16356. * @param noMipmap Forces the texture to not create mip map information if true
  16357. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16358. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16359. * @param onLoad define a callback triggered when the texture has been loaded
  16360. * @param onError define a callback triggered when an error occurred during the loading session
  16361. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16362. * @returns the created texture
  16363. */
  16364. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16365. /**
  16366. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16367. * @param data Define the base64 payload without the data: prefix
  16368. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16369. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16370. * @param scene Define the scene the texture should belong to
  16371. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16372. * @param noMipmap Forces the texture to not create mip map information if true
  16373. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16374. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16375. * @param onLoad define a callback triggered when the texture has been loaded
  16376. * @param onError define a callback triggered when an error occurred during the loading session
  16377. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16378. * @returns the created texture
  16379. */
  16380. 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;
  16381. }
  16382. }
  16383. declare module "babylonjs/PostProcesses/postProcessManager" {
  16384. import { Nullable } from "babylonjs/types";
  16385. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16386. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16387. import { Scene } from "babylonjs/scene";
  16388. /**
  16389. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16390. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16391. */
  16392. export class PostProcessManager {
  16393. private _scene;
  16394. private _indexBuffer;
  16395. private _vertexBuffers;
  16396. /**
  16397. * Creates a new instance PostProcess
  16398. * @param scene The scene that the post process is associated with.
  16399. */
  16400. constructor(scene: Scene);
  16401. private _prepareBuffers;
  16402. private _buildIndexBuffer;
  16403. /**
  16404. * Rebuilds the vertex buffers of the manager.
  16405. * @hidden
  16406. */
  16407. _rebuild(): void;
  16408. /**
  16409. * Prepares a frame to be run through a post process.
  16410. * @param sourceTexture The input texture to the post procesess. (default: null)
  16411. * @param postProcesses An array of post processes to be run. (default: null)
  16412. * @returns True if the post processes were able to be run.
  16413. * @hidden
  16414. */
  16415. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16416. /**
  16417. * Manually render a set of post processes to a texture.
  16418. * @param postProcesses An array of post processes to be run.
  16419. * @param targetTexture The target texture to render to.
  16420. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16421. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16422. * @param lodLevel defines which lod of the texture to render to
  16423. */
  16424. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16425. /**
  16426. * Finalize the result of the output of the postprocesses.
  16427. * @param doNotPresent If true the result will not be displayed to the screen.
  16428. * @param targetTexture The target texture to render to.
  16429. * @param faceIndex The index of the face to bind the target texture to.
  16430. * @param postProcesses The array of post processes to render.
  16431. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16432. * @hidden
  16433. */
  16434. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16435. /**
  16436. * Disposes of the post process manager.
  16437. */
  16438. dispose(): void;
  16439. }
  16440. }
  16441. declare module "babylonjs/Misc/gradients" {
  16442. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16443. /** Interface used by value gradients (color, factor, ...) */
  16444. export interface IValueGradient {
  16445. /**
  16446. * Gets or sets the gradient value (between 0 and 1)
  16447. */
  16448. gradient: number;
  16449. }
  16450. /** Class used to store color4 gradient */
  16451. export class ColorGradient implements IValueGradient {
  16452. /**
  16453. * Gets or sets the gradient value (between 0 and 1)
  16454. */
  16455. gradient: number;
  16456. /**
  16457. * Gets or sets first associated color
  16458. */
  16459. color1: Color4;
  16460. /**
  16461. * Gets or sets second associated color
  16462. */
  16463. color2?: Color4;
  16464. /**
  16465. * Will get a color picked randomly between color1 and color2.
  16466. * If color2 is undefined then color1 will be used
  16467. * @param result defines the target Color4 to store the result in
  16468. */
  16469. getColorToRef(result: Color4): void;
  16470. }
  16471. /** Class used to store color 3 gradient */
  16472. export class Color3Gradient implements IValueGradient {
  16473. /**
  16474. * Gets or sets the gradient value (between 0 and 1)
  16475. */
  16476. gradient: number;
  16477. /**
  16478. * Gets or sets the associated color
  16479. */
  16480. color: Color3;
  16481. }
  16482. /** Class used to store factor gradient */
  16483. export class FactorGradient implements IValueGradient {
  16484. /**
  16485. * Gets or sets the gradient value (between 0 and 1)
  16486. */
  16487. gradient: number;
  16488. /**
  16489. * Gets or sets first associated factor
  16490. */
  16491. factor1: number;
  16492. /**
  16493. * Gets or sets second associated factor
  16494. */
  16495. factor2?: number;
  16496. /**
  16497. * Will get a number picked randomly between factor1 and factor2.
  16498. * If factor2 is undefined then factor1 will be used
  16499. * @returns the picked number
  16500. */
  16501. getFactor(): number;
  16502. }
  16503. /**
  16504. * Helper used to simplify some generic gradient tasks
  16505. */
  16506. export class GradientHelper {
  16507. /**
  16508. * Gets the current gradient from an array of IValueGradient
  16509. * @param ratio defines the current ratio to get
  16510. * @param gradients defines the array of IValueGradient
  16511. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16512. */
  16513. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16514. }
  16515. }
  16516. declare module "babylonjs/Engines/Extensions/engine.dynamicTexture" {
  16517. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16518. import { Nullable } from "babylonjs/types";
  16519. module "babylonjs/Engines/thinEngine" {
  16520. interface ThinEngine {
  16521. /**
  16522. * Creates a dynamic texture
  16523. * @param width defines the width of the texture
  16524. * @param height defines the height of the texture
  16525. * @param generateMipMaps defines if the engine should generate the mip levels
  16526. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  16527. * @returns the dynamic texture inside an InternalTexture
  16528. */
  16529. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  16530. /**
  16531. * Update the content of a dynamic texture
  16532. * @param texture defines the texture to update
  16533. * @param canvas defines the canvas containing the source
  16534. * @param invertY defines if data must be stored with Y axis inverted
  16535. * @param premulAlpha defines if alpha is stored as premultiplied
  16536. * @param format defines the format of the data
  16537. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16538. */
  16539. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  16540. }
  16541. }
  16542. }
  16543. declare module "babylonjs/Misc/canvasGenerator" {
  16544. /**
  16545. * Helper class used to generate a canvas to manipulate images
  16546. */
  16547. export class CanvasGenerator {
  16548. /**
  16549. * Create a new canvas (or offscreen canvas depending on the context)
  16550. * @param width defines the expected width
  16551. * @param height defines the expected height
  16552. * @return a new canvas or offscreen canvas
  16553. */
  16554. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  16555. }
  16556. }
  16557. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  16558. import { Scene } from "babylonjs/scene";
  16559. import { Texture } from "babylonjs/Materials/Textures/texture";
  16560. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  16561. /**
  16562. * A class extending Texture allowing drawing on a texture
  16563. * @see http://doc.babylonjs.com/how_to/dynamictexture
  16564. */
  16565. export class DynamicTexture extends Texture {
  16566. private _generateMipMaps;
  16567. private _canvas;
  16568. private _context;
  16569. private _engine;
  16570. /**
  16571. * Creates a DynamicTexture
  16572. * @param name defines the name of the texture
  16573. * @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
  16574. * @param scene defines the scene where you want the texture
  16575. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  16576. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  16577. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  16578. */
  16579. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  16580. /**
  16581. * Get the current class name of the texture useful for serialization or dynamic coding.
  16582. * @returns "DynamicTexture"
  16583. */
  16584. getClassName(): string;
  16585. /**
  16586. * Gets the current state of canRescale
  16587. */
  16588. readonly canRescale: boolean;
  16589. private _recreate;
  16590. /**
  16591. * Scales the texture
  16592. * @param ratio the scale factor to apply to both width and height
  16593. */
  16594. scale(ratio: number): void;
  16595. /**
  16596. * Resizes the texture
  16597. * @param width the new width
  16598. * @param height the new height
  16599. */
  16600. scaleTo(width: number, height: number): void;
  16601. /**
  16602. * Gets the context of the canvas used by the texture
  16603. * @returns the canvas context of the dynamic texture
  16604. */
  16605. getContext(): CanvasRenderingContext2D;
  16606. /**
  16607. * Clears the texture
  16608. */
  16609. clear(): void;
  16610. /**
  16611. * Updates the texture
  16612. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16613. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  16614. */
  16615. update(invertY?: boolean, premulAlpha?: boolean): void;
  16616. /**
  16617. * Draws text onto the texture
  16618. * @param text defines the text to be drawn
  16619. * @param x defines the placement of the text from the left
  16620. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  16621. * @param font defines the font to be used with font-style, font-size, font-name
  16622. * @param color defines the color used for the text
  16623. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  16624. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16625. * @param update defines whether texture is immediately update (default is true)
  16626. */
  16627. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  16628. /**
  16629. * Clones the texture
  16630. * @returns the clone of the texture.
  16631. */
  16632. clone(): DynamicTexture;
  16633. /**
  16634. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  16635. * @returns a serialized dynamic texture object
  16636. */
  16637. serialize(): any;
  16638. /** @hidden */
  16639. _rebuild(): void;
  16640. }
  16641. }
  16642. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16643. import { Scene } from "babylonjs/scene";
  16644. import { ISceneComponent } from "babylonjs/sceneComponent";
  16645. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16646. module "babylonjs/abstractScene" {
  16647. interface AbstractScene {
  16648. /**
  16649. * The list of procedural textures added to the scene
  16650. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16651. */
  16652. proceduralTextures: Array<ProceduralTexture>;
  16653. }
  16654. }
  16655. /**
  16656. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16657. * in a given scene.
  16658. */
  16659. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16660. /**
  16661. * The component name helpfull to identify the component in the list of scene components.
  16662. */
  16663. readonly name: string;
  16664. /**
  16665. * The scene the component belongs to.
  16666. */
  16667. scene: Scene;
  16668. /**
  16669. * Creates a new instance of the component for the given scene
  16670. * @param scene Defines the scene to register the component in
  16671. */
  16672. constructor(scene: Scene);
  16673. /**
  16674. * Registers the component in a given scene
  16675. */
  16676. register(): void;
  16677. /**
  16678. * Rebuilds the elements related to this component in case of
  16679. * context lost for instance.
  16680. */
  16681. rebuild(): void;
  16682. /**
  16683. * Disposes the component and the associated ressources.
  16684. */
  16685. dispose(): void;
  16686. private _beforeClear;
  16687. }
  16688. }
  16689. declare module "babylonjs/Engines/Extensions/engine.renderTargetCube" {
  16690. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16691. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16692. module "babylonjs/Engines/thinEngine" {
  16693. interface ThinEngine {
  16694. /**
  16695. * Creates a new render target cube texture
  16696. * @param size defines the size of the texture
  16697. * @param options defines the options used to create the texture
  16698. * @returns a new render target cube texture stored in an InternalTexture
  16699. */
  16700. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16701. }
  16702. }
  16703. }
  16704. declare module "babylonjs/Shaders/procedural.vertex" {
  16705. /** @hidden */
  16706. export var proceduralVertexShader: {
  16707. name: string;
  16708. shader: string;
  16709. };
  16710. }
  16711. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16712. import { Observable } from "babylonjs/Misc/observable";
  16713. import { Nullable } from "babylonjs/types";
  16714. import { Scene } from "babylonjs/scene";
  16715. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16716. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16717. import { Effect } from "babylonjs/Materials/effect";
  16718. import { Texture } from "babylonjs/Materials/Textures/texture";
  16719. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16720. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  16721. import "babylonjs/Shaders/procedural.vertex";
  16722. /**
  16723. * 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.
  16724. * This is the base class of any Procedural texture and contains most of the shareable code.
  16725. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16726. */
  16727. export class ProceduralTexture extends Texture {
  16728. isCube: boolean;
  16729. /**
  16730. * Define if the texture is enabled or not (disabled texture will not render)
  16731. */
  16732. isEnabled: boolean;
  16733. /**
  16734. * Define if the texture must be cleared before rendering (default is true)
  16735. */
  16736. autoClear: boolean;
  16737. /**
  16738. * Callback called when the texture is generated
  16739. */
  16740. onGenerated: () => void;
  16741. /**
  16742. * Event raised when the texture is generated
  16743. */
  16744. onGeneratedObservable: Observable<ProceduralTexture>;
  16745. /** @hidden */
  16746. _generateMipMaps: boolean;
  16747. /** @hidden **/
  16748. _effect: Effect;
  16749. /** @hidden */
  16750. _textures: {
  16751. [key: string]: Texture;
  16752. };
  16753. private _size;
  16754. private _currentRefreshId;
  16755. private _refreshRate;
  16756. private _vertexBuffers;
  16757. private _indexBuffer;
  16758. private _uniforms;
  16759. private _samplers;
  16760. private _fragment;
  16761. private _floats;
  16762. private _ints;
  16763. private _floatsArrays;
  16764. private _colors3;
  16765. private _colors4;
  16766. private _vectors2;
  16767. private _vectors3;
  16768. private _matrices;
  16769. private _fallbackTexture;
  16770. private _fallbackTextureUsed;
  16771. private _engine;
  16772. private _cachedDefines;
  16773. private _contentUpdateId;
  16774. private _contentData;
  16775. /**
  16776. * Instantiates a new procedural texture.
  16777. * 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.
  16778. * This is the base class of any Procedural texture and contains most of the shareable code.
  16779. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16780. * @param name Define the name of the texture
  16781. * @param size Define the size of the texture to create
  16782. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16783. * @param scene Define the scene the texture belongs to
  16784. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16785. * @param generateMipMaps Define if the texture should creates mip maps or not
  16786. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16787. */
  16788. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16789. /**
  16790. * The effect that is created when initializing the post process.
  16791. * @returns The created effect corresponding the the postprocess.
  16792. */
  16793. getEffect(): Effect;
  16794. /**
  16795. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16796. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16797. */
  16798. getContent(): Nullable<ArrayBufferView>;
  16799. private _createIndexBuffer;
  16800. /** @hidden */
  16801. _rebuild(): void;
  16802. /**
  16803. * Resets the texture in order to recreate its associated resources.
  16804. * This can be called in case of context loss
  16805. */
  16806. reset(): void;
  16807. protected _getDefines(): string;
  16808. /**
  16809. * Is the texture ready to be used ? (rendered at least once)
  16810. * @returns true if ready, otherwise, false.
  16811. */
  16812. isReady(): boolean;
  16813. /**
  16814. * Resets the refresh counter of the texture and start bak from scratch.
  16815. * Could be useful to regenerate the texture if it is setup to render only once.
  16816. */
  16817. resetRefreshCounter(): void;
  16818. /**
  16819. * Set the fragment shader to use in order to render the texture.
  16820. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16821. */
  16822. setFragment(fragment: any): void;
  16823. /**
  16824. * Define the refresh rate of the texture or the rendering frequency.
  16825. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16826. */
  16827. refreshRate: number;
  16828. /** @hidden */
  16829. _shouldRender(): boolean;
  16830. /**
  16831. * Get the size the texture is rendering at.
  16832. * @returns the size (texture is always squared)
  16833. */
  16834. getRenderSize(): number;
  16835. /**
  16836. * Resize the texture to new value.
  16837. * @param size Define the new size the texture should have
  16838. * @param generateMipMaps Define whether the new texture should create mip maps
  16839. */
  16840. resize(size: number, generateMipMaps: boolean): void;
  16841. private _checkUniform;
  16842. /**
  16843. * Set a texture in the shader program used to render.
  16844. * @param name Define the name of the uniform samplers as defined in the shader
  16845. * @param texture Define the texture to bind to this sampler
  16846. * @return the texture itself allowing "fluent" like uniform updates
  16847. */
  16848. setTexture(name: string, texture: Texture): ProceduralTexture;
  16849. /**
  16850. * Set a float in the shader.
  16851. * @param name Define the name of the uniform as defined in the shader
  16852. * @param value Define the value to give to the uniform
  16853. * @return the texture itself allowing "fluent" like uniform updates
  16854. */
  16855. setFloat(name: string, value: number): ProceduralTexture;
  16856. /**
  16857. * Set a int in the shader.
  16858. * @param name Define the name of the uniform as defined in the shader
  16859. * @param value Define the value to give to the uniform
  16860. * @return the texture itself allowing "fluent" like uniform updates
  16861. */
  16862. setInt(name: string, value: number): ProceduralTexture;
  16863. /**
  16864. * Set an array of floats in the shader.
  16865. * @param name Define the name of the uniform as defined in the shader
  16866. * @param value Define the value to give to the uniform
  16867. * @return the texture itself allowing "fluent" like uniform updates
  16868. */
  16869. setFloats(name: string, value: number[]): ProceduralTexture;
  16870. /**
  16871. * Set a vec3 in the shader from a Color3.
  16872. * @param name Define the name of the uniform as defined in the shader
  16873. * @param value Define the value to give to the uniform
  16874. * @return the texture itself allowing "fluent" like uniform updates
  16875. */
  16876. setColor3(name: string, value: Color3): ProceduralTexture;
  16877. /**
  16878. * Set a vec4 in the shader from a Color4.
  16879. * @param name Define the name of the uniform as defined in the shader
  16880. * @param value Define the value to give to the uniform
  16881. * @return the texture itself allowing "fluent" like uniform updates
  16882. */
  16883. setColor4(name: string, value: Color4): ProceduralTexture;
  16884. /**
  16885. * Set a vec2 in the shader from a Vector2.
  16886. * @param name Define the name of the uniform as defined in the shader
  16887. * @param value Define the value to give to the uniform
  16888. * @return the texture itself allowing "fluent" like uniform updates
  16889. */
  16890. setVector2(name: string, value: Vector2): ProceduralTexture;
  16891. /**
  16892. * Set a vec3 in the shader from a Vector3.
  16893. * @param name Define the name of the uniform as defined in the shader
  16894. * @param value Define the value to give to the uniform
  16895. * @return the texture itself allowing "fluent" like uniform updates
  16896. */
  16897. setVector3(name: string, value: Vector3): ProceduralTexture;
  16898. /**
  16899. * Set a mat4 in the shader from a MAtrix.
  16900. * @param name Define the name of the uniform as defined in the shader
  16901. * @param value Define the value to give to the uniform
  16902. * @return the texture itself allowing "fluent" like uniform updates
  16903. */
  16904. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16905. /**
  16906. * Render the texture to its associated render target.
  16907. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16908. */
  16909. render(useCameraPostProcess?: boolean): void;
  16910. /**
  16911. * Clone the texture.
  16912. * @returns the cloned texture
  16913. */
  16914. clone(): ProceduralTexture;
  16915. /**
  16916. * Dispose the texture and release its asoociated resources.
  16917. */
  16918. dispose(): void;
  16919. }
  16920. }
  16921. declare module "babylonjs/Particles/baseParticleSystem" {
  16922. import { Nullable } from "babylonjs/types";
  16923. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16924. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16925. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16926. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16927. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16928. import { Scene } from "babylonjs/scene";
  16929. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16930. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16931. import { Texture } from "babylonjs/Materials/Textures/texture";
  16932. import { Color4 } from "babylonjs/Maths/math.color";
  16933. import { Animation } from "babylonjs/Animations/animation";
  16934. /**
  16935. * This represents the base class for particle system in Babylon.
  16936. * 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.
  16937. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16938. * @example https://doc.babylonjs.com/babylon101/particles
  16939. */
  16940. export class BaseParticleSystem {
  16941. /**
  16942. * Source color is added to the destination color without alpha affecting the result
  16943. */
  16944. static BLENDMODE_ONEONE: number;
  16945. /**
  16946. * Blend current color and particle color using particle’s alpha
  16947. */
  16948. static BLENDMODE_STANDARD: number;
  16949. /**
  16950. * Add current color and particle color multiplied by particle’s alpha
  16951. */
  16952. static BLENDMODE_ADD: number;
  16953. /**
  16954. * Multiply current color with particle color
  16955. */
  16956. static BLENDMODE_MULTIPLY: number;
  16957. /**
  16958. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16959. */
  16960. static BLENDMODE_MULTIPLYADD: number;
  16961. /**
  16962. * List of animations used by the particle system.
  16963. */
  16964. animations: Animation[];
  16965. /**
  16966. * The id of the Particle system.
  16967. */
  16968. id: string;
  16969. /**
  16970. * The friendly name of the Particle system.
  16971. */
  16972. name: string;
  16973. /**
  16974. * The rendering group used by the Particle system to chose when to render.
  16975. */
  16976. renderingGroupId: number;
  16977. /**
  16978. * The emitter represents the Mesh or position we are attaching the particle system to.
  16979. */
  16980. emitter: Nullable<AbstractMesh | Vector3>;
  16981. /**
  16982. * The maximum number of particles to emit per frame
  16983. */
  16984. emitRate: number;
  16985. /**
  16986. * If you want to launch only a few particles at once, that can be done, as well.
  16987. */
  16988. manualEmitCount: number;
  16989. /**
  16990. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16991. */
  16992. updateSpeed: number;
  16993. /**
  16994. * The amount of time the particle system is running (depends of the overall update speed).
  16995. */
  16996. targetStopDuration: number;
  16997. /**
  16998. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16999. */
  17000. disposeOnStop: boolean;
  17001. /**
  17002. * Minimum power of emitting particles.
  17003. */
  17004. minEmitPower: number;
  17005. /**
  17006. * Maximum power of emitting particles.
  17007. */
  17008. maxEmitPower: number;
  17009. /**
  17010. * Minimum life time of emitting particles.
  17011. */
  17012. minLifeTime: number;
  17013. /**
  17014. * Maximum life time of emitting particles.
  17015. */
  17016. maxLifeTime: number;
  17017. /**
  17018. * Minimum Size of emitting particles.
  17019. */
  17020. minSize: number;
  17021. /**
  17022. * Maximum Size of emitting particles.
  17023. */
  17024. maxSize: number;
  17025. /**
  17026. * Minimum scale of emitting particles on X axis.
  17027. */
  17028. minScaleX: number;
  17029. /**
  17030. * Maximum scale of emitting particles on X axis.
  17031. */
  17032. maxScaleX: number;
  17033. /**
  17034. * Minimum scale of emitting particles on Y axis.
  17035. */
  17036. minScaleY: number;
  17037. /**
  17038. * Maximum scale of emitting particles on Y axis.
  17039. */
  17040. maxScaleY: number;
  17041. /**
  17042. * Gets or sets the minimal initial rotation in radians.
  17043. */
  17044. minInitialRotation: number;
  17045. /**
  17046. * Gets or sets the maximal initial rotation in radians.
  17047. */
  17048. maxInitialRotation: number;
  17049. /**
  17050. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  17051. */
  17052. minAngularSpeed: number;
  17053. /**
  17054. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  17055. */
  17056. maxAngularSpeed: number;
  17057. /**
  17058. * The texture used to render each particle. (this can be a spritesheet)
  17059. */
  17060. particleTexture: Nullable<Texture>;
  17061. /**
  17062. * The layer mask we are rendering the particles through.
  17063. */
  17064. layerMask: number;
  17065. /**
  17066. * This can help using your own shader to render the particle system.
  17067. * The according effect will be created
  17068. */
  17069. customShader: any;
  17070. /**
  17071. * By default particle system starts as soon as they are created. This prevents the
  17072. * automatic start to happen and let you decide when to start emitting particles.
  17073. */
  17074. preventAutoStart: boolean;
  17075. private _noiseTexture;
  17076. /**
  17077. * Gets or sets a texture used to add random noise to particle positions
  17078. */
  17079. noiseTexture: Nullable<ProceduralTexture>;
  17080. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  17081. noiseStrength: Vector3;
  17082. /**
  17083. * Callback triggered when the particle animation is ending.
  17084. */
  17085. onAnimationEnd: Nullable<() => void>;
  17086. /**
  17087. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  17088. */
  17089. blendMode: number;
  17090. /**
  17091. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  17092. * to override the particles.
  17093. */
  17094. forceDepthWrite: boolean;
  17095. /** 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 */
  17096. preWarmCycles: number;
  17097. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  17098. preWarmStepOffset: number;
  17099. /**
  17100. * 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)
  17101. */
  17102. spriteCellChangeSpeed: number;
  17103. /**
  17104. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  17105. */
  17106. startSpriteCellID: number;
  17107. /**
  17108. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  17109. */
  17110. endSpriteCellID: number;
  17111. /**
  17112. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  17113. */
  17114. spriteCellWidth: number;
  17115. /**
  17116. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  17117. */
  17118. spriteCellHeight: number;
  17119. /**
  17120. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  17121. */
  17122. spriteRandomStartCell: boolean;
  17123. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  17124. translationPivot: Vector2;
  17125. /** @hidden */
  17126. protected _isAnimationSheetEnabled: boolean;
  17127. /**
  17128. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  17129. */
  17130. beginAnimationOnStart: boolean;
  17131. /**
  17132. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  17133. */
  17134. beginAnimationFrom: number;
  17135. /**
  17136. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  17137. */
  17138. beginAnimationTo: number;
  17139. /**
  17140. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  17141. */
  17142. beginAnimationLoop: boolean;
  17143. /**
  17144. * Gets or sets a world offset applied to all particles
  17145. */
  17146. worldOffset: Vector3;
  17147. /**
  17148. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  17149. */
  17150. isAnimationSheetEnabled: boolean;
  17151. /**
  17152. * Get hosting scene
  17153. * @returns the scene
  17154. */
  17155. getScene(): Scene;
  17156. /**
  17157. * You can use gravity if you want to give an orientation to your particles.
  17158. */
  17159. gravity: Vector3;
  17160. protected _colorGradients: Nullable<Array<ColorGradient>>;
  17161. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  17162. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  17163. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  17164. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  17165. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  17166. protected _dragGradients: Nullable<Array<FactorGradient>>;
  17167. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  17168. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  17169. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  17170. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  17171. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  17172. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  17173. /**
  17174. * Defines the delay in milliseconds before starting the system (0 by default)
  17175. */
  17176. startDelay: number;
  17177. /**
  17178. * Gets the current list of drag gradients.
  17179. * You must use addDragGradient and removeDragGradient to udpate this list
  17180. * @returns the list of drag gradients
  17181. */
  17182. getDragGradients(): Nullable<Array<FactorGradient>>;
  17183. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  17184. limitVelocityDamping: number;
  17185. /**
  17186. * Gets the current list of limit velocity gradients.
  17187. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  17188. * @returns the list of limit velocity gradients
  17189. */
  17190. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  17191. /**
  17192. * Gets the current list of color gradients.
  17193. * You must use addColorGradient and removeColorGradient to udpate this list
  17194. * @returns the list of color gradients
  17195. */
  17196. getColorGradients(): Nullable<Array<ColorGradient>>;
  17197. /**
  17198. * Gets the current list of size gradients.
  17199. * You must use addSizeGradient and removeSizeGradient to udpate this list
  17200. * @returns the list of size gradients
  17201. */
  17202. getSizeGradients(): Nullable<Array<FactorGradient>>;
  17203. /**
  17204. * Gets the current list of color remap gradients.
  17205. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  17206. * @returns the list of color remap gradients
  17207. */
  17208. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  17209. /**
  17210. * Gets the current list of alpha remap gradients.
  17211. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  17212. * @returns the list of alpha remap gradients
  17213. */
  17214. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  17215. /**
  17216. * Gets the current list of life time gradients.
  17217. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  17218. * @returns the list of life time gradients
  17219. */
  17220. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  17221. /**
  17222. * Gets the current list of angular speed gradients.
  17223. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  17224. * @returns the list of angular speed gradients
  17225. */
  17226. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  17227. /**
  17228. * Gets the current list of velocity gradients.
  17229. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  17230. * @returns the list of velocity gradients
  17231. */
  17232. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  17233. /**
  17234. * Gets the current list of start size gradients.
  17235. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  17236. * @returns the list of start size gradients
  17237. */
  17238. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  17239. /**
  17240. * Gets the current list of emit rate gradients.
  17241. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  17242. * @returns the list of emit rate gradients
  17243. */
  17244. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  17245. /**
  17246. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17247. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17248. */
  17249. direction1: Vector3;
  17250. /**
  17251. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17252. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17253. */
  17254. direction2: Vector3;
  17255. /**
  17256. * 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.
  17257. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17258. */
  17259. minEmitBox: Vector3;
  17260. /**
  17261. * 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.
  17262. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17263. */
  17264. maxEmitBox: Vector3;
  17265. /**
  17266. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17267. */
  17268. color1: Color4;
  17269. /**
  17270. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17271. */
  17272. color2: Color4;
  17273. /**
  17274. * Color the particle will have at the end of its lifetime
  17275. */
  17276. colorDead: Color4;
  17277. /**
  17278. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  17279. */
  17280. textureMask: Color4;
  17281. /**
  17282. * The particle emitter type defines the emitter used by the particle system.
  17283. * It can be for example box, sphere, or cone...
  17284. */
  17285. particleEmitterType: IParticleEmitterType;
  17286. /** @hidden */
  17287. _isSubEmitter: boolean;
  17288. /**
  17289. * Gets or sets the billboard mode to use when isBillboardBased = true.
  17290. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  17291. */
  17292. billboardMode: number;
  17293. protected _isBillboardBased: boolean;
  17294. /**
  17295. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  17296. */
  17297. isBillboardBased: boolean;
  17298. /**
  17299. * The scene the particle system belongs to.
  17300. */
  17301. protected _scene: Scene;
  17302. /**
  17303. * Local cache of defines for image processing.
  17304. */
  17305. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  17306. /**
  17307. * Default configuration related to image processing available in the standard Material.
  17308. */
  17309. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  17310. /**
  17311. * Gets the image processing configuration used either in this material.
  17312. */
  17313. /**
  17314. * Sets the Default image processing configuration used either in the this material.
  17315. *
  17316. * If sets to null, the scene one is in use.
  17317. */
  17318. imageProcessingConfiguration: ImageProcessingConfiguration;
  17319. /**
  17320. * Attaches a new image processing configuration to the Standard Material.
  17321. * @param configuration
  17322. */
  17323. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17324. /** @hidden */
  17325. protected _reset(): void;
  17326. /** @hidden */
  17327. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17328. /**
  17329. * Instantiates a particle system.
  17330. * 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.
  17331. * @param name The name of the particle system
  17332. */
  17333. constructor(name: string);
  17334. /**
  17335. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17336. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17337. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17338. * @returns the emitter
  17339. */
  17340. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17341. /**
  17342. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17343. * @param radius The radius of the hemisphere to emit from
  17344. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17345. * @returns the emitter
  17346. */
  17347. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17348. /**
  17349. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17350. * @param radius The radius of the sphere to emit from
  17351. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17352. * @returns the emitter
  17353. */
  17354. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17355. /**
  17356. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17357. * @param radius The radius of the sphere to emit from
  17358. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17359. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17360. * @returns the emitter
  17361. */
  17362. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17363. /**
  17364. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17365. * @param radius The radius of the emission cylinder
  17366. * @param height The height of the emission cylinder
  17367. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17368. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17369. * @returns the emitter
  17370. */
  17371. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17372. /**
  17373. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17374. * @param radius The radius of the cylinder to emit from
  17375. * @param height The height of the emission cylinder
  17376. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17377. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17378. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17379. * @returns the emitter
  17380. */
  17381. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17382. /**
  17383. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17384. * @param radius The radius of the cone to emit from
  17385. * @param angle The base angle of the cone
  17386. * @returns the emitter
  17387. */
  17388. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17389. /**
  17390. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17391. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17392. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17393. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17394. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17395. * @returns the emitter
  17396. */
  17397. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17398. }
  17399. }
  17400. declare module "babylonjs/Particles/subEmitter" {
  17401. import { Scene } from "babylonjs/scene";
  17402. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17403. /**
  17404. * Type of sub emitter
  17405. */
  17406. export enum SubEmitterType {
  17407. /**
  17408. * Attached to the particle over it's lifetime
  17409. */
  17410. ATTACHED = 0,
  17411. /**
  17412. * Created when the particle dies
  17413. */
  17414. END = 1
  17415. }
  17416. /**
  17417. * Sub emitter class used to emit particles from an existing particle
  17418. */
  17419. export class SubEmitter {
  17420. /**
  17421. * the particle system to be used by the sub emitter
  17422. */
  17423. particleSystem: ParticleSystem;
  17424. /**
  17425. * Type of the submitter (Default: END)
  17426. */
  17427. type: SubEmitterType;
  17428. /**
  17429. * 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)
  17430. * Note: This only is supported when using an emitter of type Mesh
  17431. */
  17432. inheritDirection: boolean;
  17433. /**
  17434. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17435. */
  17436. inheritedVelocityAmount: number;
  17437. /**
  17438. * Creates a sub emitter
  17439. * @param particleSystem the particle system to be used by the sub emitter
  17440. */
  17441. constructor(
  17442. /**
  17443. * the particle system to be used by the sub emitter
  17444. */
  17445. particleSystem: ParticleSystem);
  17446. /**
  17447. * Clones the sub emitter
  17448. * @returns the cloned sub emitter
  17449. */
  17450. clone(): SubEmitter;
  17451. /**
  17452. * Serialize current object to a JSON object
  17453. * @returns the serialized object
  17454. */
  17455. serialize(): any;
  17456. /** @hidden */
  17457. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17458. /**
  17459. * Creates a new SubEmitter from a serialized JSON version
  17460. * @param serializationObject defines the JSON object to read from
  17461. * @param scene defines the hosting scene
  17462. * @param rootUrl defines the rootUrl for data loading
  17463. * @returns a new SubEmitter
  17464. */
  17465. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17466. /** Release associated resources */
  17467. dispose(): void;
  17468. }
  17469. }
  17470. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17471. /** @hidden */
  17472. export var clipPlaneFragmentDeclaration: {
  17473. name: string;
  17474. shader: string;
  17475. };
  17476. }
  17477. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17478. /** @hidden */
  17479. export var imageProcessingDeclaration: {
  17480. name: string;
  17481. shader: string;
  17482. };
  17483. }
  17484. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17485. /** @hidden */
  17486. export var imageProcessingFunctions: {
  17487. name: string;
  17488. shader: string;
  17489. };
  17490. }
  17491. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17492. /** @hidden */
  17493. export var clipPlaneFragment: {
  17494. name: string;
  17495. shader: string;
  17496. };
  17497. }
  17498. declare module "babylonjs/Shaders/particles.fragment" {
  17499. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17500. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17501. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17502. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17503. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17504. /** @hidden */
  17505. export var particlesPixelShader: {
  17506. name: string;
  17507. shader: string;
  17508. };
  17509. }
  17510. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17511. /** @hidden */
  17512. export var clipPlaneVertexDeclaration: {
  17513. name: string;
  17514. shader: string;
  17515. };
  17516. }
  17517. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17518. /** @hidden */
  17519. export var clipPlaneVertex: {
  17520. name: string;
  17521. shader: string;
  17522. };
  17523. }
  17524. declare module "babylonjs/Shaders/particles.vertex" {
  17525. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17526. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17527. /** @hidden */
  17528. export var particlesVertexShader: {
  17529. name: string;
  17530. shader: string;
  17531. };
  17532. }
  17533. declare module "babylonjs/Particles/particleSystem" {
  17534. import { Nullable } from "babylonjs/types";
  17535. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17536. import { Observable } from "babylonjs/Misc/observable";
  17537. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17538. import { Effect } from "babylonjs/Materials/effect";
  17539. import { Scene, IDisposable } from "babylonjs/scene";
  17540. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17541. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17542. import { Particle } from "babylonjs/Particles/particle";
  17543. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17544. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17545. import "babylonjs/Shaders/particles.fragment";
  17546. import "babylonjs/Shaders/particles.vertex";
  17547. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17548. /**
  17549. * This represents a particle system in Babylon.
  17550. * 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.
  17551. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17552. * @example https://doc.babylonjs.com/babylon101/particles
  17553. */
  17554. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17555. /**
  17556. * Billboard mode will only apply to Y axis
  17557. */
  17558. static readonly BILLBOARDMODE_Y: number;
  17559. /**
  17560. * Billboard mode will apply to all axes
  17561. */
  17562. static readonly BILLBOARDMODE_ALL: number;
  17563. /**
  17564. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17565. */
  17566. static readonly BILLBOARDMODE_STRETCHED: number;
  17567. /**
  17568. * This function can be defined to provide custom update for active particles.
  17569. * This function will be called instead of regular update (age, position, color, etc.).
  17570. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17571. */
  17572. updateFunction: (particles: Particle[]) => void;
  17573. private _emitterWorldMatrix;
  17574. /**
  17575. * This function can be defined to specify initial direction for every new particle.
  17576. * It by default use the emitterType defined function
  17577. */
  17578. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17579. /**
  17580. * This function can be defined to specify initial position for every new particle.
  17581. * It by default use the emitterType defined function
  17582. */
  17583. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17584. /**
  17585. * @hidden
  17586. */
  17587. _inheritedVelocityOffset: Vector3;
  17588. /**
  17589. * An event triggered when the system is disposed
  17590. */
  17591. onDisposeObservable: Observable<ParticleSystem>;
  17592. private _onDisposeObserver;
  17593. /**
  17594. * Sets a callback that will be triggered when the system is disposed
  17595. */
  17596. onDispose: () => void;
  17597. private _particles;
  17598. private _epsilon;
  17599. private _capacity;
  17600. private _stockParticles;
  17601. private _newPartsExcess;
  17602. private _vertexData;
  17603. private _vertexBuffer;
  17604. private _vertexBuffers;
  17605. private _spriteBuffer;
  17606. private _indexBuffer;
  17607. private _effect;
  17608. private _customEffect;
  17609. private _cachedDefines;
  17610. private _scaledColorStep;
  17611. private _colorDiff;
  17612. private _scaledDirection;
  17613. private _scaledGravity;
  17614. private _currentRenderId;
  17615. private _alive;
  17616. private _useInstancing;
  17617. private _started;
  17618. private _stopped;
  17619. private _actualFrame;
  17620. private _scaledUpdateSpeed;
  17621. private _vertexBufferSize;
  17622. /** @hidden */
  17623. _currentEmitRateGradient: Nullable<FactorGradient>;
  17624. /** @hidden */
  17625. _currentEmitRate1: number;
  17626. /** @hidden */
  17627. _currentEmitRate2: number;
  17628. /** @hidden */
  17629. _currentStartSizeGradient: Nullable<FactorGradient>;
  17630. /** @hidden */
  17631. _currentStartSize1: number;
  17632. /** @hidden */
  17633. _currentStartSize2: number;
  17634. private readonly _rawTextureWidth;
  17635. private _rampGradientsTexture;
  17636. private _useRampGradients;
  17637. /** Gets or sets a boolean indicating that ramp gradients must be used
  17638. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17639. */
  17640. useRampGradients: boolean;
  17641. /**
  17642. * 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.
  17643. * 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: [])
  17644. */
  17645. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17646. private _subEmitters;
  17647. /**
  17648. * @hidden
  17649. * If the particle systems emitter should be disposed when the particle system is disposed
  17650. */
  17651. _disposeEmitterOnDispose: boolean;
  17652. /**
  17653. * The current active Sub-systems, this property is used by the root particle system only.
  17654. */
  17655. activeSubSystems: Array<ParticleSystem>;
  17656. private _rootParticleSystem;
  17657. /**
  17658. * Gets the current list of active particles
  17659. */
  17660. readonly particles: Particle[];
  17661. /**
  17662. * Returns the string "ParticleSystem"
  17663. * @returns a string containing the class name
  17664. */
  17665. getClassName(): string;
  17666. /**
  17667. * Instantiates a particle system.
  17668. * 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.
  17669. * @param name The name of the particle system
  17670. * @param capacity The max number of particles alive at the same time
  17671. * @param scene The scene the particle system belongs to
  17672. * @param customEffect a custom effect used to change the way particles are rendered by default
  17673. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17674. * @param epsilon Offset used to render the particles
  17675. */
  17676. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17677. private _addFactorGradient;
  17678. private _removeFactorGradient;
  17679. /**
  17680. * Adds a new life time gradient
  17681. * @param gradient defines the gradient to use (between 0 and 1)
  17682. * @param factor defines the life time factor to affect to the specified gradient
  17683. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17684. * @returns the current particle system
  17685. */
  17686. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17687. /**
  17688. * Remove a specific life time gradient
  17689. * @param gradient defines the gradient to remove
  17690. * @returns the current particle system
  17691. */
  17692. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17693. /**
  17694. * Adds a new size gradient
  17695. * @param gradient defines the gradient to use (between 0 and 1)
  17696. * @param factor defines the size factor to affect to the specified gradient
  17697. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17698. * @returns the current particle system
  17699. */
  17700. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17701. /**
  17702. * Remove a specific size gradient
  17703. * @param gradient defines the gradient to remove
  17704. * @returns the current particle system
  17705. */
  17706. removeSizeGradient(gradient: number): IParticleSystem;
  17707. /**
  17708. * Adds a new color remap gradient
  17709. * @param gradient defines the gradient to use (between 0 and 1)
  17710. * @param min defines the color remap minimal range
  17711. * @param max defines the color remap maximal range
  17712. * @returns the current particle system
  17713. */
  17714. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17715. /**
  17716. * Remove a specific color remap gradient
  17717. * @param gradient defines the gradient to remove
  17718. * @returns the current particle system
  17719. */
  17720. removeColorRemapGradient(gradient: number): IParticleSystem;
  17721. /**
  17722. * Adds a new alpha remap gradient
  17723. * @param gradient defines the gradient to use (between 0 and 1)
  17724. * @param min defines the alpha remap minimal range
  17725. * @param max defines the alpha remap maximal range
  17726. * @returns the current particle system
  17727. */
  17728. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17729. /**
  17730. * Remove a specific alpha remap gradient
  17731. * @param gradient defines the gradient to remove
  17732. * @returns the current particle system
  17733. */
  17734. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17735. /**
  17736. * Adds a new angular speed gradient
  17737. * @param gradient defines the gradient to use (between 0 and 1)
  17738. * @param factor defines the angular speed to affect to the specified gradient
  17739. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17740. * @returns the current particle system
  17741. */
  17742. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17743. /**
  17744. * Remove a specific angular speed gradient
  17745. * @param gradient defines the gradient to remove
  17746. * @returns the current particle system
  17747. */
  17748. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17749. /**
  17750. * Adds a new velocity gradient
  17751. * @param gradient defines the gradient to use (between 0 and 1)
  17752. * @param factor defines the velocity to affect to the specified gradient
  17753. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17754. * @returns the current particle system
  17755. */
  17756. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17757. /**
  17758. * Remove a specific velocity gradient
  17759. * @param gradient defines the gradient to remove
  17760. * @returns the current particle system
  17761. */
  17762. removeVelocityGradient(gradient: number): IParticleSystem;
  17763. /**
  17764. * Adds a new limit velocity gradient
  17765. * @param gradient defines the gradient to use (between 0 and 1)
  17766. * @param factor defines the limit velocity value to affect to the specified gradient
  17767. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17768. * @returns the current particle system
  17769. */
  17770. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17771. /**
  17772. * Remove a specific limit velocity gradient
  17773. * @param gradient defines the gradient to remove
  17774. * @returns the current particle system
  17775. */
  17776. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17777. /**
  17778. * Adds a new drag gradient
  17779. * @param gradient defines the gradient to use (between 0 and 1)
  17780. * @param factor defines the drag value to affect to the specified gradient
  17781. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17782. * @returns the current particle system
  17783. */
  17784. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17785. /**
  17786. * Remove a specific drag gradient
  17787. * @param gradient defines the gradient to remove
  17788. * @returns the current particle system
  17789. */
  17790. removeDragGradient(gradient: number): IParticleSystem;
  17791. /**
  17792. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17793. * @param gradient defines the gradient to use (between 0 and 1)
  17794. * @param factor defines the emit rate value to affect to the specified gradient
  17795. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17796. * @returns the current particle system
  17797. */
  17798. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17799. /**
  17800. * Remove a specific emit rate gradient
  17801. * @param gradient defines the gradient to remove
  17802. * @returns the current particle system
  17803. */
  17804. removeEmitRateGradient(gradient: number): IParticleSystem;
  17805. /**
  17806. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17807. * @param gradient defines the gradient to use (between 0 and 1)
  17808. * @param factor defines the start size value to affect to the specified gradient
  17809. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17810. * @returns the current particle system
  17811. */
  17812. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17813. /**
  17814. * Remove a specific start size gradient
  17815. * @param gradient defines the gradient to remove
  17816. * @returns the current particle system
  17817. */
  17818. removeStartSizeGradient(gradient: number): IParticleSystem;
  17819. private _createRampGradientTexture;
  17820. /**
  17821. * Gets the current list of ramp gradients.
  17822. * You must use addRampGradient and removeRampGradient to udpate this list
  17823. * @returns the list of ramp gradients
  17824. */
  17825. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17826. /**
  17827. * Adds a new ramp gradient used to remap particle colors
  17828. * @param gradient defines the gradient to use (between 0 and 1)
  17829. * @param color defines the color to affect to the specified gradient
  17830. * @returns the current particle system
  17831. */
  17832. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17833. /**
  17834. * Remove a specific ramp gradient
  17835. * @param gradient defines the gradient to remove
  17836. * @returns the current particle system
  17837. */
  17838. removeRampGradient(gradient: number): ParticleSystem;
  17839. /**
  17840. * Adds a new color gradient
  17841. * @param gradient defines the gradient to use (between 0 and 1)
  17842. * @param color1 defines the color to affect to the specified gradient
  17843. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17844. * @returns this particle system
  17845. */
  17846. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17847. /**
  17848. * Remove a specific color gradient
  17849. * @param gradient defines the gradient to remove
  17850. * @returns this particle system
  17851. */
  17852. removeColorGradient(gradient: number): IParticleSystem;
  17853. private _fetchR;
  17854. protected _reset(): void;
  17855. private _resetEffect;
  17856. private _createVertexBuffers;
  17857. private _createIndexBuffer;
  17858. /**
  17859. * Gets the maximum number of particles active at the same time.
  17860. * @returns The max number of active particles.
  17861. */
  17862. getCapacity(): number;
  17863. /**
  17864. * Gets whether there are still active particles in the system.
  17865. * @returns True if it is alive, otherwise false.
  17866. */
  17867. isAlive(): boolean;
  17868. /**
  17869. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17870. * @returns True if it has been started, otherwise false.
  17871. */
  17872. isStarted(): boolean;
  17873. private _prepareSubEmitterInternalArray;
  17874. /**
  17875. * Starts the particle system and begins to emit
  17876. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17877. */
  17878. start(delay?: number): void;
  17879. /**
  17880. * Stops the particle system.
  17881. * @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.
  17882. */
  17883. stop(stopSubEmitters?: boolean): void;
  17884. /**
  17885. * Remove all active particles
  17886. */
  17887. reset(): void;
  17888. /**
  17889. * @hidden (for internal use only)
  17890. */
  17891. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17892. /**
  17893. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17894. * Its lifetime will start back at 0.
  17895. */
  17896. recycleParticle: (particle: Particle) => void;
  17897. private _stopSubEmitters;
  17898. private _createParticle;
  17899. private _removeFromRoot;
  17900. private _emitFromParticle;
  17901. private _update;
  17902. /** @hidden */
  17903. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17904. /** @hidden */
  17905. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17906. /** @hidden */
  17907. private _getEffect;
  17908. /**
  17909. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17910. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17911. */
  17912. animate(preWarmOnly?: boolean): void;
  17913. private _appendParticleVertices;
  17914. /**
  17915. * Rebuilds the particle system.
  17916. */
  17917. rebuild(): void;
  17918. /**
  17919. * Is this system ready to be used/rendered
  17920. * @return true if the system is ready
  17921. */
  17922. isReady(): boolean;
  17923. private _render;
  17924. /**
  17925. * Renders the particle system in its current state.
  17926. * @returns the current number of particles
  17927. */
  17928. render(): number;
  17929. /**
  17930. * Disposes the particle system and free the associated resources
  17931. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17932. */
  17933. dispose(disposeTexture?: boolean): void;
  17934. /**
  17935. * Clones the particle system.
  17936. * @param name The name of the cloned object
  17937. * @param newEmitter The new emitter to use
  17938. * @returns the cloned particle system
  17939. */
  17940. clone(name: string, newEmitter: any): ParticleSystem;
  17941. /**
  17942. * Serializes the particle system to a JSON object.
  17943. * @returns the JSON object
  17944. */
  17945. serialize(): any;
  17946. /** @hidden */
  17947. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17948. /** @hidden */
  17949. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17950. /**
  17951. * Parses a JSON object to create a particle system.
  17952. * @param parsedParticleSystem The JSON object to parse
  17953. * @param scene The scene to create the particle system in
  17954. * @param rootUrl The root url to use to load external dependencies like texture
  17955. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17956. * @returns the Parsed particle system
  17957. */
  17958. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17959. }
  17960. }
  17961. declare module "babylonjs/Particles/particle" {
  17962. import { Nullable } from "babylonjs/types";
  17963. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17964. import { Color4 } from "babylonjs/Maths/math.color";
  17965. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17966. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17967. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17968. /**
  17969. * A particle represents one of the element emitted by a particle system.
  17970. * This is mainly define by its coordinates, direction, velocity and age.
  17971. */
  17972. export class Particle {
  17973. /**
  17974. * The particle system the particle belongs to.
  17975. */
  17976. particleSystem: ParticleSystem;
  17977. private static _Count;
  17978. /**
  17979. * Unique ID of the particle
  17980. */
  17981. id: number;
  17982. /**
  17983. * The world position of the particle in the scene.
  17984. */
  17985. position: Vector3;
  17986. /**
  17987. * The world direction of the particle in the scene.
  17988. */
  17989. direction: Vector3;
  17990. /**
  17991. * The color of the particle.
  17992. */
  17993. color: Color4;
  17994. /**
  17995. * The color change of the particle per step.
  17996. */
  17997. colorStep: Color4;
  17998. /**
  17999. * Defines how long will the life of the particle be.
  18000. */
  18001. lifeTime: number;
  18002. /**
  18003. * The current age of the particle.
  18004. */
  18005. age: number;
  18006. /**
  18007. * The current size of the particle.
  18008. */
  18009. size: number;
  18010. /**
  18011. * The current scale of the particle.
  18012. */
  18013. scale: Vector2;
  18014. /**
  18015. * The current angle of the particle.
  18016. */
  18017. angle: number;
  18018. /**
  18019. * Defines how fast is the angle changing.
  18020. */
  18021. angularSpeed: number;
  18022. /**
  18023. * Defines the cell index used by the particle to be rendered from a sprite.
  18024. */
  18025. cellIndex: number;
  18026. /**
  18027. * The information required to support color remapping
  18028. */
  18029. remapData: Vector4;
  18030. /** @hidden */
  18031. _randomCellOffset?: number;
  18032. /** @hidden */
  18033. _initialDirection: Nullable<Vector3>;
  18034. /** @hidden */
  18035. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  18036. /** @hidden */
  18037. _initialStartSpriteCellID: number;
  18038. /** @hidden */
  18039. _initialEndSpriteCellID: number;
  18040. /** @hidden */
  18041. _currentColorGradient: Nullable<ColorGradient>;
  18042. /** @hidden */
  18043. _currentColor1: Color4;
  18044. /** @hidden */
  18045. _currentColor2: Color4;
  18046. /** @hidden */
  18047. _currentSizeGradient: Nullable<FactorGradient>;
  18048. /** @hidden */
  18049. _currentSize1: number;
  18050. /** @hidden */
  18051. _currentSize2: number;
  18052. /** @hidden */
  18053. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  18054. /** @hidden */
  18055. _currentAngularSpeed1: number;
  18056. /** @hidden */
  18057. _currentAngularSpeed2: number;
  18058. /** @hidden */
  18059. _currentVelocityGradient: Nullable<FactorGradient>;
  18060. /** @hidden */
  18061. _currentVelocity1: number;
  18062. /** @hidden */
  18063. _currentVelocity2: number;
  18064. /** @hidden */
  18065. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  18066. /** @hidden */
  18067. _currentLimitVelocity1: number;
  18068. /** @hidden */
  18069. _currentLimitVelocity2: number;
  18070. /** @hidden */
  18071. _currentDragGradient: Nullable<FactorGradient>;
  18072. /** @hidden */
  18073. _currentDrag1: number;
  18074. /** @hidden */
  18075. _currentDrag2: number;
  18076. /** @hidden */
  18077. _randomNoiseCoordinates1: Vector3;
  18078. /** @hidden */
  18079. _randomNoiseCoordinates2: Vector3;
  18080. /**
  18081. * Creates a new instance Particle
  18082. * @param particleSystem the particle system the particle belongs to
  18083. */
  18084. constructor(
  18085. /**
  18086. * The particle system the particle belongs to.
  18087. */
  18088. particleSystem: ParticleSystem);
  18089. private updateCellInfoFromSystem;
  18090. /**
  18091. * Defines how the sprite cell index is updated for the particle
  18092. */
  18093. updateCellIndex(): void;
  18094. /** @hidden */
  18095. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  18096. /** @hidden */
  18097. _inheritParticleInfoToSubEmitters(): void;
  18098. /** @hidden */
  18099. _reset(): void;
  18100. /**
  18101. * Copy the properties of particle to another one.
  18102. * @param other the particle to copy the information to.
  18103. */
  18104. copyTo(other: Particle): void;
  18105. }
  18106. }
  18107. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  18108. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18109. import { Effect } from "babylonjs/Materials/effect";
  18110. import { Particle } from "babylonjs/Particles/particle";
  18111. /**
  18112. * Particle emitter represents a volume emitting particles.
  18113. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  18114. */
  18115. export interface IParticleEmitterType {
  18116. /**
  18117. * Called by the particle System when the direction is computed for the created particle.
  18118. * @param worldMatrix is the world matrix of the particle system
  18119. * @param directionToUpdate is the direction vector to update with the result
  18120. * @param particle is the particle we are computed the direction for
  18121. */
  18122. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18123. /**
  18124. * Called by the particle System when the position is computed for the created particle.
  18125. * @param worldMatrix is the world matrix of the particle system
  18126. * @param positionToUpdate is the position vector to update with the result
  18127. * @param particle is the particle we are computed the position for
  18128. */
  18129. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18130. /**
  18131. * Clones the current emitter and returns a copy of it
  18132. * @returns the new emitter
  18133. */
  18134. clone(): IParticleEmitterType;
  18135. /**
  18136. * Called by the GPUParticleSystem to setup the update shader
  18137. * @param effect defines the update shader
  18138. */
  18139. applyToShader(effect: Effect): void;
  18140. /**
  18141. * Returns a string to use to update the GPU particles update shader
  18142. * @returns the effect defines string
  18143. */
  18144. getEffectDefines(): string;
  18145. /**
  18146. * Returns a string representing the class name
  18147. * @returns a string containing the class name
  18148. */
  18149. getClassName(): string;
  18150. /**
  18151. * Serializes the particle system to a JSON object.
  18152. * @returns the JSON object
  18153. */
  18154. serialize(): any;
  18155. /**
  18156. * Parse properties from a JSON object
  18157. * @param serializationObject defines the JSON object
  18158. */
  18159. parse(serializationObject: any): void;
  18160. }
  18161. }
  18162. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  18163. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18164. import { Effect } from "babylonjs/Materials/effect";
  18165. import { Particle } from "babylonjs/Particles/particle";
  18166. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18167. /**
  18168. * Particle emitter emitting particles from the inside of a box.
  18169. * It emits the particles randomly between 2 given directions.
  18170. */
  18171. export class BoxParticleEmitter implements IParticleEmitterType {
  18172. /**
  18173. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18174. */
  18175. direction1: Vector3;
  18176. /**
  18177. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18178. */
  18179. direction2: Vector3;
  18180. /**
  18181. * 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.
  18182. */
  18183. minEmitBox: Vector3;
  18184. /**
  18185. * 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.
  18186. */
  18187. maxEmitBox: Vector3;
  18188. /**
  18189. * Creates a new instance BoxParticleEmitter
  18190. */
  18191. constructor();
  18192. /**
  18193. * Called by the particle System when the direction is computed for the created particle.
  18194. * @param worldMatrix is the world matrix of the particle system
  18195. * @param directionToUpdate is the direction vector to update with the result
  18196. * @param particle is the particle we are computed the direction for
  18197. */
  18198. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18199. /**
  18200. * Called by the particle System when the position is computed for the created particle.
  18201. * @param worldMatrix is the world matrix of the particle system
  18202. * @param positionToUpdate is the position vector to update with the result
  18203. * @param particle is the particle we are computed the position for
  18204. */
  18205. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18206. /**
  18207. * Clones the current emitter and returns a copy of it
  18208. * @returns the new emitter
  18209. */
  18210. clone(): BoxParticleEmitter;
  18211. /**
  18212. * Called by the GPUParticleSystem to setup the update shader
  18213. * @param effect defines the update shader
  18214. */
  18215. applyToShader(effect: Effect): void;
  18216. /**
  18217. * Returns a string to use to update the GPU particles update shader
  18218. * @returns a string containng the defines string
  18219. */
  18220. getEffectDefines(): string;
  18221. /**
  18222. * Returns the string "BoxParticleEmitter"
  18223. * @returns a string containing the class name
  18224. */
  18225. getClassName(): string;
  18226. /**
  18227. * Serializes the particle system to a JSON object.
  18228. * @returns the JSON object
  18229. */
  18230. serialize(): any;
  18231. /**
  18232. * Parse properties from a JSON object
  18233. * @param serializationObject defines the JSON object
  18234. */
  18235. parse(serializationObject: any): void;
  18236. }
  18237. }
  18238. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  18239. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18240. import { Effect } from "babylonjs/Materials/effect";
  18241. import { Particle } from "babylonjs/Particles/particle";
  18242. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18243. /**
  18244. * Particle emitter emitting particles from the inside of a cone.
  18245. * It emits the particles alongside the cone volume from the base to the particle.
  18246. * The emission direction might be randomized.
  18247. */
  18248. export class ConeParticleEmitter implements IParticleEmitterType {
  18249. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18250. directionRandomizer: number;
  18251. private _radius;
  18252. private _angle;
  18253. private _height;
  18254. /**
  18255. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  18256. */
  18257. radiusRange: number;
  18258. /**
  18259. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  18260. */
  18261. heightRange: number;
  18262. /**
  18263. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  18264. */
  18265. emitFromSpawnPointOnly: boolean;
  18266. /**
  18267. * Gets or sets the radius of the emission cone
  18268. */
  18269. radius: number;
  18270. /**
  18271. * Gets or sets the angle of the emission cone
  18272. */
  18273. angle: number;
  18274. private _buildHeight;
  18275. /**
  18276. * Creates a new instance ConeParticleEmitter
  18277. * @param radius the radius of the emission cone (1 by default)
  18278. * @param angle the cone base angle (PI by default)
  18279. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  18280. */
  18281. constructor(radius?: number, angle?: number,
  18282. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18283. directionRandomizer?: number);
  18284. /**
  18285. * Called by the particle System when the direction is computed for the created particle.
  18286. * @param worldMatrix is the world matrix of the particle system
  18287. * @param directionToUpdate is the direction vector to update with the result
  18288. * @param particle is the particle we are computed the direction for
  18289. */
  18290. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18291. /**
  18292. * Called by the particle System when the position is computed for the created particle.
  18293. * @param worldMatrix is the world matrix of the particle system
  18294. * @param positionToUpdate is the position vector to update with the result
  18295. * @param particle is the particle we are computed the position for
  18296. */
  18297. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18298. /**
  18299. * Clones the current emitter and returns a copy of it
  18300. * @returns the new emitter
  18301. */
  18302. clone(): ConeParticleEmitter;
  18303. /**
  18304. * Called by the GPUParticleSystem to setup the update shader
  18305. * @param effect defines the update shader
  18306. */
  18307. applyToShader(effect: Effect): void;
  18308. /**
  18309. * Returns a string to use to update the GPU particles update shader
  18310. * @returns a string containng the defines string
  18311. */
  18312. getEffectDefines(): string;
  18313. /**
  18314. * Returns the string "ConeParticleEmitter"
  18315. * @returns a string containing the class name
  18316. */
  18317. getClassName(): string;
  18318. /**
  18319. * Serializes the particle system to a JSON object.
  18320. * @returns the JSON object
  18321. */
  18322. serialize(): any;
  18323. /**
  18324. * Parse properties from a JSON object
  18325. * @param serializationObject defines the JSON object
  18326. */
  18327. parse(serializationObject: any): void;
  18328. }
  18329. }
  18330. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18331. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18332. import { Effect } from "babylonjs/Materials/effect";
  18333. import { Particle } from "babylonjs/Particles/particle";
  18334. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18335. /**
  18336. * Particle emitter emitting particles from the inside of a cylinder.
  18337. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18338. */
  18339. export class CylinderParticleEmitter implements IParticleEmitterType {
  18340. /**
  18341. * The radius of the emission cylinder.
  18342. */
  18343. radius: number;
  18344. /**
  18345. * The height of the emission cylinder.
  18346. */
  18347. height: number;
  18348. /**
  18349. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18350. */
  18351. radiusRange: number;
  18352. /**
  18353. * How much to randomize the particle direction [0-1].
  18354. */
  18355. directionRandomizer: number;
  18356. /**
  18357. * Creates a new instance CylinderParticleEmitter
  18358. * @param radius the radius of the emission cylinder (1 by default)
  18359. * @param height the height of the emission cylinder (1 by default)
  18360. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18361. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18362. */
  18363. constructor(
  18364. /**
  18365. * The radius of the emission cylinder.
  18366. */
  18367. radius?: number,
  18368. /**
  18369. * The height of the emission cylinder.
  18370. */
  18371. height?: number,
  18372. /**
  18373. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18374. */
  18375. radiusRange?: number,
  18376. /**
  18377. * How much to randomize the particle direction [0-1].
  18378. */
  18379. directionRandomizer?: number);
  18380. /**
  18381. * Called by the particle System when the direction is computed for the created particle.
  18382. * @param worldMatrix is the world matrix of the particle system
  18383. * @param directionToUpdate is the direction vector to update with the result
  18384. * @param particle is the particle we are computed the direction for
  18385. */
  18386. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18387. /**
  18388. * Called by the particle System when the position is computed for the created particle.
  18389. * @param worldMatrix is the world matrix of the particle system
  18390. * @param positionToUpdate is the position vector to update with the result
  18391. * @param particle is the particle we are computed the position for
  18392. */
  18393. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18394. /**
  18395. * Clones the current emitter and returns a copy of it
  18396. * @returns the new emitter
  18397. */
  18398. clone(): CylinderParticleEmitter;
  18399. /**
  18400. * Called by the GPUParticleSystem to setup the update shader
  18401. * @param effect defines the update shader
  18402. */
  18403. applyToShader(effect: Effect): void;
  18404. /**
  18405. * Returns a string to use to update the GPU particles update shader
  18406. * @returns a string containng the defines string
  18407. */
  18408. getEffectDefines(): string;
  18409. /**
  18410. * Returns the string "CylinderParticleEmitter"
  18411. * @returns a string containing the class name
  18412. */
  18413. getClassName(): string;
  18414. /**
  18415. * Serializes the particle system to a JSON object.
  18416. * @returns the JSON object
  18417. */
  18418. serialize(): any;
  18419. /**
  18420. * Parse properties from a JSON object
  18421. * @param serializationObject defines the JSON object
  18422. */
  18423. parse(serializationObject: any): void;
  18424. }
  18425. /**
  18426. * Particle emitter emitting particles from the inside of a cylinder.
  18427. * It emits the particles randomly between two vectors.
  18428. */
  18429. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18430. /**
  18431. * The min limit of the emission direction.
  18432. */
  18433. direction1: Vector3;
  18434. /**
  18435. * The max limit of the emission direction.
  18436. */
  18437. direction2: Vector3;
  18438. /**
  18439. * Creates a new instance CylinderDirectedParticleEmitter
  18440. * @param radius the radius of the emission cylinder (1 by default)
  18441. * @param height the height of the emission cylinder (1 by default)
  18442. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18443. * @param direction1 the min limit of the emission direction (up vector by default)
  18444. * @param direction2 the max limit of the emission direction (up vector by default)
  18445. */
  18446. constructor(radius?: number, height?: number, radiusRange?: number,
  18447. /**
  18448. * The min limit of the emission direction.
  18449. */
  18450. direction1?: Vector3,
  18451. /**
  18452. * The max limit of the emission direction.
  18453. */
  18454. direction2?: Vector3);
  18455. /**
  18456. * Called by the particle System when the direction is computed for the created particle.
  18457. * @param worldMatrix is the world matrix of the particle system
  18458. * @param directionToUpdate is the direction vector to update with the result
  18459. * @param particle is the particle we are computed the direction for
  18460. */
  18461. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18462. /**
  18463. * Clones the current emitter and returns a copy of it
  18464. * @returns the new emitter
  18465. */
  18466. clone(): CylinderDirectedParticleEmitter;
  18467. /**
  18468. * Called by the GPUParticleSystem to setup the update shader
  18469. * @param effect defines the update shader
  18470. */
  18471. applyToShader(effect: Effect): void;
  18472. /**
  18473. * Returns a string to use to update the GPU particles update shader
  18474. * @returns a string containng the defines string
  18475. */
  18476. getEffectDefines(): string;
  18477. /**
  18478. * Returns the string "CylinderDirectedParticleEmitter"
  18479. * @returns a string containing the class name
  18480. */
  18481. getClassName(): string;
  18482. /**
  18483. * Serializes the particle system to a JSON object.
  18484. * @returns the JSON object
  18485. */
  18486. serialize(): any;
  18487. /**
  18488. * Parse properties from a JSON object
  18489. * @param serializationObject defines the JSON object
  18490. */
  18491. parse(serializationObject: any): void;
  18492. }
  18493. }
  18494. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18495. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18496. import { Effect } from "babylonjs/Materials/effect";
  18497. import { Particle } from "babylonjs/Particles/particle";
  18498. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18499. /**
  18500. * Particle emitter emitting particles from the inside of a hemisphere.
  18501. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18502. */
  18503. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18504. /**
  18505. * The radius of the emission hemisphere.
  18506. */
  18507. radius: number;
  18508. /**
  18509. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18510. */
  18511. radiusRange: number;
  18512. /**
  18513. * How much to randomize the particle direction [0-1].
  18514. */
  18515. directionRandomizer: number;
  18516. /**
  18517. * Creates a new instance HemisphericParticleEmitter
  18518. * @param radius the radius of the emission hemisphere (1 by default)
  18519. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18520. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18521. */
  18522. constructor(
  18523. /**
  18524. * The radius of the emission hemisphere.
  18525. */
  18526. radius?: number,
  18527. /**
  18528. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18529. */
  18530. radiusRange?: number,
  18531. /**
  18532. * How much to randomize the particle direction [0-1].
  18533. */
  18534. directionRandomizer?: number);
  18535. /**
  18536. * Called by the particle System when the direction is computed for the created particle.
  18537. * @param worldMatrix is the world matrix of the particle system
  18538. * @param directionToUpdate is the direction vector to update with the result
  18539. * @param particle is the particle we are computed the direction for
  18540. */
  18541. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18542. /**
  18543. * Called by the particle System when the position is computed for the created particle.
  18544. * @param worldMatrix is the world matrix of the particle system
  18545. * @param positionToUpdate is the position vector to update with the result
  18546. * @param particle is the particle we are computed the position for
  18547. */
  18548. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18549. /**
  18550. * Clones the current emitter and returns a copy of it
  18551. * @returns the new emitter
  18552. */
  18553. clone(): HemisphericParticleEmitter;
  18554. /**
  18555. * Called by the GPUParticleSystem to setup the update shader
  18556. * @param effect defines the update shader
  18557. */
  18558. applyToShader(effect: Effect): void;
  18559. /**
  18560. * Returns a string to use to update the GPU particles update shader
  18561. * @returns a string containng the defines string
  18562. */
  18563. getEffectDefines(): string;
  18564. /**
  18565. * Returns the string "HemisphericParticleEmitter"
  18566. * @returns a string containing the class name
  18567. */
  18568. getClassName(): string;
  18569. /**
  18570. * Serializes the particle system to a JSON object.
  18571. * @returns the JSON object
  18572. */
  18573. serialize(): any;
  18574. /**
  18575. * Parse properties from a JSON object
  18576. * @param serializationObject defines the JSON object
  18577. */
  18578. parse(serializationObject: any): void;
  18579. }
  18580. }
  18581. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18582. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18583. import { Effect } from "babylonjs/Materials/effect";
  18584. import { Particle } from "babylonjs/Particles/particle";
  18585. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18586. /**
  18587. * Particle emitter emitting particles from a point.
  18588. * It emits the particles randomly between 2 given directions.
  18589. */
  18590. export class PointParticleEmitter implements IParticleEmitterType {
  18591. /**
  18592. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18593. */
  18594. direction1: Vector3;
  18595. /**
  18596. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18597. */
  18598. direction2: Vector3;
  18599. /**
  18600. * Creates a new instance PointParticleEmitter
  18601. */
  18602. constructor();
  18603. /**
  18604. * Called by the particle System when the direction is computed for the created particle.
  18605. * @param worldMatrix is the world matrix of the particle system
  18606. * @param directionToUpdate is the direction vector to update with the result
  18607. * @param particle is the particle we are computed the direction for
  18608. */
  18609. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18610. /**
  18611. * Called by the particle System when the position is computed for the created particle.
  18612. * @param worldMatrix is the world matrix of the particle system
  18613. * @param positionToUpdate is the position vector to update with the result
  18614. * @param particle is the particle we are computed the position for
  18615. */
  18616. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18617. /**
  18618. * Clones the current emitter and returns a copy of it
  18619. * @returns the new emitter
  18620. */
  18621. clone(): PointParticleEmitter;
  18622. /**
  18623. * Called by the GPUParticleSystem to setup the update shader
  18624. * @param effect defines the update shader
  18625. */
  18626. applyToShader(effect: Effect): void;
  18627. /**
  18628. * Returns a string to use to update the GPU particles update shader
  18629. * @returns a string containng the defines string
  18630. */
  18631. getEffectDefines(): string;
  18632. /**
  18633. * Returns the string "PointParticleEmitter"
  18634. * @returns a string containing the class name
  18635. */
  18636. getClassName(): string;
  18637. /**
  18638. * Serializes the particle system to a JSON object.
  18639. * @returns the JSON object
  18640. */
  18641. serialize(): any;
  18642. /**
  18643. * Parse properties from a JSON object
  18644. * @param serializationObject defines the JSON object
  18645. */
  18646. parse(serializationObject: any): void;
  18647. }
  18648. }
  18649. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18650. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18651. import { Effect } from "babylonjs/Materials/effect";
  18652. import { Particle } from "babylonjs/Particles/particle";
  18653. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18654. /**
  18655. * Particle emitter emitting particles from the inside of a sphere.
  18656. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18657. */
  18658. export class SphereParticleEmitter implements IParticleEmitterType {
  18659. /**
  18660. * The radius of the emission sphere.
  18661. */
  18662. radius: number;
  18663. /**
  18664. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18665. */
  18666. radiusRange: number;
  18667. /**
  18668. * How much to randomize the particle direction [0-1].
  18669. */
  18670. directionRandomizer: number;
  18671. /**
  18672. * Creates a new instance SphereParticleEmitter
  18673. * @param radius the radius of the emission sphere (1 by default)
  18674. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18675. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18676. */
  18677. constructor(
  18678. /**
  18679. * The radius of the emission sphere.
  18680. */
  18681. radius?: number,
  18682. /**
  18683. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18684. */
  18685. radiusRange?: number,
  18686. /**
  18687. * How much to randomize the particle direction [0-1].
  18688. */
  18689. directionRandomizer?: number);
  18690. /**
  18691. * Called by the particle System when the direction is computed for the created particle.
  18692. * @param worldMatrix is the world matrix of the particle system
  18693. * @param directionToUpdate is the direction vector to update with the result
  18694. * @param particle is the particle we are computed the direction for
  18695. */
  18696. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18697. /**
  18698. * Called by the particle System when the position is computed for the created particle.
  18699. * @param worldMatrix is the world matrix of the particle system
  18700. * @param positionToUpdate is the position vector to update with the result
  18701. * @param particle is the particle we are computed the position for
  18702. */
  18703. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18704. /**
  18705. * Clones the current emitter and returns a copy of it
  18706. * @returns the new emitter
  18707. */
  18708. clone(): SphereParticleEmitter;
  18709. /**
  18710. * Called by the GPUParticleSystem to setup the update shader
  18711. * @param effect defines the update shader
  18712. */
  18713. applyToShader(effect: Effect): void;
  18714. /**
  18715. * Returns a string to use to update the GPU particles update shader
  18716. * @returns a string containng the defines string
  18717. */
  18718. getEffectDefines(): string;
  18719. /**
  18720. * Returns the string "SphereParticleEmitter"
  18721. * @returns a string containing the class name
  18722. */
  18723. getClassName(): string;
  18724. /**
  18725. * Serializes the particle system to a JSON object.
  18726. * @returns the JSON object
  18727. */
  18728. serialize(): any;
  18729. /**
  18730. * Parse properties from a JSON object
  18731. * @param serializationObject defines the JSON object
  18732. */
  18733. parse(serializationObject: any): void;
  18734. }
  18735. /**
  18736. * Particle emitter emitting particles from the inside of a sphere.
  18737. * It emits the particles randomly between two vectors.
  18738. */
  18739. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18740. /**
  18741. * The min limit of the emission direction.
  18742. */
  18743. direction1: Vector3;
  18744. /**
  18745. * The max limit of the emission direction.
  18746. */
  18747. direction2: Vector3;
  18748. /**
  18749. * Creates a new instance SphereDirectedParticleEmitter
  18750. * @param radius the radius of the emission sphere (1 by default)
  18751. * @param direction1 the min limit of the emission direction (up vector by default)
  18752. * @param direction2 the max limit of the emission direction (up vector by default)
  18753. */
  18754. constructor(radius?: number,
  18755. /**
  18756. * The min limit of the emission direction.
  18757. */
  18758. direction1?: Vector3,
  18759. /**
  18760. * The max limit of the emission direction.
  18761. */
  18762. direction2?: Vector3);
  18763. /**
  18764. * Called by the particle System when the direction is computed for the created particle.
  18765. * @param worldMatrix is the world matrix of the particle system
  18766. * @param directionToUpdate is the direction vector to update with the result
  18767. * @param particle is the particle we are computed the direction for
  18768. */
  18769. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18770. /**
  18771. * Clones the current emitter and returns a copy of it
  18772. * @returns the new emitter
  18773. */
  18774. clone(): SphereDirectedParticleEmitter;
  18775. /**
  18776. * Called by the GPUParticleSystem to setup the update shader
  18777. * @param effect defines the update shader
  18778. */
  18779. applyToShader(effect: Effect): void;
  18780. /**
  18781. * Returns a string to use to update the GPU particles update shader
  18782. * @returns a string containng the defines string
  18783. */
  18784. getEffectDefines(): string;
  18785. /**
  18786. * Returns the string "SphereDirectedParticleEmitter"
  18787. * @returns a string containing the class name
  18788. */
  18789. getClassName(): string;
  18790. /**
  18791. * Serializes the particle system to a JSON object.
  18792. * @returns the JSON object
  18793. */
  18794. serialize(): any;
  18795. /**
  18796. * Parse properties from a JSON object
  18797. * @param serializationObject defines the JSON object
  18798. */
  18799. parse(serializationObject: any): void;
  18800. }
  18801. }
  18802. declare module "babylonjs/Particles/EmitterTypes/index" {
  18803. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18804. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18805. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18806. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18807. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18808. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18809. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18810. }
  18811. declare module "babylonjs/Particles/IParticleSystem" {
  18812. import { Nullable } from "babylonjs/types";
  18813. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18814. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18815. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18816. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18817. import { Texture } from "babylonjs/Materials/Textures/texture";
  18818. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18819. import { Scene } from "babylonjs/scene";
  18820. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18821. import { Animation } from "babylonjs/Animations/animation";
  18822. /**
  18823. * Interface representing a particle system in Babylon.js.
  18824. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18825. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18826. */
  18827. export interface IParticleSystem {
  18828. /**
  18829. * List of animations used by the particle system.
  18830. */
  18831. animations: Animation[];
  18832. /**
  18833. * The id of the Particle system.
  18834. */
  18835. id: string;
  18836. /**
  18837. * The name of the Particle system.
  18838. */
  18839. name: string;
  18840. /**
  18841. * The emitter represents the Mesh or position we are attaching the particle system to.
  18842. */
  18843. emitter: Nullable<AbstractMesh | Vector3>;
  18844. /**
  18845. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18846. */
  18847. isBillboardBased: boolean;
  18848. /**
  18849. * The rendering group used by the Particle system to chose when to render.
  18850. */
  18851. renderingGroupId: number;
  18852. /**
  18853. * The layer mask we are rendering the particles through.
  18854. */
  18855. layerMask: number;
  18856. /**
  18857. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18858. */
  18859. updateSpeed: number;
  18860. /**
  18861. * The amount of time the particle system is running (depends of the overall update speed).
  18862. */
  18863. targetStopDuration: number;
  18864. /**
  18865. * The texture used to render each particle. (this can be a spritesheet)
  18866. */
  18867. particleTexture: Nullable<Texture>;
  18868. /**
  18869. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18870. */
  18871. blendMode: number;
  18872. /**
  18873. * Minimum life time of emitting particles.
  18874. */
  18875. minLifeTime: number;
  18876. /**
  18877. * Maximum life time of emitting particles.
  18878. */
  18879. maxLifeTime: number;
  18880. /**
  18881. * Minimum Size of emitting particles.
  18882. */
  18883. minSize: number;
  18884. /**
  18885. * Maximum Size of emitting particles.
  18886. */
  18887. maxSize: number;
  18888. /**
  18889. * Minimum scale of emitting particles on X axis.
  18890. */
  18891. minScaleX: number;
  18892. /**
  18893. * Maximum scale of emitting particles on X axis.
  18894. */
  18895. maxScaleX: number;
  18896. /**
  18897. * Minimum scale of emitting particles on Y axis.
  18898. */
  18899. minScaleY: number;
  18900. /**
  18901. * Maximum scale of emitting particles on Y axis.
  18902. */
  18903. maxScaleY: number;
  18904. /**
  18905. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18906. */
  18907. color1: Color4;
  18908. /**
  18909. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18910. */
  18911. color2: Color4;
  18912. /**
  18913. * Color the particle will have at the end of its lifetime.
  18914. */
  18915. colorDead: Color4;
  18916. /**
  18917. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18918. */
  18919. emitRate: number;
  18920. /**
  18921. * You can use gravity if you want to give an orientation to your particles.
  18922. */
  18923. gravity: Vector3;
  18924. /**
  18925. * Minimum power of emitting particles.
  18926. */
  18927. minEmitPower: number;
  18928. /**
  18929. * Maximum power of emitting particles.
  18930. */
  18931. maxEmitPower: number;
  18932. /**
  18933. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18934. */
  18935. minAngularSpeed: number;
  18936. /**
  18937. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18938. */
  18939. maxAngularSpeed: number;
  18940. /**
  18941. * Gets or sets the minimal initial rotation in radians.
  18942. */
  18943. minInitialRotation: number;
  18944. /**
  18945. * Gets or sets the maximal initial rotation in radians.
  18946. */
  18947. maxInitialRotation: number;
  18948. /**
  18949. * The particle emitter type defines the emitter used by the particle system.
  18950. * It can be for example box, sphere, or cone...
  18951. */
  18952. particleEmitterType: Nullable<IParticleEmitterType>;
  18953. /**
  18954. * Defines the delay in milliseconds before starting the system (0 by default)
  18955. */
  18956. startDelay: number;
  18957. /**
  18958. * 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
  18959. */
  18960. preWarmCycles: number;
  18961. /**
  18962. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18963. */
  18964. preWarmStepOffset: number;
  18965. /**
  18966. * 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)
  18967. */
  18968. spriteCellChangeSpeed: number;
  18969. /**
  18970. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18971. */
  18972. startSpriteCellID: number;
  18973. /**
  18974. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18975. */
  18976. endSpriteCellID: number;
  18977. /**
  18978. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18979. */
  18980. spriteCellWidth: number;
  18981. /**
  18982. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18983. */
  18984. spriteCellHeight: number;
  18985. /**
  18986. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18987. */
  18988. spriteRandomStartCell: boolean;
  18989. /**
  18990. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18991. */
  18992. isAnimationSheetEnabled: boolean;
  18993. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18994. translationPivot: Vector2;
  18995. /**
  18996. * Gets or sets a texture used to add random noise to particle positions
  18997. */
  18998. noiseTexture: Nullable<BaseTexture>;
  18999. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  19000. noiseStrength: Vector3;
  19001. /**
  19002. * Gets or sets the billboard mode to use when isBillboardBased = true.
  19003. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  19004. */
  19005. billboardMode: number;
  19006. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  19007. limitVelocityDamping: number;
  19008. /**
  19009. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  19010. */
  19011. beginAnimationOnStart: boolean;
  19012. /**
  19013. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  19014. */
  19015. beginAnimationFrom: number;
  19016. /**
  19017. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  19018. */
  19019. beginAnimationTo: number;
  19020. /**
  19021. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  19022. */
  19023. beginAnimationLoop: boolean;
  19024. /**
  19025. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  19026. */
  19027. disposeOnStop: boolean;
  19028. /**
  19029. * Gets the maximum number of particles active at the same time.
  19030. * @returns The max number of active particles.
  19031. */
  19032. getCapacity(): number;
  19033. /**
  19034. * Gets if the system has been started. (Note: this will still be true after stop is called)
  19035. * @returns True if it has been started, otherwise false.
  19036. */
  19037. isStarted(): boolean;
  19038. /**
  19039. * Animates the particle system for this frame.
  19040. */
  19041. animate(): void;
  19042. /**
  19043. * Renders the particle system in its current state.
  19044. * @returns the current number of particles
  19045. */
  19046. render(): number;
  19047. /**
  19048. * Dispose the particle system and frees its associated resources.
  19049. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  19050. */
  19051. dispose(disposeTexture?: boolean): void;
  19052. /**
  19053. * Clones the particle system.
  19054. * @param name The name of the cloned object
  19055. * @param newEmitter The new emitter to use
  19056. * @returns the cloned particle system
  19057. */
  19058. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  19059. /**
  19060. * Serializes the particle system to a JSON object.
  19061. * @returns the JSON object
  19062. */
  19063. serialize(): any;
  19064. /**
  19065. * Rebuild the particle system
  19066. */
  19067. rebuild(): void;
  19068. /**
  19069. * Starts the particle system and begins to emit
  19070. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  19071. */
  19072. start(delay?: number): void;
  19073. /**
  19074. * Stops the particle system.
  19075. */
  19076. stop(): void;
  19077. /**
  19078. * Remove all active particles
  19079. */
  19080. reset(): void;
  19081. /**
  19082. * Is this system ready to be used/rendered
  19083. * @return true if the system is ready
  19084. */
  19085. isReady(): boolean;
  19086. /**
  19087. * Adds a new color gradient
  19088. * @param gradient defines the gradient to use (between 0 and 1)
  19089. * @param color1 defines the color to affect to the specified gradient
  19090. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  19091. * @returns the current particle system
  19092. */
  19093. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  19094. /**
  19095. * Remove a specific color gradient
  19096. * @param gradient defines the gradient to remove
  19097. * @returns the current particle system
  19098. */
  19099. removeColorGradient(gradient: number): IParticleSystem;
  19100. /**
  19101. * Adds a new size gradient
  19102. * @param gradient defines the gradient to use (between 0 and 1)
  19103. * @param factor defines the size factor to affect to the specified gradient
  19104. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19105. * @returns the current particle system
  19106. */
  19107. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19108. /**
  19109. * Remove a specific size gradient
  19110. * @param gradient defines the gradient to remove
  19111. * @returns the current particle system
  19112. */
  19113. removeSizeGradient(gradient: number): IParticleSystem;
  19114. /**
  19115. * Gets the current list of color gradients.
  19116. * You must use addColorGradient and removeColorGradient to udpate this list
  19117. * @returns the list of color gradients
  19118. */
  19119. getColorGradients(): Nullable<Array<ColorGradient>>;
  19120. /**
  19121. * Gets the current list of size gradients.
  19122. * You must use addSizeGradient and removeSizeGradient to udpate this list
  19123. * @returns the list of size gradients
  19124. */
  19125. getSizeGradients(): Nullable<Array<FactorGradient>>;
  19126. /**
  19127. * Gets the current list of angular speed gradients.
  19128. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  19129. * @returns the list of angular speed gradients
  19130. */
  19131. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  19132. /**
  19133. * Adds a new angular speed gradient
  19134. * @param gradient defines the gradient to use (between 0 and 1)
  19135. * @param factor defines the angular speed to affect to the specified gradient
  19136. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19137. * @returns the current particle system
  19138. */
  19139. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19140. /**
  19141. * Remove a specific angular speed gradient
  19142. * @param gradient defines the gradient to remove
  19143. * @returns the current particle system
  19144. */
  19145. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  19146. /**
  19147. * Gets the current list of velocity gradients.
  19148. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  19149. * @returns the list of velocity gradients
  19150. */
  19151. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  19152. /**
  19153. * Adds a new velocity gradient
  19154. * @param gradient defines the gradient to use (between 0 and 1)
  19155. * @param factor defines the velocity to affect to the specified gradient
  19156. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19157. * @returns the current particle system
  19158. */
  19159. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19160. /**
  19161. * Remove a specific velocity gradient
  19162. * @param gradient defines the gradient to remove
  19163. * @returns the current particle system
  19164. */
  19165. removeVelocityGradient(gradient: number): IParticleSystem;
  19166. /**
  19167. * Gets the current list of limit velocity gradients.
  19168. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  19169. * @returns the list of limit velocity gradients
  19170. */
  19171. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  19172. /**
  19173. * Adds a new limit velocity gradient
  19174. * @param gradient defines the gradient to use (between 0 and 1)
  19175. * @param factor defines the limit velocity to affect to the specified gradient
  19176. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19177. * @returns the current particle system
  19178. */
  19179. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19180. /**
  19181. * Remove a specific limit velocity gradient
  19182. * @param gradient defines the gradient to remove
  19183. * @returns the current particle system
  19184. */
  19185. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  19186. /**
  19187. * Adds a new drag gradient
  19188. * @param gradient defines the gradient to use (between 0 and 1)
  19189. * @param factor defines the drag to affect to the specified gradient
  19190. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19191. * @returns the current particle system
  19192. */
  19193. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19194. /**
  19195. * Remove a specific drag gradient
  19196. * @param gradient defines the gradient to remove
  19197. * @returns the current particle system
  19198. */
  19199. removeDragGradient(gradient: number): IParticleSystem;
  19200. /**
  19201. * Gets the current list of drag gradients.
  19202. * You must use addDragGradient and removeDragGradient to udpate this list
  19203. * @returns the list of drag gradients
  19204. */
  19205. getDragGradients(): Nullable<Array<FactorGradient>>;
  19206. /**
  19207. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  19208. * @param gradient defines the gradient to use (between 0 and 1)
  19209. * @param factor defines the emit rate to affect to the specified gradient
  19210. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19211. * @returns the current particle system
  19212. */
  19213. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19214. /**
  19215. * Remove a specific emit rate gradient
  19216. * @param gradient defines the gradient to remove
  19217. * @returns the current particle system
  19218. */
  19219. removeEmitRateGradient(gradient: number): IParticleSystem;
  19220. /**
  19221. * Gets the current list of emit rate gradients.
  19222. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  19223. * @returns the list of emit rate gradients
  19224. */
  19225. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  19226. /**
  19227. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  19228. * @param gradient defines the gradient to use (between 0 and 1)
  19229. * @param factor defines the start size to affect to the specified gradient
  19230. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19231. * @returns the current particle system
  19232. */
  19233. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19234. /**
  19235. * Remove a specific start size gradient
  19236. * @param gradient defines the gradient to remove
  19237. * @returns the current particle system
  19238. */
  19239. removeStartSizeGradient(gradient: number): IParticleSystem;
  19240. /**
  19241. * Gets the current list of start size gradients.
  19242. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  19243. * @returns the list of start size gradients
  19244. */
  19245. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  19246. /**
  19247. * Adds a new life time gradient
  19248. * @param gradient defines the gradient to use (between 0 and 1)
  19249. * @param factor defines the life time factor to affect to the specified gradient
  19250. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19251. * @returns the current particle system
  19252. */
  19253. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19254. /**
  19255. * Remove a specific life time gradient
  19256. * @param gradient defines the gradient to remove
  19257. * @returns the current particle system
  19258. */
  19259. removeLifeTimeGradient(gradient: number): IParticleSystem;
  19260. /**
  19261. * Gets the current list of life time gradients.
  19262. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  19263. * @returns the list of life time gradients
  19264. */
  19265. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  19266. /**
  19267. * Gets the current list of color gradients.
  19268. * You must use addColorGradient and removeColorGradient to udpate this list
  19269. * @returns the list of color gradients
  19270. */
  19271. getColorGradients(): Nullable<Array<ColorGradient>>;
  19272. /**
  19273. * Adds a new ramp gradient used to remap particle colors
  19274. * @param gradient defines the gradient to use (between 0 and 1)
  19275. * @param color defines the color to affect to the specified gradient
  19276. * @returns the current particle system
  19277. */
  19278. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  19279. /**
  19280. * Gets the current list of ramp gradients.
  19281. * You must use addRampGradient and removeRampGradient to udpate this list
  19282. * @returns the list of ramp gradients
  19283. */
  19284. getRampGradients(): Nullable<Array<Color3Gradient>>;
  19285. /** Gets or sets a boolean indicating that ramp gradients must be used
  19286. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  19287. */
  19288. useRampGradients: boolean;
  19289. /**
  19290. * Adds a new color remap gradient
  19291. * @param gradient defines the gradient to use (between 0 and 1)
  19292. * @param min defines the color remap minimal range
  19293. * @param max defines the color remap maximal range
  19294. * @returns the current particle system
  19295. */
  19296. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19297. /**
  19298. * Gets the current list of color remap gradients.
  19299. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  19300. * @returns the list of color remap gradients
  19301. */
  19302. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  19303. /**
  19304. * Adds a new alpha remap gradient
  19305. * @param gradient defines the gradient to use (between 0 and 1)
  19306. * @param min defines the alpha remap minimal range
  19307. * @param max defines the alpha remap maximal range
  19308. * @returns the current particle system
  19309. */
  19310. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19311. /**
  19312. * Gets the current list of alpha remap gradients.
  19313. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19314. * @returns the list of alpha remap gradients
  19315. */
  19316. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19317. /**
  19318. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19319. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19320. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19321. * @returns the emitter
  19322. */
  19323. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19324. /**
  19325. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19326. * @param radius The radius of the hemisphere to emit from
  19327. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19328. * @returns the emitter
  19329. */
  19330. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19331. /**
  19332. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19333. * @param radius The radius of the sphere to emit from
  19334. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19335. * @returns the emitter
  19336. */
  19337. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19338. /**
  19339. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19340. * @param radius The radius of the sphere to emit from
  19341. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19342. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19343. * @returns the emitter
  19344. */
  19345. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19346. /**
  19347. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19348. * @param radius The radius of the emission cylinder
  19349. * @param height The height of the emission cylinder
  19350. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19351. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19352. * @returns the emitter
  19353. */
  19354. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19355. /**
  19356. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19357. * @param radius The radius of the cylinder to emit from
  19358. * @param height The height of the emission cylinder
  19359. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19360. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19361. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19362. * @returns the emitter
  19363. */
  19364. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19365. /**
  19366. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19367. * @param radius The radius of the cone to emit from
  19368. * @param angle The base angle of the cone
  19369. * @returns the emitter
  19370. */
  19371. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19372. /**
  19373. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19374. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19375. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19376. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19377. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19378. * @returns the emitter
  19379. */
  19380. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19381. /**
  19382. * Get hosting scene
  19383. * @returns the scene
  19384. */
  19385. getScene(): Scene;
  19386. }
  19387. }
  19388. declare module "babylonjs/Meshes/instancedMesh" {
  19389. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19390. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19391. import { Camera } from "babylonjs/Cameras/camera";
  19392. import { Node } from "babylonjs/node";
  19393. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19394. import { Mesh } from "babylonjs/Meshes/mesh";
  19395. import { Material } from "babylonjs/Materials/material";
  19396. import { Skeleton } from "babylonjs/Bones/skeleton";
  19397. import { Light } from "babylonjs/Lights/light";
  19398. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19399. /**
  19400. * Creates an instance based on a source mesh.
  19401. */
  19402. export class InstancedMesh extends AbstractMesh {
  19403. private _sourceMesh;
  19404. private _currentLOD;
  19405. /** @hidden */
  19406. _indexInSourceMeshInstanceArray: number;
  19407. constructor(name: string, source: Mesh);
  19408. /**
  19409. * Returns the string "InstancedMesh".
  19410. */
  19411. getClassName(): string;
  19412. /** Gets the list of lights affecting that mesh */
  19413. readonly lightSources: Light[];
  19414. _resyncLightSources(): void;
  19415. _resyncLighSource(light: Light): void;
  19416. _removeLightSource(light: Light, dispose: boolean): void;
  19417. /**
  19418. * If the source mesh receives shadows
  19419. */
  19420. readonly receiveShadows: boolean;
  19421. /**
  19422. * The material of the source mesh
  19423. */
  19424. readonly material: Nullable<Material>;
  19425. /**
  19426. * Visibility of the source mesh
  19427. */
  19428. readonly visibility: number;
  19429. /**
  19430. * Skeleton of the source mesh
  19431. */
  19432. readonly skeleton: Nullable<Skeleton>;
  19433. /**
  19434. * Rendering ground id of the source mesh
  19435. */
  19436. renderingGroupId: number;
  19437. /**
  19438. * Returns the total number of vertices (integer).
  19439. */
  19440. getTotalVertices(): number;
  19441. /**
  19442. * Returns a positive integer : the total number of indices in this mesh geometry.
  19443. * @returns the numner of indices or zero if the mesh has no geometry.
  19444. */
  19445. getTotalIndices(): number;
  19446. /**
  19447. * The source mesh of the instance
  19448. */
  19449. readonly sourceMesh: Mesh;
  19450. /**
  19451. * Is this node ready to be used/rendered
  19452. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19453. * @return {boolean} is it ready
  19454. */
  19455. isReady(completeCheck?: boolean): boolean;
  19456. /**
  19457. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19458. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19459. * @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.
  19460. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19461. */
  19462. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19463. /**
  19464. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19465. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19466. * The `data` are either a numeric array either a Float32Array.
  19467. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19468. * 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).
  19469. * Note that a new underlying VertexBuffer object is created each call.
  19470. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19471. *
  19472. * Possible `kind` values :
  19473. * - VertexBuffer.PositionKind
  19474. * - VertexBuffer.UVKind
  19475. * - VertexBuffer.UV2Kind
  19476. * - VertexBuffer.UV3Kind
  19477. * - VertexBuffer.UV4Kind
  19478. * - VertexBuffer.UV5Kind
  19479. * - VertexBuffer.UV6Kind
  19480. * - VertexBuffer.ColorKind
  19481. * - VertexBuffer.MatricesIndicesKind
  19482. * - VertexBuffer.MatricesIndicesExtraKind
  19483. * - VertexBuffer.MatricesWeightsKind
  19484. * - VertexBuffer.MatricesWeightsExtraKind
  19485. *
  19486. * Returns the Mesh.
  19487. */
  19488. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19489. /**
  19490. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19491. * If the mesh has no geometry, it is simply returned as it is.
  19492. * The `data` are either a numeric array either a Float32Array.
  19493. * No new underlying VertexBuffer object is created.
  19494. * 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.
  19495. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19496. *
  19497. * Possible `kind` values :
  19498. * - VertexBuffer.PositionKind
  19499. * - VertexBuffer.UVKind
  19500. * - VertexBuffer.UV2Kind
  19501. * - VertexBuffer.UV3Kind
  19502. * - VertexBuffer.UV4Kind
  19503. * - VertexBuffer.UV5Kind
  19504. * - VertexBuffer.UV6Kind
  19505. * - VertexBuffer.ColorKind
  19506. * - VertexBuffer.MatricesIndicesKind
  19507. * - VertexBuffer.MatricesIndicesExtraKind
  19508. * - VertexBuffer.MatricesWeightsKind
  19509. * - VertexBuffer.MatricesWeightsExtraKind
  19510. *
  19511. * Returns the Mesh.
  19512. */
  19513. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19514. /**
  19515. * Sets the mesh indices.
  19516. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19517. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19518. * This method creates a new index buffer each call.
  19519. * Returns the Mesh.
  19520. */
  19521. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19522. /**
  19523. * Boolean : True if the mesh owns the requested kind of data.
  19524. */
  19525. isVerticesDataPresent(kind: string): boolean;
  19526. /**
  19527. * Returns an array of indices (IndicesArray).
  19528. */
  19529. getIndices(): Nullable<IndicesArray>;
  19530. readonly _positions: Nullable<Vector3[]>;
  19531. /**
  19532. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19533. * This means the mesh underlying bounding box and sphere are recomputed.
  19534. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19535. * @returns the current mesh
  19536. */
  19537. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19538. /** @hidden */
  19539. _preActivate(): InstancedMesh;
  19540. /** @hidden */
  19541. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19542. /** @hidden */
  19543. _postActivate(): void;
  19544. getWorldMatrix(): Matrix;
  19545. readonly isAnInstance: boolean;
  19546. /**
  19547. * Returns the current associated LOD AbstractMesh.
  19548. */
  19549. getLOD(camera: Camera): AbstractMesh;
  19550. /** @hidden */
  19551. _syncSubMeshes(): InstancedMesh;
  19552. /** @hidden */
  19553. _generatePointsArray(): boolean;
  19554. /**
  19555. * Creates a new InstancedMesh from the current mesh.
  19556. * - name (string) : the cloned mesh name
  19557. * - newParent (optional Node) : the optional Node to parent the clone to.
  19558. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19559. *
  19560. * Returns the clone.
  19561. */
  19562. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19563. /**
  19564. * Disposes the InstancedMesh.
  19565. * Returns nothing.
  19566. */
  19567. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19568. }
  19569. module "babylonjs/Meshes/mesh" {
  19570. interface Mesh {
  19571. /**
  19572. * Register a custom buffer that will be instanced
  19573. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19574. * @param kind defines the buffer kind
  19575. * @param stride defines the stride in floats
  19576. */
  19577. registerInstancedBuffer(kind: string, stride: number): void;
  19578. /** @hidden */
  19579. _userInstancedBuffersStorage: {
  19580. data: {
  19581. [key: string]: Float32Array;
  19582. };
  19583. sizes: {
  19584. [key: string]: number;
  19585. };
  19586. vertexBuffers: {
  19587. [key: string]: Nullable<VertexBuffer>;
  19588. };
  19589. strides: {
  19590. [key: string]: number;
  19591. };
  19592. };
  19593. }
  19594. }
  19595. module "babylonjs/Meshes/abstractMesh" {
  19596. interface AbstractMesh {
  19597. /**
  19598. * Object used to store instanced buffers defined by user
  19599. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19600. */
  19601. instancedBuffers: {
  19602. [key: string]: any;
  19603. };
  19604. }
  19605. }
  19606. }
  19607. declare module "babylonjs/Materials/shaderMaterial" {
  19608. import { Scene } from "babylonjs/scene";
  19609. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19610. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19611. import { Mesh } from "babylonjs/Meshes/mesh";
  19612. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19613. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19614. import { Texture } from "babylonjs/Materials/Textures/texture";
  19615. import { Material } from "babylonjs/Materials/material";
  19616. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19617. /**
  19618. * Defines the options associated with the creation of a shader material.
  19619. */
  19620. export interface IShaderMaterialOptions {
  19621. /**
  19622. * Does the material work in alpha blend mode
  19623. */
  19624. needAlphaBlending: boolean;
  19625. /**
  19626. * Does the material work in alpha test mode
  19627. */
  19628. needAlphaTesting: boolean;
  19629. /**
  19630. * The list of attribute names used in the shader
  19631. */
  19632. attributes: string[];
  19633. /**
  19634. * The list of unifrom names used in the shader
  19635. */
  19636. uniforms: string[];
  19637. /**
  19638. * The list of UBO names used in the shader
  19639. */
  19640. uniformBuffers: string[];
  19641. /**
  19642. * The list of sampler names used in the shader
  19643. */
  19644. samplers: string[];
  19645. /**
  19646. * The list of defines used in the shader
  19647. */
  19648. defines: string[];
  19649. }
  19650. /**
  19651. * 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.
  19652. *
  19653. * This returned material effects how the mesh will look based on the code in the shaders.
  19654. *
  19655. * @see http://doc.babylonjs.com/how_to/shader_material
  19656. */
  19657. export class ShaderMaterial extends Material {
  19658. private _shaderPath;
  19659. private _options;
  19660. private _textures;
  19661. private _textureArrays;
  19662. private _floats;
  19663. private _ints;
  19664. private _floatsArrays;
  19665. private _colors3;
  19666. private _colors3Arrays;
  19667. private _colors4;
  19668. private _colors4Arrays;
  19669. private _vectors2;
  19670. private _vectors3;
  19671. private _vectors4;
  19672. private _matrices;
  19673. private _matrixArrays;
  19674. private _matrices3x3;
  19675. private _matrices2x2;
  19676. private _vectors2Arrays;
  19677. private _vectors3Arrays;
  19678. private _vectors4Arrays;
  19679. private _cachedWorldViewMatrix;
  19680. private _cachedWorldViewProjectionMatrix;
  19681. private _renderId;
  19682. /**
  19683. * Instantiate a new shader material.
  19684. * 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.
  19685. * This returned material effects how the mesh will look based on the code in the shaders.
  19686. * @see http://doc.babylonjs.com/how_to/shader_material
  19687. * @param name Define the name of the material in the scene
  19688. * @param scene Define the scene the material belongs to
  19689. * @param shaderPath Defines the route to the shader code in one of three ways:
  19690. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19691. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19692. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19693. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19694. * @param options Define the options used to create the shader
  19695. */
  19696. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19697. /**
  19698. * Gets the shader path used to define the shader code
  19699. * It can be modified to trigger a new compilation
  19700. */
  19701. /**
  19702. * Sets the shader path used to define the shader code
  19703. * It can be modified to trigger a new compilation
  19704. */
  19705. shaderPath: any;
  19706. /**
  19707. * Gets the options used to compile the shader.
  19708. * They can be modified to trigger a new compilation
  19709. */
  19710. readonly options: IShaderMaterialOptions;
  19711. /**
  19712. * Gets the current class name of the material e.g. "ShaderMaterial"
  19713. * Mainly use in serialization.
  19714. * @returns the class name
  19715. */
  19716. getClassName(): string;
  19717. /**
  19718. * Specifies if the material will require alpha blending
  19719. * @returns a boolean specifying if alpha blending is needed
  19720. */
  19721. needAlphaBlending(): boolean;
  19722. /**
  19723. * Specifies if this material should be rendered in alpha test mode
  19724. * @returns a boolean specifying if an alpha test is needed.
  19725. */
  19726. needAlphaTesting(): boolean;
  19727. private _checkUniform;
  19728. /**
  19729. * Set a texture in the shader.
  19730. * @param name Define the name of the uniform samplers as defined in the shader
  19731. * @param texture Define the texture to bind to this sampler
  19732. * @return the material itself allowing "fluent" like uniform updates
  19733. */
  19734. setTexture(name: string, texture: Texture): ShaderMaterial;
  19735. /**
  19736. * Set a texture array in the shader.
  19737. * @param name Define the name of the uniform sampler array as defined in the shader
  19738. * @param textures Define the list of textures to bind to this sampler
  19739. * @return the material itself allowing "fluent" like uniform updates
  19740. */
  19741. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19742. /**
  19743. * Set a float in the shader.
  19744. * @param name Define the name of the uniform as defined in the shader
  19745. * @param value Define the value to give to the uniform
  19746. * @return the material itself allowing "fluent" like uniform updates
  19747. */
  19748. setFloat(name: string, value: number): ShaderMaterial;
  19749. /**
  19750. * Set a int in the shader.
  19751. * @param name Define the name of the uniform as defined in the shader
  19752. * @param value Define the value to give to the uniform
  19753. * @return the material itself allowing "fluent" like uniform updates
  19754. */
  19755. setInt(name: string, value: number): ShaderMaterial;
  19756. /**
  19757. * Set an array of floats in the shader.
  19758. * @param name Define the name of the uniform as defined in the shader
  19759. * @param value Define the value to give to the uniform
  19760. * @return the material itself allowing "fluent" like uniform updates
  19761. */
  19762. setFloats(name: string, value: number[]): ShaderMaterial;
  19763. /**
  19764. * Set a vec3 in the shader from a Color3.
  19765. * @param name Define the name of the uniform as defined in the shader
  19766. * @param value Define the value to give to the uniform
  19767. * @return the material itself allowing "fluent" like uniform updates
  19768. */
  19769. setColor3(name: string, value: Color3): ShaderMaterial;
  19770. /**
  19771. * Set a vec3 array in the shader from a Color3 array.
  19772. * @param name Define the name of the uniform as defined in the shader
  19773. * @param value Define the value to give to the uniform
  19774. * @return the material itself allowing "fluent" like uniform updates
  19775. */
  19776. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19777. /**
  19778. * Set a vec4 in the shader from a Color4.
  19779. * @param name Define the name of the uniform as defined in the shader
  19780. * @param value Define the value to give to the uniform
  19781. * @return the material itself allowing "fluent" like uniform updates
  19782. */
  19783. setColor4(name: string, value: Color4): ShaderMaterial;
  19784. /**
  19785. * Set a vec4 array in the shader from a Color4 array.
  19786. * @param name Define the name of the uniform as defined in the shader
  19787. * @param value Define the value to give to the uniform
  19788. * @return the material itself allowing "fluent" like uniform updates
  19789. */
  19790. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19791. /**
  19792. * Set a vec2 in the shader from a Vector2.
  19793. * @param name Define the name of the uniform as defined in the shader
  19794. * @param value Define the value to give to the uniform
  19795. * @return the material itself allowing "fluent" like uniform updates
  19796. */
  19797. setVector2(name: string, value: Vector2): ShaderMaterial;
  19798. /**
  19799. * Set a vec3 in the shader from a Vector3.
  19800. * @param name Define the name of the uniform as defined in the shader
  19801. * @param value Define the value to give to the uniform
  19802. * @return the material itself allowing "fluent" like uniform updates
  19803. */
  19804. setVector3(name: string, value: Vector3): ShaderMaterial;
  19805. /**
  19806. * Set a vec4 in the shader from a Vector4.
  19807. * @param name Define the name of the uniform as defined in the shader
  19808. * @param value Define the value to give to the uniform
  19809. * @return the material itself allowing "fluent" like uniform updates
  19810. */
  19811. setVector4(name: string, value: Vector4): ShaderMaterial;
  19812. /**
  19813. * Set a mat4 in the shader from a Matrix.
  19814. * @param name Define the name of the uniform as defined in the shader
  19815. * @param value Define the value to give to the uniform
  19816. * @return the material itself allowing "fluent" like uniform updates
  19817. */
  19818. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19819. /**
  19820. * Set a float32Array in the shader from a matrix array.
  19821. * @param name Define the name of the uniform as defined in the shader
  19822. * @param value Define the value to give to the uniform
  19823. * @return the material itself allowing "fluent" like uniform updates
  19824. */
  19825. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  19826. /**
  19827. * Set a mat3 in the shader from a Float32Array.
  19828. * @param name Define the name of the uniform as defined in the shader
  19829. * @param value Define the value to give to the uniform
  19830. * @return the material itself allowing "fluent" like uniform updates
  19831. */
  19832. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19833. /**
  19834. * Set a mat2 in the shader from a Float32Array.
  19835. * @param name Define the name of the uniform as defined in the shader
  19836. * @param value Define the value to give to the uniform
  19837. * @return the material itself allowing "fluent" like uniform updates
  19838. */
  19839. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19840. /**
  19841. * Set a vec2 array in the shader from a number array.
  19842. * @param name Define the name of the uniform as defined in the shader
  19843. * @param value Define the value to give to the uniform
  19844. * @return the material itself allowing "fluent" like uniform updates
  19845. */
  19846. setArray2(name: string, value: number[]): ShaderMaterial;
  19847. /**
  19848. * Set a vec3 array in the shader from a number array.
  19849. * @param name Define the name of the uniform as defined in the shader
  19850. * @param value Define the value to give to the uniform
  19851. * @return the material itself allowing "fluent" like uniform updates
  19852. */
  19853. setArray3(name: string, value: number[]): ShaderMaterial;
  19854. /**
  19855. * Set a vec4 array in the shader from a number array.
  19856. * @param name Define the name of the uniform as defined in the shader
  19857. * @param value Define the value to give to the uniform
  19858. * @return the material itself allowing "fluent" like uniform updates
  19859. */
  19860. setArray4(name: string, value: number[]): ShaderMaterial;
  19861. private _checkCache;
  19862. /**
  19863. * Specifies that the submesh is ready to be used
  19864. * @param mesh defines the mesh to check
  19865. * @param subMesh defines which submesh to check
  19866. * @param useInstances specifies that instances should be used
  19867. * @returns a boolean indicating that the submesh is ready or not
  19868. */
  19869. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19870. /**
  19871. * Checks if the material is ready to render the requested mesh
  19872. * @param mesh Define the mesh to render
  19873. * @param useInstances Define whether or not the material is used with instances
  19874. * @returns true if ready, otherwise false
  19875. */
  19876. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19877. /**
  19878. * Binds the world matrix to the material
  19879. * @param world defines the world transformation matrix
  19880. */
  19881. bindOnlyWorldMatrix(world: Matrix): void;
  19882. /**
  19883. * Binds the material to the mesh
  19884. * @param world defines the world transformation matrix
  19885. * @param mesh defines the mesh to bind the material to
  19886. */
  19887. bind(world: Matrix, mesh?: Mesh): void;
  19888. /**
  19889. * Gets the active textures from the material
  19890. * @returns an array of textures
  19891. */
  19892. getActiveTextures(): BaseTexture[];
  19893. /**
  19894. * Specifies if the material uses a texture
  19895. * @param texture defines the texture to check against the material
  19896. * @returns a boolean specifying if the material uses the texture
  19897. */
  19898. hasTexture(texture: BaseTexture): boolean;
  19899. /**
  19900. * Makes a duplicate of the material, and gives it a new name
  19901. * @param name defines the new name for the duplicated material
  19902. * @returns the cloned material
  19903. */
  19904. clone(name: string): ShaderMaterial;
  19905. /**
  19906. * Disposes the material
  19907. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19908. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19909. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19910. */
  19911. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19912. /**
  19913. * Serializes this material in a JSON representation
  19914. * @returns the serialized material object
  19915. */
  19916. serialize(): any;
  19917. /**
  19918. * Creates a shader material from parsed shader material data
  19919. * @param source defines the JSON represnetation of the material
  19920. * @param scene defines the hosting scene
  19921. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19922. * @returns a new material
  19923. */
  19924. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19925. }
  19926. }
  19927. declare module "babylonjs/Shaders/color.fragment" {
  19928. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19929. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19930. /** @hidden */
  19931. export var colorPixelShader: {
  19932. name: string;
  19933. shader: string;
  19934. };
  19935. }
  19936. declare module "babylonjs/Shaders/color.vertex" {
  19937. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19938. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19939. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19940. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19941. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19942. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19943. /** @hidden */
  19944. export var colorVertexShader: {
  19945. name: string;
  19946. shader: string;
  19947. };
  19948. }
  19949. declare module "babylonjs/Meshes/linesMesh" {
  19950. import { Nullable } from "babylonjs/types";
  19951. import { Scene } from "babylonjs/scene";
  19952. import { Color3 } from "babylonjs/Maths/math.color";
  19953. import { Node } from "babylonjs/node";
  19954. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19955. import { Mesh } from "babylonjs/Meshes/mesh";
  19956. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19957. import { Effect } from "babylonjs/Materials/effect";
  19958. import { Material } from "babylonjs/Materials/material";
  19959. import "babylonjs/Shaders/color.fragment";
  19960. import "babylonjs/Shaders/color.vertex";
  19961. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19962. /**
  19963. * Line mesh
  19964. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19965. */
  19966. export class LinesMesh extends Mesh {
  19967. /**
  19968. * If vertex color should be applied to the mesh
  19969. */
  19970. readonly useVertexColor?: boolean | undefined;
  19971. /**
  19972. * If vertex alpha should be applied to the mesh
  19973. */
  19974. readonly useVertexAlpha?: boolean | undefined;
  19975. /**
  19976. * Color of the line (Default: White)
  19977. */
  19978. color: Color3;
  19979. /**
  19980. * Alpha of the line (Default: 1)
  19981. */
  19982. alpha: number;
  19983. /**
  19984. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19985. * This margin is expressed in world space coordinates, so its value may vary.
  19986. * Default value is 0.1
  19987. */
  19988. intersectionThreshold: number;
  19989. private _colorShader;
  19990. private color4;
  19991. /**
  19992. * Creates a new LinesMesh
  19993. * @param name defines the name
  19994. * @param scene defines the hosting scene
  19995. * @param parent defines the parent mesh if any
  19996. * @param source defines the optional source LinesMesh used to clone data from
  19997. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19998. * When false, achieved by calling a clone(), also passing False.
  19999. * This will make creation of children, recursive.
  20000. * @param useVertexColor defines if this LinesMesh supports vertex color
  20001. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  20002. */
  20003. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  20004. /**
  20005. * If vertex color should be applied to the mesh
  20006. */
  20007. useVertexColor?: boolean | undefined,
  20008. /**
  20009. * If vertex alpha should be applied to the mesh
  20010. */
  20011. useVertexAlpha?: boolean | undefined);
  20012. private _addClipPlaneDefine;
  20013. private _removeClipPlaneDefine;
  20014. isReady(): boolean;
  20015. /**
  20016. * Returns the string "LineMesh"
  20017. */
  20018. getClassName(): string;
  20019. /**
  20020. * @hidden
  20021. */
  20022. /**
  20023. * @hidden
  20024. */
  20025. material: Material;
  20026. /**
  20027. * @hidden
  20028. */
  20029. readonly checkCollisions: boolean;
  20030. /** @hidden */
  20031. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  20032. /** @hidden */
  20033. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  20034. /**
  20035. * Disposes of the line mesh
  20036. * @param doNotRecurse If children should be disposed
  20037. */
  20038. dispose(doNotRecurse?: boolean): void;
  20039. /**
  20040. * Returns a new LineMesh object cloned from the current one.
  20041. */
  20042. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  20043. /**
  20044. * Creates a new InstancedLinesMesh object from the mesh model.
  20045. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  20046. * @param name defines the name of the new instance
  20047. * @returns a new InstancedLinesMesh
  20048. */
  20049. createInstance(name: string): InstancedLinesMesh;
  20050. }
  20051. /**
  20052. * Creates an instance based on a source LinesMesh
  20053. */
  20054. export class InstancedLinesMesh extends InstancedMesh {
  20055. /**
  20056. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20057. * This margin is expressed in world space coordinates, so its value may vary.
  20058. * Initilized with the intersectionThreshold value of the source LinesMesh
  20059. */
  20060. intersectionThreshold: number;
  20061. constructor(name: string, source: LinesMesh);
  20062. /**
  20063. * Returns the string "InstancedLinesMesh".
  20064. */
  20065. getClassName(): string;
  20066. }
  20067. }
  20068. declare module "babylonjs/Shaders/line.fragment" {
  20069. /** @hidden */
  20070. export var linePixelShader: {
  20071. name: string;
  20072. shader: string;
  20073. };
  20074. }
  20075. declare module "babylonjs/Shaders/line.vertex" {
  20076. /** @hidden */
  20077. export var lineVertexShader: {
  20078. name: string;
  20079. shader: string;
  20080. };
  20081. }
  20082. declare module "babylonjs/Rendering/edgesRenderer" {
  20083. import { Nullable } from "babylonjs/types";
  20084. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  20085. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20086. import { Vector3 } from "babylonjs/Maths/math.vector";
  20087. import { IDisposable } from "babylonjs/scene";
  20088. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  20089. import "babylonjs/Shaders/line.fragment";
  20090. import "babylonjs/Shaders/line.vertex";
  20091. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  20092. module "babylonjs/Meshes/abstractMesh" {
  20093. interface AbstractMesh {
  20094. /**
  20095. * Gets the edgesRenderer associated with the mesh
  20096. */
  20097. edgesRenderer: Nullable<EdgesRenderer>;
  20098. }
  20099. }
  20100. module "babylonjs/Meshes/linesMesh" {
  20101. interface LinesMesh {
  20102. /**
  20103. * Enables the edge rendering mode on the mesh.
  20104. * This mode makes the mesh edges visible
  20105. * @param epsilon defines the maximal distance between two angles to detect a face
  20106. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20107. * @returns the currentAbstractMesh
  20108. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20109. */
  20110. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  20111. }
  20112. }
  20113. module "babylonjs/Meshes/linesMesh" {
  20114. interface InstancedLinesMesh {
  20115. /**
  20116. * Enables the edge rendering mode on the mesh.
  20117. * This mode makes the mesh edges visible
  20118. * @param epsilon defines the maximal distance between two angles to detect a face
  20119. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20120. * @returns the current InstancedLinesMesh
  20121. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20122. */
  20123. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  20124. }
  20125. }
  20126. /**
  20127. * Defines the minimum contract an Edges renderer should follow.
  20128. */
  20129. export interface IEdgesRenderer extends IDisposable {
  20130. /**
  20131. * Gets or sets a boolean indicating if the edgesRenderer is active
  20132. */
  20133. isEnabled: boolean;
  20134. /**
  20135. * Renders the edges of the attached mesh,
  20136. */
  20137. render(): void;
  20138. /**
  20139. * Checks wether or not the edges renderer is ready to render.
  20140. * @return true if ready, otherwise false.
  20141. */
  20142. isReady(): boolean;
  20143. }
  20144. /**
  20145. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  20146. */
  20147. export class EdgesRenderer implements IEdgesRenderer {
  20148. /**
  20149. * Define the size of the edges with an orthographic camera
  20150. */
  20151. edgesWidthScalerForOrthographic: number;
  20152. /**
  20153. * Define the size of the edges with a perspective camera
  20154. */
  20155. edgesWidthScalerForPerspective: number;
  20156. protected _source: AbstractMesh;
  20157. protected _linesPositions: number[];
  20158. protected _linesNormals: number[];
  20159. protected _linesIndices: number[];
  20160. protected _epsilon: number;
  20161. protected _indicesCount: number;
  20162. protected _lineShader: ShaderMaterial;
  20163. protected _ib: DataBuffer;
  20164. protected _buffers: {
  20165. [key: string]: Nullable<VertexBuffer>;
  20166. };
  20167. protected _checkVerticesInsteadOfIndices: boolean;
  20168. private _meshRebuildObserver;
  20169. private _meshDisposeObserver;
  20170. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  20171. isEnabled: boolean;
  20172. /**
  20173. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  20174. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  20175. * @param source Mesh used to create edges
  20176. * @param epsilon sum of angles in adjacency to check for edge
  20177. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  20178. * @param generateEdgesLines - should generate Lines or only prepare resources.
  20179. */
  20180. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  20181. protected _prepareRessources(): void;
  20182. /** @hidden */
  20183. _rebuild(): void;
  20184. /**
  20185. * Releases the required resources for the edges renderer
  20186. */
  20187. dispose(): void;
  20188. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  20189. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  20190. /**
  20191. * Checks if the pair of p0 and p1 is en edge
  20192. * @param faceIndex
  20193. * @param edge
  20194. * @param faceNormals
  20195. * @param p0
  20196. * @param p1
  20197. * @private
  20198. */
  20199. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  20200. /**
  20201. * push line into the position, normal and index buffer
  20202. * @protected
  20203. */
  20204. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  20205. /**
  20206. * Generates lines edges from adjacencjes
  20207. * @private
  20208. */
  20209. _generateEdgesLines(): void;
  20210. /**
  20211. * Checks wether or not the edges renderer is ready to render.
  20212. * @return true if ready, otherwise false.
  20213. */
  20214. isReady(): boolean;
  20215. /**
  20216. * Renders the edges of the attached mesh,
  20217. */
  20218. render(): void;
  20219. }
  20220. /**
  20221. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  20222. */
  20223. export class LineEdgesRenderer extends EdgesRenderer {
  20224. /**
  20225. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  20226. * @param source LineMesh used to generate edges
  20227. * @param epsilon not important (specified angle for edge detection)
  20228. * @param checkVerticesInsteadOfIndices not important for LineMesh
  20229. */
  20230. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  20231. /**
  20232. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  20233. */
  20234. _generateEdgesLines(): void;
  20235. }
  20236. }
  20237. declare module "babylonjs/Rendering/renderingGroup" {
  20238. import { SmartArray } from "babylonjs/Misc/smartArray";
  20239. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20240. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20241. import { Nullable } from "babylonjs/types";
  20242. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20243. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  20244. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20245. import { Material } from "babylonjs/Materials/material";
  20246. import { Scene } from "babylonjs/scene";
  20247. /**
  20248. * This represents the object necessary to create a rendering group.
  20249. * This is exclusively used and created by the rendering manager.
  20250. * To modify the behavior, you use the available helpers in your scene or meshes.
  20251. * @hidden
  20252. */
  20253. export class RenderingGroup {
  20254. index: number;
  20255. private static _zeroVector;
  20256. private _scene;
  20257. private _opaqueSubMeshes;
  20258. private _transparentSubMeshes;
  20259. private _alphaTestSubMeshes;
  20260. private _depthOnlySubMeshes;
  20261. private _particleSystems;
  20262. private _spriteManagers;
  20263. private _opaqueSortCompareFn;
  20264. private _alphaTestSortCompareFn;
  20265. private _transparentSortCompareFn;
  20266. private _renderOpaque;
  20267. private _renderAlphaTest;
  20268. private _renderTransparent;
  20269. /** @hidden */
  20270. _edgesRenderers: SmartArray<IEdgesRenderer>;
  20271. onBeforeTransparentRendering: () => void;
  20272. /**
  20273. * Set the opaque sort comparison function.
  20274. * If null the sub meshes will be render in the order they were created
  20275. */
  20276. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20277. /**
  20278. * Set the alpha test sort comparison function.
  20279. * If null the sub meshes will be render in the order they were created
  20280. */
  20281. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20282. /**
  20283. * Set the transparent sort comparison function.
  20284. * If null the sub meshes will be render in the order they were created
  20285. */
  20286. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20287. /**
  20288. * Creates a new rendering group.
  20289. * @param index The rendering group index
  20290. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  20291. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  20292. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  20293. */
  20294. 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>);
  20295. /**
  20296. * Render all the sub meshes contained in the group.
  20297. * @param customRenderFunction Used to override the default render behaviour of the group.
  20298. * @returns true if rendered some submeshes.
  20299. */
  20300. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  20301. /**
  20302. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  20303. * @param subMeshes The submeshes to render
  20304. */
  20305. private renderOpaqueSorted;
  20306. /**
  20307. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  20308. * @param subMeshes The submeshes to render
  20309. */
  20310. private renderAlphaTestSorted;
  20311. /**
  20312. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  20313. * @param subMeshes The submeshes to render
  20314. */
  20315. private renderTransparentSorted;
  20316. /**
  20317. * Renders the submeshes in a specified order.
  20318. * @param subMeshes The submeshes to sort before render
  20319. * @param sortCompareFn The comparison function use to sort
  20320. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  20321. * @param transparent Specifies to activate blending if true
  20322. */
  20323. private static renderSorted;
  20324. /**
  20325. * Renders the submeshes in the order they were dispatched (no sort applied).
  20326. * @param subMeshes The submeshes to render
  20327. */
  20328. private static renderUnsorted;
  20329. /**
  20330. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20331. * are rendered back to front if in the same alpha index.
  20332. *
  20333. * @param a The first submesh
  20334. * @param b The second submesh
  20335. * @returns The result of the comparison
  20336. */
  20337. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  20338. /**
  20339. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20340. * are rendered back to front.
  20341. *
  20342. * @param a The first submesh
  20343. * @param b The second submesh
  20344. * @returns The result of the comparison
  20345. */
  20346. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  20347. /**
  20348. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20349. * are rendered front to back (prevent overdraw).
  20350. *
  20351. * @param a The first submesh
  20352. * @param b The second submesh
  20353. * @returns The result of the comparison
  20354. */
  20355. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  20356. /**
  20357. * Resets the different lists of submeshes to prepare a new frame.
  20358. */
  20359. prepare(): void;
  20360. dispose(): void;
  20361. /**
  20362. * Inserts the submesh in its correct queue depending on its material.
  20363. * @param subMesh The submesh to dispatch
  20364. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20365. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20366. */
  20367. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20368. dispatchSprites(spriteManager: ISpriteManager): void;
  20369. dispatchParticles(particleSystem: IParticleSystem): void;
  20370. private _renderParticles;
  20371. private _renderSprites;
  20372. }
  20373. }
  20374. declare module "babylonjs/Rendering/renderingManager" {
  20375. import { Nullable } from "babylonjs/types";
  20376. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20377. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20378. import { SmartArray } from "babylonjs/Misc/smartArray";
  20379. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20380. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20381. import { Material } from "babylonjs/Materials/material";
  20382. import { Scene } from "babylonjs/scene";
  20383. import { Camera } from "babylonjs/Cameras/camera";
  20384. /**
  20385. * Interface describing the different options available in the rendering manager
  20386. * regarding Auto Clear between groups.
  20387. */
  20388. export interface IRenderingManagerAutoClearSetup {
  20389. /**
  20390. * Defines whether or not autoclear is enable.
  20391. */
  20392. autoClear: boolean;
  20393. /**
  20394. * Defines whether or not to autoclear the depth buffer.
  20395. */
  20396. depth: boolean;
  20397. /**
  20398. * Defines whether or not to autoclear the stencil buffer.
  20399. */
  20400. stencil: boolean;
  20401. }
  20402. /**
  20403. * This class is used by the onRenderingGroupObservable
  20404. */
  20405. export class RenderingGroupInfo {
  20406. /**
  20407. * The Scene that being rendered
  20408. */
  20409. scene: Scene;
  20410. /**
  20411. * The camera currently used for the rendering pass
  20412. */
  20413. camera: Nullable<Camera>;
  20414. /**
  20415. * The ID of the renderingGroup being processed
  20416. */
  20417. renderingGroupId: number;
  20418. }
  20419. /**
  20420. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20421. * It is enable to manage the different groups as well as the different necessary sort functions.
  20422. * This should not be used directly aside of the few static configurations
  20423. */
  20424. export class RenderingManager {
  20425. /**
  20426. * The max id used for rendering groups (not included)
  20427. */
  20428. static MAX_RENDERINGGROUPS: number;
  20429. /**
  20430. * The min id used for rendering groups (included)
  20431. */
  20432. static MIN_RENDERINGGROUPS: number;
  20433. /**
  20434. * Used to globally prevent autoclearing scenes.
  20435. */
  20436. static AUTOCLEAR: boolean;
  20437. /**
  20438. * @hidden
  20439. */
  20440. _useSceneAutoClearSetup: boolean;
  20441. private _scene;
  20442. private _renderingGroups;
  20443. private _depthStencilBufferAlreadyCleaned;
  20444. private _autoClearDepthStencil;
  20445. private _customOpaqueSortCompareFn;
  20446. private _customAlphaTestSortCompareFn;
  20447. private _customTransparentSortCompareFn;
  20448. private _renderingGroupInfo;
  20449. /**
  20450. * Instantiates a new rendering group for a particular scene
  20451. * @param scene Defines the scene the groups belongs to
  20452. */
  20453. constructor(scene: Scene);
  20454. private _clearDepthStencilBuffer;
  20455. /**
  20456. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20457. * @hidden
  20458. */
  20459. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20460. /**
  20461. * Resets the different information of the group to prepare a new frame
  20462. * @hidden
  20463. */
  20464. reset(): void;
  20465. /**
  20466. * Dispose and release the group and its associated resources.
  20467. * @hidden
  20468. */
  20469. dispose(): void;
  20470. /**
  20471. * Clear the info related to rendering groups preventing retention points during dispose.
  20472. */
  20473. freeRenderingGroups(): void;
  20474. private _prepareRenderingGroup;
  20475. /**
  20476. * Add a sprite manager to the rendering manager in order to render it this frame.
  20477. * @param spriteManager Define the sprite manager to render
  20478. */
  20479. dispatchSprites(spriteManager: ISpriteManager): void;
  20480. /**
  20481. * Add a particle system to the rendering manager in order to render it this frame.
  20482. * @param particleSystem Define the particle system to render
  20483. */
  20484. dispatchParticles(particleSystem: IParticleSystem): void;
  20485. /**
  20486. * Add a submesh to the manager in order to render it this frame
  20487. * @param subMesh The submesh to dispatch
  20488. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20489. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20490. */
  20491. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20492. /**
  20493. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20494. * This allowed control for front to back rendering or reversly depending of the special needs.
  20495. *
  20496. * @param renderingGroupId The rendering group id corresponding to its index
  20497. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20498. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20499. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20500. */
  20501. 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;
  20502. /**
  20503. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20504. *
  20505. * @param renderingGroupId The rendering group id corresponding to its index
  20506. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20507. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20508. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20509. */
  20510. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20511. /**
  20512. * Gets the current auto clear configuration for one rendering group of the rendering
  20513. * manager.
  20514. * @param index the rendering group index to get the information for
  20515. * @returns The auto clear setup for the requested rendering group
  20516. */
  20517. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20518. }
  20519. }
  20520. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20521. import { Observable } from "babylonjs/Misc/observable";
  20522. import { SmartArray } from "babylonjs/Misc/smartArray";
  20523. import { Nullable } from "babylonjs/types";
  20524. import { Camera } from "babylonjs/Cameras/camera";
  20525. import { Scene } from "babylonjs/scene";
  20526. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20527. import { Color4 } from "babylonjs/Maths/math.color";
  20528. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20529. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20530. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20531. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20532. import { Texture } from "babylonjs/Materials/Textures/texture";
  20533. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20534. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20535. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20536. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  20537. import { Engine } from "babylonjs/Engines/engine";
  20538. /**
  20539. * This Helps creating a texture that will be created from a camera in your scene.
  20540. * It is basically a dynamic texture that could be used to create special effects for instance.
  20541. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20542. */
  20543. export class RenderTargetTexture extends Texture {
  20544. isCube: boolean;
  20545. /**
  20546. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20547. */
  20548. static readonly REFRESHRATE_RENDER_ONCE: number;
  20549. /**
  20550. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20551. */
  20552. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20553. /**
  20554. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20555. * the central point of your effect and can save a lot of performances.
  20556. */
  20557. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20558. /**
  20559. * Use this predicate to dynamically define the list of mesh you want to render.
  20560. * If set, the renderList property will be overwritten.
  20561. */
  20562. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20563. private _renderList;
  20564. /**
  20565. * Use this list to define the list of mesh you want to render.
  20566. */
  20567. renderList: Nullable<Array<AbstractMesh>>;
  20568. private _hookArray;
  20569. /**
  20570. * Define if particles should be rendered in your texture.
  20571. */
  20572. renderParticles: boolean;
  20573. /**
  20574. * Define if sprites should be rendered in your texture.
  20575. */
  20576. renderSprites: boolean;
  20577. /**
  20578. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20579. */
  20580. coordinatesMode: number;
  20581. /**
  20582. * Define the camera used to render the texture.
  20583. */
  20584. activeCamera: Nullable<Camera>;
  20585. /**
  20586. * Override the render function of the texture with your own one.
  20587. */
  20588. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20589. /**
  20590. * Define if camera post processes should be use while rendering the texture.
  20591. */
  20592. useCameraPostProcesses: boolean;
  20593. /**
  20594. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20595. */
  20596. ignoreCameraViewport: boolean;
  20597. private _postProcessManager;
  20598. private _postProcesses;
  20599. private _resizeObserver;
  20600. /**
  20601. * An event triggered when the texture is unbind.
  20602. */
  20603. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20604. /**
  20605. * An event triggered when the texture is unbind.
  20606. */
  20607. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20608. private _onAfterUnbindObserver;
  20609. /**
  20610. * Set a after unbind callback in the texture.
  20611. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20612. */
  20613. onAfterUnbind: () => void;
  20614. /**
  20615. * An event triggered before rendering the texture
  20616. */
  20617. onBeforeRenderObservable: Observable<number>;
  20618. private _onBeforeRenderObserver;
  20619. /**
  20620. * Set a before render callback in the texture.
  20621. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20622. */
  20623. onBeforeRender: (faceIndex: number) => void;
  20624. /**
  20625. * An event triggered after rendering the texture
  20626. */
  20627. onAfterRenderObservable: Observable<number>;
  20628. private _onAfterRenderObserver;
  20629. /**
  20630. * Set a after render callback in the texture.
  20631. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20632. */
  20633. onAfterRender: (faceIndex: number) => void;
  20634. /**
  20635. * An event triggered after the texture clear
  20636. */
  20637. onClearObservable: Observable<Engine>;
  20638. private _onClearObserver;
  20639. /**
  20640. * Set a clear callback in the texture.
  20641. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20642. */
  20643. onClear: (Engine: Engine) => void;
  20644. /**
  20645. * An event triggered when the texture is resized.
  20646. */
  20647. onResizeObservable: Observable<RenderTargetTexture>;
  20648. /**
  20649. * Define the clear color of the Render Target if it should be different from the scene.
  20650. */
  20651. clearColor: Color4;
  20652. protected _size: number | {
  20653. width: number;
  20654. height: number;
  20655. };
  20656. protected _initialSizeParameter: number | {
  20657. width: number;
  20658. height: number;
  20659. } | {
  20660. ratio: number;
  20661. };
  20662. protected _sizeRatio: Nullable<number>;
  20663. /** @hidden */
  20664. _generateMipMaps: boolean;
  20665. protected _renderingManager: RenderingManager;
  20666. /** @hidden */
  20667. _waitingRenderList: string[];
  20668. protected _doNotChangeAspectRatio: boolean;
  20669. protected _currentRefreshId: number;
  20670. protected _refreshRate: number;
  20671. protected _textureMatrix: Matrix;
  20672. protected _samples: number;
  20673. protected _renderTargetOptions: RenderTargetCreationOptions;
  20674. /**
  20675. * Gets render target creation options that were used.
  20676. */
  20677. readonly renderTargetOptions: RenderTargetCreationOptions;
  20678. protected _engine: Engine;
  20679. protected _onRatioRescale(): void;
  20680. /**
  20681. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20682. * It must define where the camera used to render the texture is set
  20683. */
  20684. boundingBoxPosition: Vector3;
  20685. private _boundingBoxSize;
  20686. /**
  20687. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20688. * When defined, the cubemap will switch to local mode
  20689. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20690. * @example https://www.babylonjs-playground.com/#RNASML
  20691. */
  20692. boundingBoxSize: Vector3;
  20693. /**
  20694. * In case the RTT has been created with a depth texture, get the associated
  20695. * depth texture.
  20696. * Otherwise, return null.
  20697. */
  20698. depthStencilTexture: Nullable<InternalTexture>;
  20699. /**
  20700. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20701. * or used a shadow, depth texture...
  20702. * @param name The friendly name of the texture
  20703. * @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)
  20704. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20705. * @param generateMipMaps True if mip maps need to be generated after render.
  20706. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20707. * @param type The type of the buffer in the RTT (int, half float, float...)
  20708. * @param isCube True if a cube texture needs to be created
  20709. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20710. * @param generateDepthBuffer True to generate a depth buffer
  20711. * @param generateStencilBuffer True to generate a stencil buffer
  20712. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20713. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20714. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20715. */
  20716. constructor(name: string, size: number | {
  20717. width: number;
  20718. height: number;
  20719. } | {
  20720. ratio: number;
  20721. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20722. /**
  20723. * Creates a depth stencil texture.
  20724. * This is only available in WebGL 2 or with the depth texture extension available.
  20725. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20726. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20727. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20728. */
  20729. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20730. private _processSizeParameter;
  20731. /**
  20732. * Define the number of samples to use in case of MSAA.
  20733. * It defaults to one meaning no MSAA has been enabled.
  20734. */
  20735. samples: number;
  20736. /**
  20737. * Resets the refresh counter of the texture and start bak from scratch.
  20738. * Could be useful to regenerate the texture if it is setup to render only once.
  20739. */
  20740. resetRefreshCounter(): void;
  20741. /**
  20742. * Define the refresh rate of the texture or the rendering frequency.
  20743. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20744. */
  20745. refreshRate: number;
  20746. /**
  20747. * Adds a post process to the render target rendering passes.
  20748. * @param postProcess define the post process to add
  20749. */
  20750. addPostProcess(postProcess: PostProcess): void;
  20751. /**
  20752. * Clear all the post processes attached to the render target
  20753. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20754. */
  20755. clearPostProcesses(dispose?: boolean): void;
  20756. /**
  20757. * Remove one of the post process from the list of attached post processes to the texture
  20758. * @param postProcess define the post process to remove from the list
  20759. */
  20760. removePostProcess(postProcess: PostProcess): void;
  20761. /** @hidden */
  20762. _shouldRender(): boolean;
  20763. /**
  20764. * Gets the actual render size of the texture.
  20765. * @returns the width of the render size
  20766. */
  20767. getRenderSize(): number;
  20768. /**
  20769. * Gets the actual render width of the texture.
  20770. * @returns the width of the render size
  20771. */
  20772. getRenderWidth(): number;
  20773. /**
  20774. * Gets the actual render height of the texture.
  20775. * @returns the height of the render size
  20776. */
  20777. getRenderHeight(): number;
  20778. /**
  20779. * Get if the texture can be rescaled or not.
  20780. */
  20781. readonly canRescale: boolean;
  20782. /**
  20783. * Resize the texture using a ratio.
  20784. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20785. */
  20786. scale(ratio: number): void;
  20787. /**
  20788. * Get the texture reflection matrix used to rotate/transform the reflection.
  20789. * @returns the reflection matrix
  20790. */
  20791. getReflectionTextureMatrix(): Matrix;
  20792. /**
  20793. * Resize the texture to a new desired size.
  20794. * Be carrefull as it will recreate all the data in the new texture.
  20795. * @param size Define the new size. It can be:
  20796. * - a number for squared texture,
  20797. * - an object containing { width: number, height: number }
  20798. * - or an object containing a ratio { ratio: number }
  20799. */
  20800. resize(size: number | {
  20801. width: number;
  20802. height: number;
  20803. } | {
  20804. ratio: number;
  20805. }): void;
  20806. /**
  20807. * Renders all the objects from the render list into the texture.
  20808. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20809. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20810. */
  20811. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20812. private _bestReflectionRenderTargetDimension;
  20813. /**
  20814. * @hidden
  20815. * @param faceIndex face index to bind to if this is a cubetexture
  20816. */
  20817. _bindFrameBuffer(faceIndex?: number): void;
  20818. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20819. private renderToTarget;
  20820. /**
  20821. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20822. * This allowed control for front to back rendering or reversly depending of the special needs.
  20823. *
  20824. * @param renderingGroupId The rendering group id corresponding to its index
  20825. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20826. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20827. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20828. */
  20829. 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;
  20830. /**
  20831. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20832. *
  20833. * @param renderingGroupId The rendering group id corresponding to its index
  20834. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20835. */
  20836. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20837. /**
  20838. * Clones the texture.
  20839. * @returns the cloned texture
  20840. */
  20841. clone(): RenderTargetTexture;
  20842. /**
  20843. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20844. * @returns The JSON representation of the texture
  20845. */
  20846. serialize(): any;
  20847. /**
  20848. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20849. */
  20850. disposeFramebufferObjects(): void;
  20851. /**
  20852. * Dispose the texture and release its associated resources.
  20853. */
  20854. dispose(): void;
  20855. /** @hidden */
  20856. _rebuild(): void;
  20857. /**
  20858. * Clear the info related to rendering groups preventing retention point in material dispose.
  20859. */
  20860. freeRenderingGroups(): void;
  20861. /**
  20862. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20863. * @returns the view count
  20864. */
  20865. getViewCount(): number;
  20866. }
  20867. }
  20868. declare module "babylonjs/Materials/material" {
  20869. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20870. import { SmartArray } from "babylonjs/Misc/smartArray";
  20871. import { Observable } from "babylonjs/Misc/observable";
  20872. import { Nullable } from "babylonjs/types";
  20873. import { Scene } from "babylonjs/scene";
  20874. import { Matrix } from "babylonjs/Maths/math.vector";
  20875. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20876. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20877. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20878. import { Effect } from "babylonjs/Materials/effect";
  20879. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20880. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20881. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20882. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20883. import { Mesh } from "babylonjs/Meshes/mesh";
  20884. import { Animation } from "babylonjs/Animations/animation";
  20885. /**
  20886. * Options for compiling materials.
  20887. */
  20888. export interface IMaterialCompilationOptions {
  20889. /**
  20890. * Defines whether clip planes are enabled.
  20891. */
  20892. clipPlane: boolean;
  20893. /**
  20894. * Defines whether instances are enabled.
  20895. */
  20896. useInstances: boolean;
  20897. }
  20898. /**
  20899. * Base class for the main features of a material in Babylon.js
  20900. */
  20901. export class Material implements IAnimatable {
  20902. /**
  20903. * Returns the triangle fill mode
  20904. */
  20905. static readonly TriangleFillMode: number;
  20906. /**
  20907. * Returns the wireframe mode
  20908. */
  20909. static readonly WireFrameFillMode: number;
  20910. /**
  20911. * Returns the point fill mode
  20912. */
  20913. static readonly PointFillMode: number;
  20914. /**
  20915. * Returns the point list draw mode
  20916. */
  20917. static readonly PointListDrawMode: number;
  20918. /**
  20919. * Returns the line list draw mode
  20920. */
  20921. static readonly LineListDrawMode: number;
  20922. /**
  20923. * Returns the line loop draw mode
  20924. */
  20925. static readonly LineLoopDrawMode: number;
  20926. /**
  20927. * Returns the line strip draw mode
  20928. */
  20929. static readonly LineStripDrawMode: number;
  20930. /**
  20931. * Returns the triangle strip draw mode
  20932. */
  20933. static readonly TriangleStripDrawMode: number;
  20934. /**
  20935. * Returns the triangle fan draw mode
  20936. */
  20937. static readonly TriangleFanDrawMode: number;
  20938. /**
  20939. * Stores the clock-wise side orientation
  20940. */
  20941. static readonly ClockWiseSideOrientation: number;
  20942. /**
  20943. * Stores the counter clock-wise side orientation
  20944. */
  20945. static readonly CounterClockWiseSideOrientation: number;
  20946. /**
  20947. * The dirty texture flag value
  20948. */
  20949. static readonly TextureDirtyFlag: number;
  20950. /**
  20951. * The dirty light flag value
  20952. */
  20953. static readonly LightDirtyFlag: number;
  20954. /**
  20955. * The dirty fresnel flag value
  20956. */
  20957. static readonly FresnelDirtyFlag: number;
  20958. /**
  20959. * The dirty attribute flag value
  20960. */
  20961. static readonly AttributesDirtyFlag: number;
  20962. /**
  20963. * The dirty misc flag value
  20964. */
  20965. static readonly MiscDirtyFlag: number;
  20966. /**
  20967. * The all dirty flag value
  20968. */
  20969. static readonly AllDirtyFlag: number;
  20970. /**
  20971. * The ID of the material
  20972. */
  20973. id: string;
  20974. /**
  20975. * Gets or sets the unique id of the material
  20976. */
  20977. uniqueId: number;
  20978. /**
  20979. * The name of the material
  20980. */
  20981. name: string;
  20982. /**
  20983. * Gets or sets user defined metadata
  20984. */
  20985. metadata: any;
  20986. /**
  20987. * For internal use only. Please do not use.
  20988. */
  20989. reservedDataStore: any;
  20990. /**
  20991. * Specifies if the ready state should be checked on each call
  20992. */
  20993. checkReadyOnEveryCall: boolean;
  20994. /**
  20995. * Specifies if the ready state should be checked once
  20996. */
  20997. checkReadyOnlyOnce: boolean;
  20998. /**
  20999. * The state of the material
  21000. */
  21001. state: string;
  21002. /**
  21003. * The alpha value of the material
  21004. */
  21005. protected _alpha: number;
  21006. /**
  21007. * List of inspectable custom properties (used by the Inspector)
  21008. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  21009. */
  21010. inspectableCustomProperties: IInspectable[];
  21011. /**
  21012. * Sets the alpha value of the material
  21013. */
  21014. /**
  21015. * Gets the alpha value of the material
  21016. */
  21017. alpha: number;
  21018. /**
  21019. * Specifies if back face culling is enabled
  21020. */
  21021. protected _backFaceCulling: boolean;
  21022. /**
  21023. * Sets the back-face culling state
  21024. */
  21025. /**
  21026. * Gets the back-face culling state
  21027. */
  21028. backFaceCulling: boolean;
  21029. /**
  21030. * Stores the value for side orientation
  21031. */
  21032. sideOrientation: number;
  21033. /**
  21034. * Callback triggered when the material is compiled
  21035. */
  21036. onCompiled: Nullable<(effect: Effect) => void>;
  21037. /**
  21038. * Callback triggered when an error occurs
  21039. */
  21040. onError: Nullable<(effect: Effect, errors: string) => void>;
  21041. /**
  21042. * Callback triggered to get the render target textures
  21043. */
  21044. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  21045. /**
  21046. * Gets a boolean indicating that current material needs to register RTT
  21047. */
  21048. readonly hasRenderTargetTextures: boolean;
  21049. /**
  21050. * Specifies if the material should be serialized
  21051. */
  21052. doNotSerialize: boolean;
  21053. /**
  21054. * @hidden
  21055. */
  21056. _storeEffectOnSubMeshes: boolean;
  21057. /**
  21058. * Stores the animations for the material
  21059. */
  21060. animations: Nullable<Array<Animation>>;
  21061. /**
  21062. * An event triggered when the material is disposed
  21063. */
  21064. onDisposeObservable: Observable<Material>;
  21065. /**
  21066. * An observer which watches for dispose events
  21067. */
  21068. private _onDisposeObserver;
  21069. private _onUnBindObservable;
  21070. /**
  21071. * Called during a dispose event
  21072. */
  21073. onDispose: () => void;
  21074. private _onBindObservable;
  21075. /**
  21076. * An event triggered when the material is bound
  21077. */
  21078. readonly onBindObservable: Observable<AbstractMesh>;
  21079. /**
  21080. * An observer which watches for bind events
  21081. */
  21082. private _onBindObserver;
  21083. /**
  21084. * Called during a bind event
  21085. */
  21086. onBind: (Mesh: AbstractMesh) => void;
  21087. /**
  21088. * An event triggered when the material is unbound
  21089. */
  21090. readonly onUnBindObservable: Observable<Material>;
  21091. /**
  21092. * Stores the value of the alpha mode
  21093. */
  21094. private _alphaMode;
  21095. /**
  21096. * Sets the value of the alpha mode.
  21097. *
  21098. * | Value | Type | Description |
  21099. * | --- | --- | --- |
  21100. * | 0 | ALPHA_DISABLE | |
  21101. * | 1 | ALPHA_ADD | |
  21102. * | 2 | ALPHA_COMBINE | |
  21103. * | 3 | ALPHA_SUBTRACT | |
  21104. * | 4 | ALPHA_MULTIPLY | |
  21105. * | 5 | ALPHA_MAXIMIZED | |
  21106. * | 6 | ALPHA_ONEONE | |
  21107. * | 7 | ALPHA_PREMULTIPLIED | |
  21108. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  21109. * | 9 | ALPHA_INTERPOLATE | |
  21110. * | 10 | ALPHA_SCREENMODE | |
  21111. *
  21112. */
  21113. /**
  21114. * Gets the value of the alpha mode
  21115. */
  21116. alphaMode: number;
  21117. /**
  21118. * Stores the state of the need depth pre-pass value
  21119. */
  21120. private _needDepthPrePass;
  21121. /**
  21122. * Sets the need depth pre-pass value
  21123. */
  21124. /**
  21125. * Gets the depth pre-pass value
  21126. */
  21127. needDepthPrePass: boolean;
  21128. /**
  21129. * Specifies if depth writing should be disabled
  21130. */
  21131. disableDepthWrite: boolean;
  21132. /**
  21133. * Specifies if depth writing should be forced
  21134. */
  21135. forceDepthWrite: boolean;
  21136. /**
  21137. * Specifies if there should be a separate pass for culling
  21138. */
  21139. separateCullingPass: boolean;
  21140. /**
  21141. * Stores the state specifing if fog should be enabled
  21142. */
  21143. private _fogEnabled;
  21144. /**
  21145. * Sets the state for enabling fog
  21146. */
  21147. /**
  21148. * Gets the value of the fog enabled state
  21149. */
  21150. fogEnabled: boolean;
  21151. /**
  21152. * Stores the size of points
  21153. */
  21154. pointSize: number;
  21155. /**
  21156. * Stores the z offset value
  21157. */
  21158. zOffset: number;
  21159. /**
  21160. * Gets a value specifying if wireframe mode is enabled
  21161. */
  21162. /**
  21163. * Sets the state of wireframe mode
  21164. */
  21165. wireframe: boolean;
  21166. /**
  21167. * Gets the value specifying if point clouds are enabled
  21168. */
  21169. /**
  21170. * Sets the state of point cloud mode
  21171. */
  21172. pointsCloud: boolean;
  21173. /**
  21174. * Gets the material fill mode
  21175. */
  21176. /**
  21177. * Sets the material fill mode
  21178. */
  21179. fillMode: number;
  21180. /**
  21181. * @hidden
  21182. * Stores the effects for the material
  21183. */
  21184. _effect: Nullable<Effect>;
  21185. /**
  21186. * @hidden
  21187. * Specifies if the material was previously ready
  21188. */
  21189. _wasPreviouslyReady: boolean;
  21190. /**
  21191. * Specifies if uniform buffers should be used
  21192. */
  21193. private _useUBO;
  21194. /**
  21195. * Stores a reference to the scene
  21196. */
  21197. private _scene;
  21198. /**
  21199. * Stores the fill mode state
  21200. */
  21201. private _fillMode;
  21202. /**
  21203. * Specifies if the depth write state should be cached
  21204. */
  21205. private _cachedDepthWriteState;
  21206. /**
  21207. * Stores the uniform buffer
  21208. */
  21209. protected _uniformBuffer: UniformBuffer;
  21210. /** @hidden */
  21211. _indexInSceneMaterialArray: number;
  21212. /** @hidden */
  21213. meshMap: Nullable<{
  21214. [id: string]: AbstractMesh | undefined;
  21215. }>;
  21216. /**
  21217. * Creates a material instance
  21218. * @param name defines the name of the material
  21219. * @param scene defines the scene to reference
  21220. * @param doNotAdd specifies if the material should be added to the scene
  21221. */
  21222. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  21223. /**
  21224. * Returns a string representation of the current material
  21225. * @param fullDetails defines a boolean indicating which levels of logging is desired
  21226. * @returns a string with material information
  21227. */
  21228. toString(fullDetails?: boolean): string;
  21229. /**
  21230. * Gets the class name of the material
  21231. * @returns a string with the class name of the material
  21232. */
  21233. getClassName(): string;
  21234. /**
  21235. * Specifies if updates for the material been locked
  21236. */
  21237. readonly isFrozen: boolean;
  21238. /**
  21239. * Locks updates for the material
  21240. */
  21241. freeze(): void;
  21242. /**
  21243. * Unlocks updates for the material
  21244. */
  21245. unfreeze(): void;
  21246. /**
  21247. * Specifies if the material is ready to be used
  21248. * @param mesh defines the mesh to check
  21249. * @param useInstances specifies if instances should be used
  21250. * @returns a boolean indicating if the material is ready to be used
  21251. */
  21252. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  21253. /**
  21254. * Specifies that the submesh is ready to be used
  21255. * @param mesh defines the mesh to check
  21256. * @param subMesh defines which submesh to check
  21257. * @param useInstances specifies that instances should be used
  21258. * @returns a boolean indicating that the submesh is ready or not
  21259. */
  21260. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21261. /**
  21262. * Returns the material effect
  21263. * @returns the effect associated with the material
  21264. */
  21265. getEffect(): Nullable<Effect>;
  21266. /**
  21267. * Returns the current scene
  21268. * @returns a Scene
  21269. */
  21270. getScene(): Scene;
  21271. /**
  21272. * Specifies if the material will require alpha blending
  21273. * @returns a boolean specifying if alpha blending is needed
  21274. */
  21275. needAlphaBlending(): boolean;
  21276. /**
  21277. * Specifies if the mesh will require alpha blending
  21278. * @param mesh defines the mesh to check
  21279. * @returns a boolean specifying if alpha blending is needed for the mesh
  21280. */
  21281. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  21282. /**
  21283. * Specifies if this material should be rendered in alpha test mode
  21284. * @returns a boolean specifying if an alpha test is needed.
  21285. */
  21286. needAlphaTesting(): boolean;
  21287. /**
  21288. * Gets the texture used for the alpha test
  21289. * @returns the texture to use for alpha testing
  21290. */
  21291. getAlphaTestTexture(): Nullable<BaseTexture>;
  21292. /**
  21293. * Marks the material to indicate that it needs to be re-calculated
  21294. */
  21295. markDirty(): void;
  21296. /** @hidden */
  21297. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  21298. /**
  21299. * Binds the material to the mesh
  21300. * @param world defines the world transformation matrix
  21301. * @param mesh defines the mesh to bind the material to
  21302. */
  21303. bind(world: Matrix, mesh?: Mesh): void;
  21304. /**
  21305. * Binds the submesh to the material
  21306. * @param world defines the world transformation matrix
  21307. * @param mesh defines the mesh containing the submesh
  21308. * @param subMesh defines the submesh to bind the material to
  21309. */
  21310. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  21311. /**
  21312. * Binds the world matrix to the material
  21313. * @param world defines the world transformation matrix
  21314. */
  21315. bindOnlyWorldMatrix(world: Matrix): void;
  21316. /**
  21317. * Binds the scene's uniform buffer to the effect.
  21318. * @param effect defines the effect to bind to the scene uniform buffer
  21319. * @param sceneUbo defines the uniform buffer storing scene data
  21320. */
  21321. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  21322. /**
  21323. * Binds the view matrix to the effect
  21324. * @param effect defines the effect to bind the view matrix to
  21325. */
  21326. bindView(effect: Effect): void;
  21327. /**
  21328. * Binds the view projection matrix to the effect
  21329. * @param effect defines the effect to bind the view projection matrix to
  21330. */
  21331. bindViewProjection(effect: Effect): void;
  21332. /**
  21333. * Specifies if material alpha testing should be turned on for the mesh
  21334. * @param mesh defines the mesh to check
  21335. */
  21336. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  21337. /**
  21338. * Processes to execute after binding the material to a mesh
  21339. * @param mesh defines the rendered mesh
  21340. */
  21341. protected _afterBind(mesh?: Mesh): void;
  21342. /**
  21343. * Unbinds the material from the mesh
  21344. */
  21345. unbind(): void;
  21346. /**
  21347. * Gets the active textures from the material
  21348. * @returns an array of textures
  21349. */
  21350. getActiveTextures(): BaseTexture[];
  21351. /**
  21352. * Specifies if the material uses a texture
  21353. * @param texture defines the texture to check against the material
  21354. * @returns a boolean specifying if the material uses the texture
  21355. */
  21356. hasTexture(texture: BaseTexture): boolean;
  21357. /**
  21358. * Makes a duplicate of the material, and gives it a new name
  21359. * @param name defines the new name for the duplicated material
  21360. * @returns the cloned material
  21361. */
  21362. clone(name: string): Nullable<Material>;
  21363. /**
  21364. * Gets the meshes bound to the material
  21365. * @returns an array of meshes bound to the material
  21366. */
  21367. getBindedMeshes(): AbstractMesh[];
  21368. /**
  21369. * Force shader compilation
  21370. * @param mesh defines the mesh associated with this material
  21371. * @param onCompiled defines a function to execute once the material is compiled
  21372. * @param options defines the options to configure the compilation
  21373. * @param onError defines a function to execute if the material fails compiling
  21374. */
  21375. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  21376. /**
  21377. * Force shader compilation
  21378. * @param mesh defines the mesh that will use this material
  21379. * @param options defines additional options for compiling the shaders
  21380. * @returns a promise that resolves when the compilation completes
  21381. */
  21382. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  21383. private static readonly _AllDirtyCallBack;
  21384. private static readonly _ImageProcessingDirtyCallBack;
  21385. private static readonly _TextureDirtyCallBack;
  21386. private static readonly _FresnelDirtyCallBack;
  21387. private static readonly _MiscDirtyCallBack;
  21388. private static readonly _LightsDirtyCallBack;
  21389. private static readonly _AttributeDirtyCallBack;
  21390. private static _FresnelAndMiscDirtyCallBack;
  21391. private static _TextureAndMiscDirtyCallBack;
  21392. private static readonly _DirtyCallbackArray;
  21393. private static readonly _RunDirtyCallBacks;
  21394. /**
  21395. * Marks a define in the material to indicate that it needs to be re-computed
  21396. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21397. */
  21398. markAsDirty(flag: number): void;
  21399. /**
  21400. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21401. * @param func defines a function which checks material defines against the submeshes
  21402. */
  21403. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21404. /**
  21405. * Indicates that we need to re-calculated for all submeshes
  21406. */
  21407. protected _markAllSubMeshesAsAllDirty(): void;
  21408. /**
  21409. * Indicates that image processing needs to be re-calculated for all submeshes
  21410. */
  21411. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21412. /**
  21413. * Indicates that textures need to be re-calculated for all submeshes
  21414. */
  21415. protected _markAllSubMeshesAsTexturesDirty(): void;
  21416. /**
  21417. * Indicates that fresnel needs to be re-calculated for all submeshes
  21418. */
  21419. protected _markAllSubMeshesAsFresnelDirty(): void;
  21420. /**
  21421. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21422. */
  21423. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21424. /**
  21425. * Indicates that lights need to be re-calculated for all submeshes
  21426. */
  21427. protected _markAllSubMeshesAsLightsDirty(): void;
  21428. /**
  21429. * Indicates that attributes need to be re-calculated for all submeshes
  21430. */
  21431. protected _markAllSubMeshesAsAttributesDirty(): void;
  21432. /**
  21433. * Indicates that misc needs to be re-calculated for all submeshes
  21434. */
  21435. protected _markAllSubMeshesAsMiscDirty(): void;
  21436. /**
  21437. * Indicates that textures and misc need to be re-calculated for all submeshes
  21438. */
  21439. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21440. /**
  21441. * Disposes the material
  21442. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21443. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21444. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21445. */
  21446. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21447. /** @hidden */
  21448. private releaseVertexArrayObject;
  21449. /**
  21450. * Serializes this material
  21451. * @returns the serialized material object
  21452. */
  21453. serialize(): any;
  21454. /**
  21455. * Creates a material from parsed material data
  21456. * @param parsedMaterial defines parsed material data
  21457. * @param scene defines the hosting scene
  21458. * @param rootUrl defines the root URL to use to load textures
  21459. * @returns a new material
  21460. */
  21461. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21462. }
  21463. }
  21464. declare module "babylonjs/Materials/multiMaterial" {
  21465. import { Nullable } from "babylonjs/types";
  21466. import { Scene } from "babylonjs/scene";
  21467. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21468. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21469. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21470. import { Material } from "babylonjs/Materials/material";
  21471. /**
  21472. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21473. * separate meshes. This can be use to improve performances.
  21474. * @see http://doc.babylonjs.com/how_to/multi_materials
  21475. */
  21476. export class MultiMaterial extends Material {
  21477. private _subMaterials;
  21478. /**
  21479. * Gets or Sets the list of Materials used within the multi material.
  21480. * They need to be ordered according to the submeshes order in the associated mesh
  21481. */
  21482. subMaterials: Nullable<Material>[];
  21483. /**
  21484. * Function used to align with Node.getChildren()
  21485. * @returns the list of Materials used within the multi material
  21486. */
  21487. getChildren(): Nullable<Material>[];
  21488. /**
  21489. * Instantiates a new Multi Material
  21490. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21491. * separate meshes. This can be use to improve performances.
  21492. * @see http://doc.babylonjs.com/how_to/multi_materials
  21493. * @param name Define the name in the scene
  21494. * @param scene Define the scene the material belongs to
  21495. */
  21496. constructor(name: string, scene: Scene);
  21497. private _hookArray;
  21498. /**
  21499. * Get one of the submaterial by its index in the submaterials array
  21500. * @param index The index to look the sub material at
  21501. * @returns The Material if the index has been defined
  21502. */
  21503. getSubMaterial(index: number): Nullable<Material>;
  21504. /**
  21505. * Get the list of active textures for the whole sub materials list.
  21506. * @returns All the textures that will be used during the rendering
  21507. */
  21508. getActiveTextures(): BaseTexture[];
  21509. /**
  21510. * Gets the current class name of the material e.g. "MultiMaterial"
  21511. * Mainly use in serialization.
  21512. * @returns the class name
  21513. */
  21514. getClassName(): string;
  21515. /**
  21516. * Checks if the material is ready to render the requested sub mesh
  21517. * @param mesh Define the mesh the submesh belongs to
  21518. * @param subMesh Define the sub mesh to look readyness for
  21519. * @param useInstances Define whether or not the material is used with instances
  21520. * @returns true if ready, otherwise false
  21521. */
  21522. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21523. /**
  21524. * Clones the current material and its related sub materials
  21525. * @param name Define the name of the newly cloned material
  21526. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21527. * @returns the cloned material
  21528. */
  21529. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21530. /**
  21531. * Serializes the materials into a JSON representation.
  21532. * @returns the JSON representation
  21533. */
  21534. serialize(): any;
  21535. /**
  21536. * Dispose the material and release its associated resources
  21537. * @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)
  21538. * @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)
  21539. * @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)
  21540. */
  21541. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21542. /**
  21543. * Creates a MultiMaterial from parsed MultiMaterial data.
  21544. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21545. * @param scene defines the hosting scene
  21546. * @returns a new MultiMaterial
  21547. */
  21548. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21549. }
  21550. }
  21551. declare module "babylonjs/Meshes/subMesh" {
  21552. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21553. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21554. import { Engine } from "babylonjs/Engines/engine";
  21555. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21556. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21557. import { Effect } from "babylonjs/Materials/effect";
  21558. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21559. import { Plane } from "babylonjs/Maths/math.plane";
  21560. import { Collider } from "babylonjs/Collisions/collider";
  21561. import { Material } from "babylonjs/Materials/material";
  21562. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21563. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21564. import { Mesh } from "babylonjs/Meshes/mesh";
  21565. import { Ray } from "babylonjs/Culling/ray";
  21566. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21567. /**
  21568. * Base class for submeshes
  21569. */
  21570. export class BaseSubMesh {
  21571. /** @hidden */
  21572. _materialDefines: Nullable<MaterialDefines>;
  21573. /** @hidden */
  21574. _materialEffect: Nullable<Effect>;
  21575. /**
  21576. * Gets associated effect
  21577. */
  21578. readonly effect: Nullable<Effect>;
  21579. /**
  21580. * Sets associated effect (effect used to render this submesh)
  21581. * @param effect defines the effect to associate with
  21582. * @param defines defines the set of defines used to compile this effect
  21583. */
  21584. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21585. }
  21586. /**
  21587. * Defines a subdivision inside a mesh
  21588. */
  21589. export class SubMesh extends BaseSubMesh implements ICullable {
  21590. /** the material index to use */
  21591. materialIndex: number;
  21592. /** vertex index start */
  21593. verticesStart: number;
  21594. /** vertices count */
  21595. verticesCount: number;
  21596. /** index start */
  21597. indexStart: number;
  21598. /** indices count */
  21599. indexCount: number;
  21600. /** @hidden */
  21601. _linesIndexCount: number;
  21602. private _mesh;
  21603. private _renderingMesh;
  21604. private _boundingInfo;
  21605. private _linesIndexBuffer;
  21606. /** @hidden */
  21607. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21608. /** @hidden */
  21609. _trianglePlanes: Plane[];
  21610. /** @hidden */
  21611. _lastColliderTransformMatrix: Nullable<Matrix>;
  21612. /** @hidden */
  21613. _renderId: number;
  21614. /** @hidden */
  21615. _alphaIndex: number;
  21616. /** @hidden */
  21617. _distanceToCamera: number;
  21618. /** @hidden */
  21619. _id: number;
  21620. private _currentMaterial;
  21621. /**
  21622. * Add a new submesh to a mesh
  21623. * @param materialIndex defines the material index to use
  21624. * @param verticesStart defines vertex index start
  21625. * @param verticesCount defines vertices count
  21626. * @param indexStart defines index start
  21627. * @param indexCount defines indices count
  21628. * @param mesh defines the parent mesh
  21629. * @param renderingMesh defines an optional rendering mesh
  21630. * @param createBoundingBox defines if bounding box should be created for this submesh
  21631. * @returns the new submesh
  21632. */
  21633. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21634. /**
  21635. * Creates a new submesh
  21636. * @param materialIndex defines the material index to use
  21637. * @param verticesStart defines vertex index start
  21638. * @param verticesCount defines vertices count
  21639. * @param indexStart defines index start
  21640. * @param indexCount defines indices count
  21641. * @param mesh defines the parent mesh
  21642. * @param renderingMesh defines an optional rendering mesh
  21643. * @param createBoundingBox defines if bounding box should be created for this submesh
  21644. */
  21645. constructor(
  21646. /** the material index to use */
  21647. materialIndex: number,
  21648. /** vertex index start */
  21649. verticesStart: number,
  21650. /** vertices count */
  21651. verticesCount: number,
  21652. /** index start */
  21653. indexStart: number,
  21654. /** indices count */
  21655. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21656. /**
  21657. * Returns true if this submesh covers the entire parent mesh
  21658. * @ignorenaming
  21659. */
  21660. readonly IsGlobal: boolean;
  21661. /**
  21662. * Returns the submesh BoudingInfo object
  21663. * @returns current bounding info (or mesh's one if the submesh is global)
  21664. */
  21665. getBoundingInfo(): BoundingInfo;
  21666. /**
  21667. * Sets the submesh BoundingInfo
  21668. * @param boundingInfo defines the new bounding info to use
  21669. * @returns the SubMesh
  21670. */
  21671. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21672. /**
  21673. * Returns the mesh of the current submesh
  21674. * @return the parent mesh
  21675. */
  21676. getMesh(): AbstractMesh;
  21677. /**
  21678. * Returns the rendering mesh of the submesh
  21679. * @returns the rendering mesh (could be different from parent mesh)
  21680. */
  21681. getRenderingMesh(): Mesh;
  21682. /**
  21683. * Returns the submesh material
  21684. * @returns null or the current material
  21685. */
  21686. getMaterial(): Nullable<Material>;
  21687. /**
  21688. * Sets a new updated BoundingInfo object to the submesh
  21689. * @param data defines an optional position array to use to determine the bounding info
  21690. * @returns the SubMesh
  21691. */
  21692. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21693. /** @hidden */
  21694. _checkCollision(collider: Collider): boolean;
  21695. /**
  21696. * Updates the submesh BoundingInfo
  21697. * @param world defines the world matrix to use to update the bounding info
  21698. * @returns the submesh
  21699. */
  21700. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21701. /**
  21702. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21703. * @param frustumPlanes defines the frustum planes
  21704. * @returns true if the submesh is intersecting with the frustum
  21705. */
  21706. isInFrustum(frustumPlanes: Plane[]): boolean;
  21707. /**
  21708. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21709. * @param frustumPlanes defines the frustum planes
  21710. * @returns true if the submesh is inside the frustum
  21711. */
  21712. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21713. /**
  21714. * Renders the submesh
  21715. * @param enableAlphaMode defines if alpha needs to be used
  21716. * @returns the submesh
  21717. */
  21718. render(enableAlphaMode: boolean): SubMesh;
  21719. /**
  21720. * @hidden
  21721. */
  21722. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21723. /**
  21724. * Checks if the submesh intersects with a ray
  21725. * @param ray defines the ray to test
  21726. * @returns true is the passed ray intersects the submesh bounding box
  21727. */
  21728. canIntersects(ray: Ray): boolean;
  21729. /**
  21730. * Intersects current submesh with a ray
  21731. * @param ray defines the ray to test
  21732. * @param positions defines mesh's positions array
  21733. * @param indices defines mesh's indices array
  21734. * @param fastCheck defines if only bounding info should be used
  21735. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21736. * @returns intersection info or null if no intersection
  21737. */
  21738. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21739. /** @hidden */
  21740. private _intersectLines;
  21741. /** @hidden */
  21742. private _intersectUnIndexedLines;
  21743. /** @hidden */
  21744. private _intersectTriangles;
  21745. /** @hidden */
  21746. private _intersectUnIndexedTriangles;
  21747. /** @hidden */
  21748. _rebuild(): void;
  21749. /**
  21750. * Creates a new submesh from the passed mesh
  21751. * @param newMesh defines the new hosting mesh
  21752. * @param newRenderingMesh defines an optional rendering mesh
  21753. * @returns the new submesh
  21754. */
  21755. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21756. /**
  21757. * Release associated resources
  21758. */
  21759. dispose(): void;
  21760. /**
  21761. * Gets the class name
  21762. * @returns the string "SubMesh".
  21763. */
  21764. getClassName(): string;
  21765. /**
  21766. * Creates a new submesh from indices data
  21767. * @param materialIndex the index of the main mesh material
  21768. * @param startIndex the index where to start the copy in the mesh indices array
  21769. * @param indexCount the number of indices to copy then from the startIndex
  21770. * @param mesh the main mesh to create the submesh from
  21771. * @param renderingMesh the optional rendering mesh
  21772. * @returns a new submesh
  21773. */
  21774. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21775. }
  21776. }
  21777. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21778. /**
  21779. * Class used to represent data loading progression
  21780. */
  21781. export class SceneLoaderFlags {
  21782. private static _ForceFullSceneLoadingForIncremental;
  21783. private static _ShowLoadingScreen;
  21784. private static _CleanBoneMatrixWeights;
  21785. private static _loggingLevel;
  21786. /**
  21787. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21788. */
  21789. static ForceFullSceneLoadingForIncremental: boolean;
  21790. /**
  21791. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21792. */
  21793. static ShowLoadingScreen: boolean;
  21794. /**
  21795. * Defines the current logging level (while loading the scene)
  21796. * @ignorenaming
  21797. */
  21798. static loggingLevel: number;
  21799. /**
  21800. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21801. */
  21802. static CleanBoneMatrixWeights: boolean;
  21803. }
  21804. }
  21805. declare module "babylonjs/Meshes/geometry" {
  21806. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21807. import { Scene } from "babylonjs/scene";
  21808. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21809. import { Engine } from "babylonjs/Engines/engine";
  21810. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21811. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21812. import { Effect } from "babylonjs/Materials/effect";
  21813. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21814. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21815. import { Mesh } from "babylonjs/Meshes/mesh";
  21816. /**
  21817. * Class used to store geometry data (vertex buffers + index buffer)
  21818. */
  21819. export class Geometry implements IGetSetVerticesData {
  21820. /**
  21821. * Gets or sets the ID of the geometry
  21822. */
  21823. id: string;
  21824. /**
  21825. * Gets or sets the unique ID of the geometry
  21826. */
  21827. uniqueId: number;
  21828. /**
  21829. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21830. */
  21831. delayLoadState: number;
  21832. /**
  21833. * Gets the file containing the data to load when running in delay load state
  21834. */
  21835. delayLoadingFile: Nullable<string>;
  21836. /**
  21837. * Callback called when the geometry is updated
  21838. */
  21839. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21840. private _scene;
  21841. private _engine;
  21842. private _meshes;
  21843. private _totalVertices;
  21844. /** @hidden */
  21845. _indices: IndicesArray;
  21846. /** @hidden */
  21847. _vertexBuffers: {
  21848. [key: string]: VertexBuffer;
  21849. };
  21850. private _isDisposed;
  21851. private _extend;
  21852. private _boundingBias;
  21853. /** @hidden */
  21854. _delayInfo: Array<string>;
  21855. private _indexBuffer;
  21856. private _indexBufferIsUpdatable;
  21857. /** @hidden */
  21858. _boundingInfo: Nullable<BoundingInfo>;
  21859. /** @hidden */
  21860. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21861. /** @hidden */
  21862. _softwareSkinningFrameId: number;
  21863. private _vertexArrayObjects;
  21864. private _updatable;
  21865. /** @hidden */
  21866. _positions: Nullable<Vector3[]>;
  21867. /**
  21868. * 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
  21869. */
  21870. /**
  21871. * 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
  21872. */
  21873. boundingBias: Vector2;
  21874. /**
  21875. * Static function used to attach a new empty geometry to a mesh
  21876. * @param mesh defines the mesh to attach the geometry to
  21877. * @returns the new Geometry
  21878. */
  21879. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21880. /**
  21881. * Creates a new geometry
  21882. * @param id defines the unique ID
  21883. * @param scene defines the hosting scene
  21884. * @param vertexData defines the VertexData used to get geometry data
  21885. * @param updatable defines if geometry must be updatable (false by default)
  21886. * @param mesh defines the mesh that will be associated with the geometry
  21887. */
  21888. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21889. /**
  21890. * Gets the current extend of the geometry
  21891. */
  21892. readonly extend: {
  21893. minimum: Vector3;
  21894. maximum: Vector3;
  21895. };
  21896. /**
  21897. * Gets the hosting scene
  21898. * @returns the hosting Scene
  21899. */
  21900. getScene(): Scene;
  21901. /**
  21902. * Gets the hosting engine
  21903. * @returns the hosting Engine
  21904. */
  21905. getEngine(): Engine;
  21906. /**
  21907. * Defines if the geometry is ready to use
  21908. * @returns true if the geometry is ready to be used
  21909. */
  21910. isReady(): boolean;
  21911. /**
  21912. * Gets a value indicating that the geometry should not be serialized
  21913. */
  21914. readonly doNotSerialize: boolean;
  21915. /** @hidden */
  21916. _rebuild(): void;
  21917. /**
  21918. * Affects all geometry data in one call
  21919. * @param vertexData defines the geometry data
  21920. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21921. */
  21922. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21923. /**
  21924. * Set specific vertex data
  21925. * @param kind defines the data kind (Position, normal, etc...)
  21926. * @param data defines the vertex data to use
  21927. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21928. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21929. */
  21930. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21931. /**
  21932. * Removes a specific vertex data
  21933. * @param kind defines the data kind (Position, normal, etc...)
  21934. */
  21935. removeVerticesData(kind: string): void;
  21936. /**
  21937. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21938. * @param buffer defines the vertex buffer to use
  21939. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21940. */
  21941. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21942. /**
  21943. * Update a specific vertex buffer
  21944. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21945. * It will do nothing if the buffer is not updatable
  21946. * @param kind defines the data kind (Position, normal, etc...)
  21947. * @param data defines the data to use
  21948. * @param offset defines the offset in the target buffer where to store the data
  21949. * @param useBytes set to true if the offset is in bytes
  21950. */
  21951. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21952. /**
  21953. * Update a specific vertex buffer
  21954. * This function will create a new buffer if the current one is not updatable
  21955. * @param kind defines the data kind (Position, normal, etc...)
  21956. * @param data defines the data to use
  21957. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21958. */
  21959. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21960. private _updateBoundingInfo;
  21961. /** @hidden */
  21962. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21963. /**
  21964. * Gets total number of vertices
  21965. * @returns the total number of vertices
  21966. */
  21967. getTotalVertices(): number;
  21968. /**
  21969. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21970. * @param kind defines the data kind (Position, normal, etc...)
  21971. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21972. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21973. * @returns a float array containing vertex data
  21974. */
  21975. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21976. /**
  21977. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21978. * @param kind defines the data kind (Position, normal, etc...)
  21979. * @returns true if the vertex buffer with the specified kind is updatable
  21980. */
  21981. isVertexBufferUpdatable(kind: string): boolean;
  21982. /**
  21983. * Gets a specific vertex buffer
  21984. * @param kind defines the data kind (Position, normal, etc...)
  21985. * @returns a VertexBuffer
  21986. */
  21987. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21988. /**
  21989. * Returns all vertex buffers
  21990. * @return an object holding all vertex buffers indexed by kind
  21991. */
  21992. getVertexBuffers(): Nullable<{
  21993. [key: string]: VertexBuffer;
  21994. }>;
  21995. /**
  21996. * Gets a boolean indicating if specific vertex buffer is present
  21997. * @param kind defines the data kind (Position, normal, etc...)
  21998. * @returns true if data is present
  21999. */
  22000. isVerticesDataPresent(kind: string): boolean;
  22001. /**
  22002. * Gets a list of all attached data kinds (Position, normal, etc...)
  22003. * @returns a list of string containing all kinds
  22004. */
  22005. getVerticesDataKinds(): string[];
  22006. /**
  22007. * Update index buffer
  22008. * @param indices defines the indices to store in the index buffer
  22009. * @param offset defines the offset in the target buffer where to store the data
  22010. * @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)
  22011. */
  22012. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  22013. /**
  22014. * Creates a new index buffer
  22015. * @param indices defines the indices to store in the index buffer
  22016. * @param totalVertices defines the total number of vertices (could be null)
  22017. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22018. */
  22019. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  22020. /**
  22021. * Return the total number of indices
  22022. * @returns the total number of indices
  22023. */
  22024. getTotalIndices(): number;
  22025. /**
  22026. * Gets the index buffer array
  22027. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22028. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22029. * @returns the index buffer array
  22030. */
  22031. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22032. /**
  22033. * Gets the index buffer
  22034. * @return the index buffer
  22035. */
  22036. getIndexBuffer(): Nullable<DataBuffer>;
  22037. /** @hidden */
  22038. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  22039. /**
  22040. * Release the associated resources for a specific mesh
  22041. * @param mesh defines the source mesh
  22042. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  22043. */
  22044. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  22045. /**
  22046. * Apply current geometry to a given mesh
  22047. * @param mesh defines the mesh to apply geometry to
  22048. */
  22049. applyToMesh(mesh: Mesh): void;
  22050. private _updateExtend;
  22051. private _applyToMesh;
  22052. private notifyUpdate;
  22053. /**
  22054. * Load the geometry if it was flagged as delay loaded
  22055. * @param scene defines the hosting scene
  22056. * @param onLoaded defines a callback called when the geometry is loaded
  22057. */
  22058. load(scene: Scene, onLoaded?: () => void): void;
  22059. private _queueLoad;
  22060. /**
  22061. * Invert the geometry to move from a right handed system to a left handed one.
  22062. */
  22063. toLeftHanded(): void;
  22064. /** @hidden */
  22065. _resetPointsArrayCache(): void;
  22066. /** @hidden */
  22067. _generatePointsArray(): boolean;
  22068. /**
  22069. * Gets a value indicating if the geometry is disposed
  22070. * @returns true if the geometry was disposed
  22071. */
  22072. isDisposed(): boolean;
  22073. private _disposeVertexArrayObjects;
  22074. /**
  22075. * Free all associated resources
  22076. */
  22077. dispose(): void;
  22078. /**
  22079. * Clone the current geometry into a new geometry
  22080. * @param id defines the unique ID of the new geometry
  22081. * @returns a new geometry object
  22082. */
  22083. copy(id: string): Geometry;
  22084. /**
  22085. * Serialize the current geometry info (and not the vertices data) into a JSON object
  22086. * @return a JSON representation of the current geometry data (without the vertices data)
  22087. */
  22088. serialize(): any;
  22089. private toNumberArray;
  22090. /**
  22091. * Serialize all vertices data into a JSON oject
  22092. * @returns a JSON representation of the current geometry data
  22093. */
  22094. serializeVerticeData(): any;
  22095. /**
  22096. * Extracts a clone of a mesh geometry
  22097. * @param mesh defines the source mesh
  22098. * @param id defines the unique ID of the new geometry object
  22099. * @returns the new geometry object
  22100. */
  22101. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  22102. /**
  22103. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  22104. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  22105. * Be aware Math.random() could cause collisions, but:
  22106. * "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"
  22107. * @returns a string containing a new GUID
  22108. */
  22109. static RandomId(): string;
  22110. /** @hidden */
  22111. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  22112. private static _CleanMatricesWeights;
  22113. /**
  22114. * Create a new geometry from persisted data (Using .babylon file format)
  22115. * @param parsedVertexData defines the persisted data
  22116. * @param scene defines the hosting scene
  22117. * @param rootUrl defines the root url to use to load assets (like delayed data)
  22118. * @returns the new geometry object
  22119. */
  22120. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  22121. }
  22122. }
  22123. declare module "babylonjs/Meshes/mesh.vertexData" {
  22124. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  22125. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  22126. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  22127. import { Geometry } from "babylonjs/Meshes/geometry";
  22128. import { Mesh } from "babylonjs/Meshes/mesh";
  22129. /**
  22130. * Define an interface for all classes that will get and set the data on vertices
  22131. */
  22132. export interface IGetSetVerticesData {
  22133. /**
  22134. * Gets a boolean indicating if specific vertex data is present
  22135. * @param kind defines the vertex data kind to use
  22136. * @returns true is data kind is present
  22137. */
  22138. isVerticesDataPresent(kind: string): boolean;
  22139. /**
  22140. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22141. * @param kind defines the data kind (Position, normal, etc...)
  22142. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22143. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22144. * @returns a float array containing vertex data
  22145. */
  22146. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22147. /**
  22148. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  22149. * @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.
  22150. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22151. * @returns the indices array or an empty array if the mesh has no geometry
  22152. */
  22153. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22154. /**
  22155. * Set specific vertex data
  22156. * @param kind defines the data kind (Position, normal, etc...)
  22157. * @param data defines the vertex data to use
  22158. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22159. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22160. */
  22161. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  22162. /**
  22163. * Update a specific associated vertex buffer
  22164. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  22165. * - VertexBuffer.PositionKind
  22166. * - VertexBuffer.UVKind
  22167. * - VertexBuffer.UV2Kind
  22168. * - VertexBuffer.UV3Kind
  22169. * - VertexBuffer.UV4Kind
  22170. * - VertexBuffer.UV5Kind
  22171. * - VertexBuffer.UV6Kind
  22172. * - VertexBuffer.ColorKind
  22173. * - VertexBuffer.MatricesIndicesKind
  22174. * - VertexBuffer.MatricesIndicesExtraKind
  22175. * - VertexBuffer.MatricesWeightsKind
  22176. * - VertexBuffer.MatricesWeightsExtraKind
  22177. * @param data defines the data source
  22178. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  22179. * @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)
  22180. */
  22181. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  22182. /**
  22183. * Creates a new index buffer
  22184. * @param indices defines the indices to store in the index buffer
  22185. * @param totalVertices defines the total number of vertices (could be null)
  22186. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22187. */
  22188. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  22189. }
  22190. /**
  22191. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  22192. */
  22193. export class VertexData {
  22194. /**
  22195. * Mesh side orientation : usually the external or front surface
  22196. */
  22197. static readonly FRONTSIDE: number;
  22198. /**
  22199. * Mesh side orientation : usually the internal or back surface
  22200. */
  22201. static readonly BACKSIDE: number;
  22202. /**
  22203. * Mesh side orientation : both internal and external or front and back surfaces
  22204. */
  22205. static readonly DOUBLESIDE: number;
  22206. /**
  22207. * Mesh side orientation : by default, `FRONTSIDE`
  22208. */
  22209. static readonly DEFAULTSIDE: number;
  22210. /**
  22211. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  22212. */
  22213. positions: Nullable<FloatArray>;
  22214. /**
  22215. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  22216. */
  22217. normals: Nullable<FloatArray>;
  22218. /**
  22219. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  22220. */
  22221. tangents: Nullable<FloatArray>;
  22222. /**
  22223. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22224. */
  22225. uvs: Nullable<FloatArray>;
  22226. /**
  22227. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22228. */
  22229. uvs2: Nullable<FloatArray>;
  22230. /**
  22231. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22232. */
  22233. uvs3: Nullable<FloatArray>;
  22234. /**
  22235. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22236. */
  22237. uvs4: Nullable<FloatArray>;
  22238. /**
  22239. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22240. */
  22241. uvs5: Nullable<FloatArray>;
  22242. /**
  22243. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22244. */
  22245. uvs6: Nullable<FloatArray>;
  22246. /**
  22247. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  22248. */
  22249. colors: Nullable<FloatArray>;
  22250. /**
  22251. * 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).
  22252. */
  22253. matricesIndices: Nullable<FloatArray>;
  22254. /**
  22255. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  22256. */
  22257. matricesWeights: Nullable<FloatArray>;
  22258. /**
  22259. * An array extending the number of possible indices
  22260. */
  22261. matricesIndicesExtra: Nullable<FloatArray>;
  22262. /**
  22263. * An array extending the number of possible weights when the number of indices is extended
  22264. */
  22265. matricesWeightsExtra: Nullable<FloatArray>;
  22266. /**
  22267. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  22268. */
  22269. indices: Nullable<IndicesArray>;
  22270. /**
  22271. * Uses the passed data array to set the set the values for the specified kind of data
  22272. * @param data a linear array of floating numbers
  22273. * @param kind the type of data that is being set, eg positions, colors etc
  22274. */
  22275. set(data: FloatArray, kind: string): void;
  22276. /**
  22277. * Associates the vertexData to the passed Mesh.
  22278. * Sets it as updatable or not (default `false`)
  22279. * @param mesh the mesh the vertexData is applied to
  22280. * @param updatable when used and having the value true allows new data to update the vertexData
  22281. * @returns the VertexData
  22282. */
  22283. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  22284. /**
  22285. * Associates the vertexData to the passed Geometry.
  22286. * Sets it as updatable or not (default `false`)
  22287. * @param geometry the geometry the vertexData is applied to
  22288. * @param updatable when used and having the value true allows new data to update the vertexData
  22289. * @returns VertexData
  22290. */
  22291. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  22292. /**
  22293. * Updates the associated mesh
  22294. * @param mesh the mesh to be updated
  22295. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22296. * @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
  22297. * @returns VertexData
  22298. */
  22299. updateMesh(mesh: Mesh): VertexData;
  22300. /**
  22301. * Updates the associated geometry
  22302. * @param geometry the geometry to be updated
  22303. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22304. * @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
  22305. * @returns VertexData.
  22306. */
  22307. updateGeometry(geometry: Geometry): VertexData;
  22308. private _applyTo;
  22309. private _update;
  22310. /**
  22311. * Transforms each position and each normal of the vertexData according to the passed Matrix
  22312. * @param matrix the transforming matrix
  22313. * @returns the VertexData
  22314. */
  22315. transform(matrix: Matrix): VertexData;
  22316. /**
  22317. * Merges the passed VertexData into the current one
  22318. * @param other the VertexData to be merged into the current one
  22319. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  22320. * @returns the modified VertexData
  22321. */
  22322. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  22323. private _mergeElement;
  22324. private _validate;
  22325. /**
  22326. * Serializes the VertexData
  22327. * @returns a serialized object
  22328. */
  22329. serialize(): any;
  22330. /**
  22331. * Extracts the vertexData from a mesh
  22332. * @param mesh the mesh from which to extract the VertexData
  22333. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  22334. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22335. * @returns the object VertexData associated to the passed mesh
  22336. */
  22337. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22338. /**
  22339. * Extracts the vertexData from the geometry
  22340. * @param geometry the geometry from which to extract the VertexData
  22341. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  22342. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22343. * @returns the object VertexData associated to the passed mesh
  22344. */
  22345. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22346. private static _ExtractFrom;
  22347. /**
  22348. * Creates the VertexData for a Ribbon
  22349. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  22350. * * pathArray array of paths, each of which an array of successive Vector3
  22351. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  22352. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  22353. * * 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
  22354. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22355. * * 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)
  22356. * * 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)
  22357. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  22358. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  22359. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  22360. * @returns the VertexData of the ribbon
  22361. */
  22362. static CreateRibbon(options: {
  22363. pathArray: Vector3[][];
  22364. closeArray?: boolean;
  22365. closePath?: boolean;
  22366. offset?: number;
  22367. sideOrientation?: number;
  22368. frontUVs?: Vector4;
  22369. backUVs?: Vector4;
  22370. invertUV?: boolean;
  22371. uvs?: Vector2[];
  22372. colors?: Color4[];
  22373. }): VertexData;
  22374. /**
  22375. * Creates the VertexData for a box
  22376. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22377. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22378. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22379. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22380. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22381. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22382. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22383. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22384. * * 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)
  22385. * * 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)
  22386. * @returns the VertexData of the box
  22387. */
  22388. static CreateBox(options: {
  22389. size?: number;
  22390. width?: number;
  22391. height?: number;
  22392. depth?: number;
  22393. faceUV?: Vector4[];
  22394. faceColors?: Color4[];
  22395. sideOrientation?: number;
  22396. frontUVs?: Vector4;
  22397. backUVs?: Vector4;
  22398. }): VertexData;
  22399. /**
  22400. * Creates the VertexData for a tiled box
  22401. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22402. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22403. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22404. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22405. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22406. * @returns the VertexData of the box
  22407. */
  22408. static CreateTiledBox(options: {
  22409. pattern?: number;
  22410. width?: number;
  22411. height?: number;
  22412. depth?: number;
  22413. tileSize?: number;
  22414. tileWidth?: number;
  22415. tileHeight?: number;
  22416. alignHorizontal?: number;
  22417. alignVertical?: number;
  22418. faceUV?: Vector4[];
  22419. faceColors?: Color4[];
  22420. sideOrientation?: number;
  22421. }): VertexData;
  22422. /**
  22423. * Creates the VertexData for a tiled plane
  22424. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22425. * * pattern a limited pattern arrangement depending on the number
  22426. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22427. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22428. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22429. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22430. * * 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)
  22431. * * 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)
  22432. * @returns the VertexData of the tiled plane
  22433. */
  22434. static CreateTiledPlane(options: {
  22435. pattern?: number;
  22436. tileSize?: number;
  22437. tileWidth?: number;
  22438. tileHeight?: number;
  22439. size?: number;
  22440. width?: number;
  22441. height?: number;
  22442. alignHorizontal?: number;
  22443. alignVertical?: number;
  22444. sideOrientation?: number;
  22445. frontUVs?: Vector4;
  22446. backUVs?: Vector4;
  22447. }): VertexData;
  22448. /**
  22449. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22450. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22451. * * segments sets the number of horizontal strips optional, default 32
  22452. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22453. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22454. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22455. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22456. * * 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
  22457. * * 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
  22458. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22459. * * 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)
  22460. * * 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)
  22461. * @returns the VertexData of the ellipsoid
  22462. */
  22463. static CreateSphere(options: {
  22464. segments?: number;
  22465. diameter?: number;
  22466. diameterX?: number;
  22467. diameterY?: number;
  22468. diameterZ?: number;
  22469. arc?: number;
  22470. slice?: number;
  22471. sideOrientation?: number;
  22472. frontUVs?: Vector4;
  22473. backUVs?: Vector4;
  22474. }): VertexData;
  22475. /**
  22476. * Creates the VertexData for a cylinder, cone or prism
  22477. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22478. * * height sets the height (y direction) of the cylinder, optional, default 2
  22479. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22480. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22481. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22482. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22483. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22484. * * 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
  22485. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22486. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22487. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22488. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22489. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22490. * * 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)
  22491. * * 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)
  22492. * @returns the VertexData of the cylinder, cone or prism
  22493. */
  22494. static CreateCylinder(options: {
  22495. height?: number;
  22496. diameterTop?: number;
  22497. diameterBottom?: number;
  22498. diameter?: number;
  22499. tessellation?: number;
  22500. subdivisions?: number;
  22501. arc?: number;
  22502. faceColors?: Color4[];
  22503. faceUV?: Vector4[];
  22504. hasRings?: boolean;
  22505. enclose?: boolean;
  22506. sideOrientation?: number;
  22507. frontUVs?: Vector4;
  22508. backUVs?: Vector4;
  22509. }): VertexData;
  22510. /**
  22511. * Creates the VertexData for a torus
  22512. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22513. * * diameter the diameter of the torus, optional default 1
  22514. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22515. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22516. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22517. * * 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)
  22518. * * 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)
  22519. * @returns the VertexData of the torus
  22520. */
  22521. static CreateTorus(options: {
  22522. diameter?: number;
  22523. thickness?: number;
  22524. tessellation?: number;
  22525. sideOrientation?: number;
  22526. frontUVs?: Vector4;
  22527. backUVs?: Vector4;
  22528. }): VertexData;
  22529. /**
  22530. * Creates the VertexData of the LineSystem
  22531. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22532. * - lines an array of lines, each line being an array of successive Vector3
  22533. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22534. * @returns the VertexData of the LineSystem
  22535. */
  22536. static CreateLineSystem(options: {
  22537. lines: Vector3[][];
  22538. colors?: Nullable<Color4[][]>;
  22539. }): VertexData;
  22540. /**
  22541. * Create the VertexData for a DashedLines
  22542. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22543. * - points an array successive Vector3
  22544. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22545. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22546. * - dashNb the intended total number of dashes, optional, default 200
  22547. * @returns the VertexData for the DashedLines
  22548. */
  22549. static CreateDashedLines(options: {
  22550. points: Vector3[];
  22551. dashSize?: number;
  22552. gapSize?: number;
  22553. dashNb?: number;
  22554. }): VertexData;
  22555. /**
  22556. * Creates the VertexData for a Ground
  22557. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22558. * - width the width (x direction) of the ground, optional, default 1
  22559. * - height the height (z direction) of the ground, optional, default 1
  22560. * - subdivisions the number of subdivisions per side, optional, default 1
  22561. * @returns the VertexData of the Ground
  22562. */
  22563. static CreateGround(options: {
  22564. width?: number;
  22565. height?: number;
  22566. subdivisions?: number;
  22567. subdivisionsX?: number;
  22568. subdivisionsY?: number;
  22569. }): VertexData;
  22570. /**
  22571. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22572. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22573. * * xmin the ground minimum X coordinate, optional, default -1
  22574. * * zmin the ground minimum Z coordinate, optional, default -1
  22575. * * xmax the ground maximum X coordinate, optional, default 1
  22576. * * zmax the ground maximum Z coordinate, optional, default 1
  22577. * * 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}
  22578. * * 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}
  22579. * @returns the VertexData of the TiledGround
  22580. */
  22581. static CreateTiledGround(options: {
  22582. xmin: number;
  22583. zmin: number;
  22584. xmax: number;
  22585. zmax: number;
  22586. subdivisions?: {
  22587. w: number;
  22588. h: number;
  22589. };
  22590. precision?: {
  22591. w: number;
  22592. h: number;
  22593. };
  22594. }): VertexData;
  22595. /**
  22596. * Creates the VertexData of the Ground designed from a heightmap
  22597. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22598. * * width the width (x direction) of the ground
  22599. * * height the height (z direction) of the ground
  22600. * * subdivisions the number of subdivisions per side
  22601. * * minHeight the minimum altitude on the ground, optional, default 0
  22602. * * maxHeight the maximum altitude on the ground, optional default 1
  22603. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22604. * * buffer the array holding the image color data
  22605. * * bufferWidth the width of image
  22606. * * bufferHeight the height of image
  22607. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22608. * @returns the VertexData of the Ground designed from a heightmap
  22609. */
  22610. static CreateGroundFromHeightMap(options: {
  22611. width: number;
  22612. height: number;
  22613. subdivisions: number;
  22614. minHeight: number;
  22615. maxHeight: number;
  22616. colorFilter: Color3;
  22617. buffer: Uint8Array;
  22618. bufferWidth: number;
  22619. bufferHeight: number;
  22620. alphaFilter: number;
  22621. }): VertexData;
  22622. /**
  22623. * Creates the VertexData for a Plane
  22624. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22625. * * size sets the width and height of the plane to the value of size, optional default 1
  22626. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22627. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22628. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22629. * * 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)
  22630. * * 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)
  22631. * @returns the VertexData of the box
  22632. */
  22633. static CreatePlane(options: {
  22634. size?: number;
  22635. width?: number;
  22636. height?: number;
  22637. sideOrientation?: number;
  22638. frontUVs?: Vector4;
  22639. backUVs?: Vector4;
  22640. }): VertexData;
  22641. /**
  22642. * Creates the VertexData of the Disc or regular Polygon
  22643. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22644. * * radius the radius of the disc, optional default 0.5
  22645. * * tessellation the number of polygon sides, optional, default 64
  22646. * * 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
  22647. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22648. * * 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)
  22649. * * 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)
  22650. * @returns the VertexData of the box
  22651. */
  22652. static CreateDisc(options: {
  22653. radius?: number;
  22654. tessellation?: number;
  22655. arc?: number;
  22656. sideOrientation?: number;
  22657. frontUVs?: Vector4;
  22658. backUVs?: Vector4;
  22659. }): VertexData;
  22660. /**
  22661. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22662. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22663. * @param polygon a mesh built from polygonTriangulation.build()
  22664. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22665. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22666. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22667. * @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)
  22668. * @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)
  22669. * @returns the VertexData of the Polygon
  22670. */
  22671. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22672. /**
  22673. * Creates the VertexData of the IcoSphere
  22674. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22675. * * radius the radius of the IcoSphere, optional default 1
  22676. * * radiusX allows stretching in the x direction, optional, default radius
  22677. * * radiusY allows stretching in the y direction, optional, default radius
  22678. * * radiusZ allows stretching in the z direction, optional, default radius
  22679. * * flat when true creates a flat shaded mesh, optional, default true
  22680. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22681. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22682. * * 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)
  22683. * * 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)
  22684. * @returns the VertexData of the IcoSphere
  22685. */
  22686. static CreateIcoSphere(options: {
  22687. radius?: number;
  22688. radiusX?: number;
  22689. radiusY?: number;
  22690. radiusZ?: number;
  22691. flat?: boolean;
  22692. subdivisions?: number;
  22693. sideOrientation?: number;
  22694. frontUVs?: Vector4;
  22695. backUVs?: Vector4;
  22696. }): VertexData;
  22697. /**
  22698. * Creates the VertexData for a Polyhedron
  22699. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22700. * * type provided types are:
  22701. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22702. * * 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)
  22703. * * size the size of the IcoSphere, optional default 1
  22704. * * sizeX allows stretching in the x direction, optional, default size
  22705. * * sizeY allows stretching in the y direction, optional, default size
  22706. * * sizeZ allows stretching in the z direction, optional, default size
  22707. * * 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
  22708. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22709. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22710. * * flat when true creates a flat shaded mesh, optional, default true
  22711. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22712. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22713. * * 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)
  22714. * * 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)
  22715. * @returns the VertexData of the Polyhedron
  22716. */
  22717. static CreatePolyhedron(options: {
  22718. type?: number;
  22719. size?: number;
  22720. sizeX?: number;
  22721. sizeY?: number;
  22722. sizeZ?: number;
  22723. custom?: any;
  22724. faceUV?: Vector4[];
  22725. faceColors?: Color4[];
  22726. flat?: boolean;
  22727. sideOrientation?: number;
  22728. frontUVs?: Vector4;
  22729. backUVs?: Vector4;
  22730. }): VertexData;
  22731. /**
  22732. * Creates the VertexData for a TorusKnot
  22733. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22734. * * radius the radius of the torus knot, optional, default 2
  22735. * * tube the thickness of the tube, optional, default 0.5
  22736. * * radialSegments the number of sides on each tube segments, optional, default 32
  22737. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22738. * * p the number of windings around the z axis, optional, default 2
  22739. * * q the number of windings around the x axis, optional, default 3
  22740. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22741. * * 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)
  22742. * * 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)
  22743. * @returns the VertexData of the Torus Knot
  22744. */
  22745. static CreateTorusKnot(options: {
  22746. radius?: number;
  22747. tube?: number;
  22748. radialSegments?: number;
  22749. tubularSegments?: number;
  22750. p?: number;
  22751. q?: number;
  22752. sideOrientation?: number;
  22753. frontUVs?: Vector4;
  22754. backUVs?: Vector4;
  22755. }): VertexData;
  22756. /**
  22757. * Compute normals for given positions and indices
  22758. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22759. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22760. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22761. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22762. * * facetNormals : optional array of facet normals (vector3)
  22763. * * facetPositions : optional array of facet positions (vector3)
  22764. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22765. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22766. * * bInfo : optional bounding info, required for facetPartitioning computation
  22767. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22768. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22769. * * useRightHandedSystem: optional boolean to for right handed system computation
  22770. * * depthSort : optional boolean to enable the facet depth sort computation
  22771. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22772. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22773. */
  22774. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22775. facetNormals?: any;
  22776. facetPositions?: any;
  22777. facetPartitioning?: any;
  22778. ratio?: number;
  22779. bInfo?: any;
  22780. bbSize?: Vector3;
  22781. subDiv?: any;
  22782. useRightHandedSystem?: boolean;
  22783. depthSort?: boolean;
  22784. distanceTo?: Vector3;
  22785. depthSortedFacets?: any;
  22786. }): void;
  22787. /** @hidden */
  22788. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22789. /**
  22790. * Applies VertexData created from the imported parameters to the geometry
  22791. * @param parsedVertexData the parsed data from an imported file
  22792. * @param geometry the geometry to apply the VertexData to
  22793. */
  22794. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22795. }
  22796. }
  22797. declare module "babylonjs/Morph/morphTarget" {
  22798. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22799. import { Observable } from "babylonjs/Misc/observable";
  22800. import { Nullable, FloatArray } from "babylonjs/types";
  22801. import { Scene } from "babylonjs/scene";
  22802. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22803. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22804. /**
  22805. * Defines a target to use with MorphTargetManager
  22806. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22807. */
  22808. export class MorphTarget implements IAnimatable {
  22809. /** defines the name of the target */
  22810. name: string;
  22811. /**
  22812. * Gets or sets the list of animations
  22813. */
  22814. animations: import("babylonjs/Animations/animation").Animation[];
  22815. private _scene;
  22816. private _positions;
  22817. private _normals;
  22818. private _tangents;
  22819. private _uvs;
  22820. private _influence;
  22821. private _uniqueId;
  22822. /**
  22823. * Observable raised when the influence changes
  22824. */
  22825. onInfluenceChanged: Observable<boolean>;
  22826. /** @hidden */
  22827. _onDataLayoutChanged: Observable<void>;
  22828. /**
  22829. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22830. */
  22831. influence: number;
  22832. /**
  22833. * Gets or sets the id of the morph Target
  22834. */
  22835. id: string;
  22836. private _animationPropertiesOverride;
  22837. /**
  22838. * Gets or sets the animation properties override
  22839. */
  22840. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22841. /**
  22842. * Creates a new MorphTarget
  22843. * @param name defines the name of the target
  22844. * @param influence defines the influence to use
  22845. * @param scene defines the scene the morphtarget belongs to
  22846. */
  22847. constructor(
  22848. /** defines the name of the target */
  22849. name: string, influence?: number, scene?: Nullable<Scene>);
  22850. /**
  22851. * Gets the unique ID of this manager
  22852. */
  22853. readonly uniqueId: number;
  22854. /**
  22855. * Gets a boolean defining if the target contains position data
  22856. */
  22857. readonly hasPositions: boolean;
  22858. /**
  22859. * Gets a boolean defining if the target contains normal data
  22860. */
  22861. readonly hasNormals: boolean;
  22862. /**
  22863. * Gets a boolean defining if the target contains tangent data
  22864. */
  22865. readonly hasTangents: boolean;
  22866. /**
  22867. * Gets a boolean defining if the target contains texture coordinates data
  22868. */
  22869. readonly hasUVs: boolean;
  22870. /**
  22871. * Affects position data to this target
  22872. * @param data defines the position data to use
  22873. */
  22874. setPositions(data: Nullable<FloatArray>): void;
  22875. /**
  22876. * Gets the position data stored in this target
  22877. * @returns a FloatArray containing the position data (or null if not present)
  22878. */
  22879. getPositions(): Nullable<FloatArray>;
  22880. /**
  22881. * Affects normal data to this target
  22882. * @param data defines the normal data to use
  22883. */
  22884. setNormals(data: Nullable<FloatArray>): void;
  22885. /**
  22886. * Gets the normal data stored in this target
  22887. * @returns a FloatArray containing the normal data (or null if not present)
  22888. */
  22889. getNormals(): Nullable<FloatArray>;
  22890. /**
  22891. * Affects tangent data to this target
  22892. * @param data defines the tangent data to use
  22893. */
  22894. setTangents(data: Nullable<FloatArray>): void;
  22895. /**
  22896. * Gets the tangent data stored in this target
  22897. * @returns a FloatArray containing the tangent data (or null if not present)
  22898. */
  22899. getTangents(): Nullable<FloatArray>;
  22900. /**
  22901. * Affects texture coordinates data to this target
  22902. * @param data defines the texture coordinates data to use
  22903. */
  22904. setUVs(data: Nullable<FloatArray>): void;
  22905. /**
  22906. * Gets the texture coordinates data stored in this target
  22907. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22908. */
  22909. getUVs(): Nullable<FloatArray>;
  22910. /**
  22911. * Clone the current target
  22912. * @returns a new MorphTarget
  22913. */
  22914. clone(): MorphTarget;
  22915. /**
  22916. * Serializes the current target into a Serialization object
  22917. * @returns the serialized object
  22918. */
  22919. serialize(): any;
  22920. /**
  22921. * Returns the string "MorphTarget"
  22922. * @returns "MorphTarget"
  22923. */
  22924. getClassName(): string;
  22925. /**
  22926. * Creates a new target from serialized data
  22927. * @param serializationObject defines the serialized data to use
  22928. * @returns a new MorphTarget
  22929. */
  22930. static Parse(serializationObject: any): MorphTarget;
  22931. /**
  22932. * Creates a MorphTarget from mesh data
  22933. * @param mesh defines the source mesh
  22934. * @param name defines the name to use for the new target
  22935. * @param influence defines the influence to attach to the target
  22936. * @returns a new MorphTarget
  22937. */
  22938. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22939. }
  22940. }
  22941. declare module "babylonjs/Morph/morphTargetManager" {
  22942. import { Nullable } from "babylonjs/types";
  22943. import { Scene } from "babylonjs/scene";
  22944. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22945. /**
  22946. * This class is used to deform meshes using morphing between different targets
  22947. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22948. */
  22949. export class MorphTargetManager {
  22950. private _targets;
  22951. private _targetInfluenceChangedObservers;
  22952. private _targetDataLayoutChangedObservers;
  22953. private _activeTargets;
  22954. private _scene;
  22955. private _influences;
  22956. private _supportsNormals;
  22957. private _supportsTangents;
  22958. private _supportsUVs;
  22959. private _vertexCount;
  22960. private _uniqueId;
  22961. private _tempInfluences;
  22962. /**
  22963. * Gets or sets a boolean indicating if normals must be morphed
  22964. */
  22965. enableNormalMorphing: boolean;
  22966. /**
  22967. * Gets or sets a boolean indicating if tangents must be morphed
  22968. */
  22969. enableTangentMorphing: boolean;
  22970. /**
  22971. * Gets or sets a boolean indicating if UV must be morphed
  22972. */
  22973. enableUVMorphing: boolean;
  22974. /**
  22975. * Creates a new MorphTargetManager
  22976. * @param scene defines the current scene
  22977. */
  22978. constructor(scene?: Nullable<Scene>);
  22979. /**
  22980. * Gets the unique ID of this manager
  22981. */
  22982. readonly uniqueId: number;
  22983. /**
  22984. * Gets the number of vertices handled by this manager
  22985. */
  22986. readonly vertexCount: number;
  22987. /**
  22988. * Gets a boolean indicating if this manager supports morphing of normals
  22989. */
  22990. readonly supportsNormals: boolean;
  22991. /**
  22992. * Gets a boolean indicating if this manager supports morphing of tangents
  22993. */
  22994. readonly supportsTangents: boolean;
  22995. /**
  22996. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22997. */
  22998. readonly supportsUVs: boolean;
  22999. /**
  23000. * Gets the number of targets stored in this manager
  23001. */
  23002. readonly numTargets: number;
  23003. /**
  23004. * Gets the number of influencers (ie. the number of targets with influences > 0)
  23005. */
  23006. readonly numInfluencers: number;
  23007. /**
  23008. * Gets the list of influences (one per target)
  23009. */
  23010. readonly influences: Float32Array;
  23011. /**
  23012. * Gets the active target at specified index. An active target is a target with an influence > 0
  23013. * @param index defines the index to check
  23014. * @returns the requested target
  23015. */
  23016. getActiveTarget(index: number): MorphTarget;
  23017. /**
  23018. * Gets the target at specified index
  23019. * @param index defines the index to check
  23020. * @returns the requested target
  23021. */
  23022. getTarget(index: number): MorphTarget;
  23023. /**
  23024. * Add a new target to this manager
  23025. * @param target defines the target to add
  23026. */
  23027. addTarget(target: MorphTarget): void;
  23028. /**
  23029. * Removes a target from the manager
  23030. * @param target defines the target to remove
  23031. */
  23032. removeTarget(target: MorphTarget): void;
  23033. /**
  23034. * Clone the current manager
  23035. * @returns a new MorphTargetManager
  23036. */
  23037. clone(): MorphTargetManager;
  23038. /**
  23039. * Serializes the current manager into a Serialization object
  23040. * @returns the serialized object
  23041. */
  23042. serialize(): any;
  23043. private _syncActiveTargets;
  23044. /**
  23045. * Syncrhonize the targets with all the meshes using this morph target manager
  23046. */
  23047. synchronize(): void;
  23048. /**
  23049. * Creates a new MorphTargetManager from serialized data
  23050. * @param serializationObject defines the serialized data
  23051. * @param scene defines the hosting scene
  23052. * @returns the new MorphTargetManager
  23053. */
  23054. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  23055. }
  23056. }
  23057. declare module "babylonjs/Meshes/meshLODLevel" {
  23058. import { Mesh } from "babylonjs/Meshes/mesh";
  23059. import { Nullable } from "babylonjs/types";
  23060. /**
  23061. * Class used to represent a specific level of detail of a mesh
  23062. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  23063. */
  23064. export class MeshLODLevel {
  23065. /** Defines the distance where this level should start being displayed */
  23066. distance: number;
  23067. /** Defines the mesh to use to render this level */
  23068. mesh: Nullable<Mesh>;
  23069. /**
  23070. * Creates a new LOD level
  23071. * @param distance defines the distance where this level should star being displayed
  23072. * @param mesh defines the mesh to use to render this level
  23073. */
  23074. constructor(
  23075. /** Defines the distance where this level should start being displayed */
  23076. distance: number,
  23077. /** Defines the mesh to use to render this level */
  23078. mesh: Nullable<Mesh>);
  23079. }
  23080. }
  23081. declare module "babylonjs/Meshes/groundMesh" {
  23082. import { Scene } from "babylonjs/scene";
  23083. import { Vector3 } from "babylonjs/Maths/math.vector";
  23084. import { Mesh } from "babylonjs/Meshes/mesh";
  23085. /**
  23086. * Mesh representing the gorund
  23087. */
  23088. export class GroundMesh extends Mesh {
  23089. /** If octree should be generated */
  23090. generateOctree: boolean;
  23091. private _heightQuads;
  23092. /** @hidden */
  23093. _subdivisionsX: number;
  23094. /** @hidden */
  23095. _subdivisionsY: number;
  23096. /** @hidden */
  23097. _width: number;
  23098. /** @hidden */
  23099. _height: number;
  23100. /** @hidden */
  23101. _minX: number;
  23102. /** @hidden */
  23103. _maxX: number;
  23104. /** @hidden */
  23105. _minZ: number;
  23106. /** @hidden */
  23107. _maxZ: number;
  23108. constructor(name: string, scene: Scene);
  23109. /**
  23110. * "GroundMesh"
  23111. * @returns "GroundMesh"
  23112. */
  23113. getClassName(): string;
  23114. /**
  23115. * The minimum of x and y subdivisions
  23116. */
  23117. readonly subdivisions: number;
  23118. /**
  23119. * X subdivisions
  23120. */
  23121. readonly subdivisionsX: number;
  23122. /**
  23123. * Y subdivisions
  23124. */
  23125. readonly subdivisionsY: number;
  23126. /**
  23127. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  23128. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  23129. * @param chunksCount the number of subdivisions for x and y
  23130. * @param octreeBlocksSize (Default: 32)
  23131. */
  23132. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  23133. /**
  23134. * Returns a height (y) value in the Worl system :
  23135. * the ground altitude at the coordinates (x, z) expressed in the World system.
  23136. * @param x x coordinate
  23137. * @param z z coordinate
  23138. * @returns the ground y position if (x, z) are outside the ground surface.
  23139. */
  23140. getHeightAtCoordinates(x: number, z: number): number;
  23141. /**
  23142. * Returns a normalized vector (Vector3) orthogonal to the ground
  23143. * at the ground coordinates (x, z) expressed in the World system.
  23144. * @param x x coordinate
  23145. * @param z z coordinate
  23146. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  23147. */
  23148. getNormalAtCoordinates(x: number, z: number): Vector3;
  23149. /**
  23150. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  23151. * at the ground coordinates (x, z) expressed in the World system.
  23152. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  23153. * @param x x coordinate
  23154. * @param z z coordinate
  23155. * @param ref vector to store the result
  23156. * @returns the GroundMesh.
  23157. */
  23158. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  23159. /**
  23160. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  23161. * if the ground has been updated.
  23162. * This can be used in the render loop.
  23163. * @returns the GroundMesh.
  23164. */
  23165. updateCoordinateHeights(): GroundMesh;
  23166. private _getFacetAt;
  23167. private _initHeightQuads;
  23168. private _computeHeightQuads;
  23169. /**
  23170. * Serializes this ground mesh
  23171. * @param serializationObject object to write serialization to
  23172. */
  23173. serialize(serializationObject: any): void;
  23174. /**
  23175. * Parses a serialized ground mesh
  23176. * @param parsedMesh the serialized mesh
  23177. * @param scene the scene to create the ground mesh in
  23178. * @returns the created ground mesh
  23179. */
  23180. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  23181. }
  23182. }
  23183. declare module "babylonjs/Physics/physicsJoint" {
  23184. import { Vector3 } from "babylonjs/Maths/math.vector";
  23185. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  23186. /**
  23187. * Interface for Physics-Joint data
  23188. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23189. */
  23190. export interface PhysicsJointData {
  23191. /**
  23192. * The main pivot of the joint
  23193. */
  23194. mainPivot?: Vector3;
  23195. /**
  23196. * The connected pivot of the joint
  23197. */
  23198. connectedPivot?: Vector3;
  23199. /**
  23200. * The main axis of the joint
  23201. */
  23202. mainAxis?: Vector3;
  23203. /**
  23204. * The connected axis of the joint
  23205. */
  23206. connectedAxis?: Vector3;
  23207. /**
  23208. * The collision of the joint
  23209. */
  23210. collision?: boolean;
  23211. /**
  23212. * Native Oimo/Cannon/Energy data
  23213. */
  23214. nativeParams?: any;
  23215. }
  23216. /**
  23217. * This is a holder class for the physics joint created by the physics plugin
  23218. * It holds a set of functions to control the underlying joint
  23219. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23220. */
  23221. export class PhysicsJoint {
  23222. /**
  23223. * The type of the physics joint
  23224. */
  23225. type: number;
  23226. /**
  23227. * The data for the physics joint
  23228. */
  23229. jointData: PhysicsJointData;
  23230. private _physicsJoint;
  23231. protected _physicsPlugin: IPhysicsEnginePlugin;
  23232. /**
  23233. * Initializes the physics joint
  23234. * @param type The type of the physics joint
  23235. * @param jointData The data for the physics joint
  23236. */
  23237. constructor(
  23238. /**
  23239. * The type of the physics joint
  23240. */
  23241. type: number,
  23242. /**
  23243. * The data for the physics joint
  23244. */
  23245. jointData: PhysicsJointData);
  23246. /**
  23247. * Gets the physics joint
  23248. */
  23249. /**
  23250. * Sets the physics joint
  23251. */
  23252. physicsJoint: any;
  23253. /**
  23254. * Sets the physics plugin
  23255. */
  23256. physicsPlugin: IPhysicsEnginePlugin;
  23257. /**
  23258. * Execute a function that is physics-plugin specific.
  23259. * @param {Function} func the function that will be executed.
  23260. * It accepts two parameters: the physics world and the physics joint
  23261. */
  23262. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  23263. /**
  23264. * Distance-Joint type
  23265. */
  23266. static DistanceJoint: number;
  23267. /**
  23268. * Hinge-Joint type
  23269. */
  23270. static HingeJoint: number;
  23271. /**
  23272. * Ball-and-Socket joint type
  23273. */
  23274. static BallAndSocketJoint: number;
  23275. /**
  23276. * Wheel-Joint type
  23277. */
  23278. static WheelJoint: number;
  23279. /**
  23280. * Slider-Joint type
  23281. */
  23282. static SliderJoint: number;
  23283. /**
  23284. * Prismatic-Joint type
  23285. */
  23286. static PrismaticJoint: number;
  23287. /**
  23288. * Universal-Joint type
  23289. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  23290. */
  23291. static UniversalJoint: number;
  23292. /**
  23293. * Hinge-Joint 2 type
  23294. */
  23295. static Hinge2Joint: number;
  23296. /**
  23297. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  23298. */
  23299. static PointToPointJoint: number;
  23300. /**
  23301. * Spring-Joint type
  23302. */
  23303. static SpringJoint: number;
  23304. /**
  23305. * Lock-Joint type
  23306. */
  23307. static LockJoint: number;
  23308. }
  23309. /**
  23310. * A class representing a physics distance joint
  23311. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23312. */
  23313. export class DistanceJoint extends PhysicsJoint {
  23314. /**
  23315. *
  23316. * @param jointData The data for the Distance-Joint
  23317. */
  23318. constructor(jointData: DistanceJointData);
  23319. /**
  23320. * Update the predefined distance.
  23321. * @param maxDistance The maximum preferred distance
  23322. * @param minDistance The minimum preferred distance
  23323. */
  23324. updateDistance(maxDistance: number, minDistance?: number): void;
  23325. }
  23326. /**
  23327. * Represents a Motor-Enabled Joint
  23328. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23329. */
  23330. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  23331. /**
  23332. * Initializes the Motor-Enabled Joint
  23333. * @param type The type of the joint
  23334. * @param jointData The physica joint data for the joint
  23335. */
  23336. constructor(type: number, jointData: PhysicsJointData);
  23337. /**
  23338. * Set the motor values.
  23339. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23340. * @param force the force to apply
  23341. * @param maxForce max force for this motor.
  23342. */
  23343. setMotor(force?: number, maxForce?: number): void;
  23344. /**
  23345. * Set the motor's limits.
  23346. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23347. * @param upperLimit The upper limit of the motor
  23348. * @param lowerLimit The lower limit of the motor
  23349. */
  23350. setLimit(upperLimit: number, lowerLimit?: number): void;
  23351. }
  23352. /**
  23353. * This class represents a single physics Hinge-Joint
  23354. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23355. */
  23356. export class HingeJoint extends MotorEnabledJoint {
  23357. /**
  23358. * Initializes the Hinge-Joint
  23359. * @param jointData The joint data for the Hinge-Joint
  23360. */
  23361. constructor(jointData: PhysicsJointData);
  23362. /**
  23363. * Set the motor values.
  23364. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23365. * @param {number} force the force to apply
  23366. * @param {number} maxForce max force for this motor.
  23367. */
  23368. setMotor(force?: number, maxForce?: number): void;
  23369. /**
  23370. * Set the motor's limits.
  23371. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23372. * @param upperLimit The upper limit of the motor
  23373. * @param lowerLimit The lower limit of the motor
  23374. */
  23375. setLimit(upperLimit: number, lowerLimit?: number): void;
  23376. }
  23377. /**
  23378. * This class represents a dual hinge physics joint (same as wheel joint)
  23379. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23380. */
  23381. export class Hinge2Joint extends MotorEnabledJoint {
  23382. /**
  23383. * Initializes the Hinge2-Joint
  23384. * @param jointData The joint data for the Hinge2-Joint
  23385. */
  23386. constructor(jointData: PhysicsJointData);
  23387. /**
  23388. * Set the motor values.
  23389. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23390. * @param {number} targetSpeed the speed the motor is to reach
  23391. * @param {number} maxForce max force for this motor.
  23392. * @param {motorIndex} the motor's index, 0 or 1.
  23393. */
  23394. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23395. /**
  23396. * Set the motor limits.
  23397. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23398. * @param {number} upperLimit the upper limit
  23399. * @param {number} lowerLimit lower limit
  23400. * @param {motorIndex} the motor's index, 0 or 1.
  23401. */
  23402. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23403. }
  23404. /**
  23405. * Interface for a motor enabled joint
  23406. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23407. */
  23408. export interface IMotorEnabledJoint {
  23409. /**
  23410. * Physics joint
  23411. */
  23412. physicsJoint: any;
  23413. /**
  23414. * Sets the motor of the motor-enabled joint
  23415. * @param force The force of the motor
  23416. * @param maxForce The maximum force of the motor
  23417. * @param motorIndex The index of the motor
  23418. */
  23419. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23420. /**
  23421. * Sets the limit of the motor
  23422. * @param upperLimit The upper limit of the motor
  23423. * @param lowerLimit The lower limit of the motor
  23424. * @param motorIndex The index of the motor
  23425. */
  23426. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23427. }
  23428. /**
  23429. * Joint data for a Distance-Joint
  23430. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23431. */
  23432. export interface DistanceJointData extends PhysicsJointData {
  23433. /**
  23434. * Max distance the 2 joint objects can be apart
  23435. */
  23436. maxDistance: number;
  23437. }
  23438. /**
  23439. * Joint data from a spring joint
  23440. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23441. */
  23442. export interface SpringJointData extends PhysicsJointData {
  23443. /**
  23444. * Length of the spring
  23445. */
  23446. length: number;
  23447. /**
  23448. * Stiffness of the spring
  23449. */
  23450. stiffness: number;
  23451. /**
  23452. * Damping of the spring
  23453. */
  23454. damping: number;
  23455. /** this callback will be called when applying the force to the impostors. */
  23456. forceApplicationCallback: () => void;
  23457. }
  23458. }
  23459. declare module "babylonjs/Physics/physicsRaycastResult" {
  23460. import { Vector3 } from "babylonjs/Maths/math.vector";
  23461. /**
  23462. * Holds the data for the raycast result
  23463. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23464. */
  23465. export class PhysicsRaycastResult {
  23466. private _hasHit;
  23467. private _hitDistance;
  23468. private _hitNormalWorld;
  23469. private _hitPointWorld;
  23470. private _rayFromWorld;
  23471. private _rayToWorld;
  23472. /**
  23473. * Gets if there was a hit
  23474. */
  23475. readonly hasHit: boolean;
  23476. /**
  23477. * Gets the distance from the hit
  23478. */
  23479. readonly hitDistance: number;
  23480. /**
  23481. * Gets the hit normal/direction in the world
  23482. */
  23483. readonly hitNormalWorld: Vector3;
  23484. /**
  23485. * Gets the hit point in the world
  23486. */
  23487. readonly hitPointWorld: Vector3;
  23488. /**
  23489. * Gets the ray "start point" of the ray in the world
  23490. */
  23491. readonly rayFromWorld: Vector3;
  23492. /**
  23493. * Gets the ray "end point" of the ray in the world
  23494. */
  23495. readonly rayToWorld: Vector3;
  23496. /**
  23497. * Sets the hit data (normal & point in world space)
  23498. * @param hitNormalWorld defines the normal in world space
  23499. * @param hitPointWorld defines the point in world space
  23500. */
  23501. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23502. /**
  23503. * Sets the distance from the start point to the hit point
  23504. * @param distance
  23505. */
  23506. setHitDistance(distance: number): void;
  23507. /**
  23508. * Calculates the distance manually
  23509. */
  23510. calculateHitDistance(): void;
  23511. /**
  23512. * Resets all the values to default
  23513. * @param from The from point on world space
  23514. * @param to The to point on world space
  23515. */
  23516. reset(from?: Vector3, to?: Vector3): void;
  23517. }
  23518. /**
  23519. * Interface for the size containing width and height
  23520. */
  23521. interface IXYZ {
  23522. /**
  23523. * X
  23524. */
  23525. x: number;
  23526. /**
  23527. * Y
  23528. */
  23529. y: number;
  23530. /**
  23531. * Z
  23532. */
  23533. z: number;
  23534. }
  23535. }
  23536. declare module "babylonjs/Physics/IPhysicsEngine" {
  23537. import { Nullable } from "babylonjs/types";
  23538. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23539. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23540. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23541. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23542. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23543. /**
  23544. * Interface used to describe a physics joint
  23545. */
  23546. export interface PhysicsImpostorJoint {
  23547. /** Defines the main impostor to which the joint is linked */
  23548. mainImpostor: PhysicsImpostor;
  23549. /** Defines the impostor that is connected to the main impostor using this joint */
  23550. connectedImpostor: PhysicsImpostor;
  23551. /** Defines the joint itself */
  23552. joint: PhysicsJoint;
  23553. }
  23554. /** @hidden */
  23555. export interface IPhysicsEnginePlugin {
  23556. world: any;
  23557. name: string;
  23558. setGravity(gravity: Vector3): void;
  23559. setTimeStep(timeStep: number): void;
  23560. getTimeStep(): number;
  23561. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23562. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23563. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23564. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23565. removePhysicsBody(impostor: PhysicsImpostor): void;
  23566. generateJoint(joint: PhysicsImpostorJoint): void;
  23567. removeJoint(joint: PhysicsImpostorJoint): void;
  23568. isSupported(): boolean;
  23569. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23570. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23571. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23572. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23573. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23574. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23575. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23576. getBodyMass(impostor: PhysicsImpostor): number;
  23577. getBodyFriction(impostor: PhysicsImpostor): number;
  23578. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23579. getBodyRestitution(impostor: PhysicsImpostor): number;
  23580. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23581. getBodyPressure?(impostor: PhysicsImpostor): number;
  23582. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23583. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23584. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23585. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23586. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23587. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23588. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23589. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23590. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23591. sleepBody(impostor: PhysicsImpostor): void;
  23592. wakeUpBody(impostor: PhysicsImpostor): void;
  23593. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23594. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23595. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23596. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23597. getRadius(impostor: PhysicsImpostor): number;
  23598. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23599. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23600. dispose(): void;
  23601. }
  23602. /**
  23603. * Interface used to define a physics engine
  23604. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23605. */
  23606. export interface IPhysicsEngine {
  23607. /**
  23608. * Gets the gravity vector used by the simulation
  23609. */
  23610. gravity: Vector3;
  23611. /**
  23612. * Sets the gravity vector used by the simulation
  23613. * @param gravity defines the gravity vector to use
  23614. */
  23615. setGravity(gravity: Vector3): void;
  23616. /**
  23617. * Set the time step of the physics engine.
  23618. * Default is 1/60.
  23619. * To slow it down, enter 1/600 for example.
  23620. * To speed it up, 1/30
  23621. * @param newTimeStep the new timestep to apply to this world.
  23622. */
  23623. setTimeStep(newTimeStep: number): void;
  23624. /**
  23625. * Get the time step of the physics engine.
  23626. * @returns the current time step
  23627. */
  23628. getTimeStep(): number;
  23629. /**
  23630. * Release all resources
  23631. */
  23632. dispose(): void;
  23633. /**
  23634. * Gets the name of the current physics plugin
  23635. * @returns the name of the plugin
  23636. */
  23637. getPhysicsPluginName(): string;
  23638. /**
  23639. * Adding a new impostor for the impostor tracking.
  23640. * This will be done by the impostor itself.
  23641. * @param impostor the impostor to add
  23642. */
  23643. addImpostor(impostor: PhysicsImpostor): void;
  23644. /**
  23645. * Remove an impostor from the engine.
  23646. * This impostor and its mesh will not longer be updated by the physics engine.
  23647. * @param impostor the impostor to remove
  23648. */
  23649. removeImpostor(impostor: PhysicsImpostor): void;
  23650. /**
  23651. * Add a joint to the physics engine
  23652. * @param mainImpostor defines the main impostor to which the joint is added.
  23653. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23654. * @param joint defines the joint that will connect both impostors.
  23655. */
  23656. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23657. /**
  23658. * Removes a joint from the simulation
  23659. * @param mainImpostor defines the impostor used with the joint
  23660. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23661. * @param joint defines the joint to remove
  23662. */
  23663. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23664. /**
  23665. * Gets the current plugin used to run the simulation
  23666. * @returns current plugin
  23667. */
  23668. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23669. /**
  23670. * Gets the list of physic impostors
  23671. * @returns an array of PhysicsImpostor
  23672. */
  23673. getImpostors(): Array<PhysicsImpostor>;
  23674. /**
  23675. * Gets the impostor for a physics enabled object
  23676. * @param object defines the object impersonated by the impostor
  23677. * @returns the PhysicsImpostor or null if not found
  23678. */
  23679. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23680. /**
  23681. * Gets the impostor for a physics body object
  23682. * @param body defines physics body used by the impostor
  23683. * @returns the PhysicsImpostor or null if not found
  23684. */
  23685. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23686. /**
  23687. * Does a raycast in the physics world
  23688. * @param from when should the ray start?
  23689. * @param to when should the ray end?
  23690. * @returns PhysicsRaycastResult
  23691. */
  23692. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23693. /**
  23694. * Called by the scene. No need to call it.
  23695. * @param delta defines the timespam between frames
  23696. */
  23697. _step(delta: number): void;
  23698. }
  23699. }
  23700. declare module "babylonjs/Physics/physicsImpostor" {
  23701. import { Nullable, IndicesArray } from "babylonjs/types";
  23702. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23703. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23704. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23705. import { Scene } from "babylonjs/scene";
  23706. import { Bone } from "babylonjs/Bones/bone";
  23707. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23708. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23709. import { Space } from "babylonjs/Maths/math.axis";
  23710. /**
  23711. * The interface for the physics imposter parameters
  23712. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23713. */
  23714. export interface PhysicsImpostorParameters {
  23715. /**
  23716. * The mass of the physics imposter
  23717. */
  23718. mass: number;
  23719. /**
  23720. * The friction of the physics imposter
  23721. */
  23722. friction?: number;
  23723. /**
  23724. * The coefficient of restitution of the physics imposter
  23725. */
  23726. restitution?: number;
  23727. /**
  23728. * The native options of the physics imposter
  23729. */
  23730. nativeOptions?: any;
  23731. /**
  23732. * Specifies if the parent should be ignored
  23733. */
  23734. ignoreParent?: boolean;
  23735. /**
  23736. * Specifies if bi-directional transformations should be disabled
  23737. */
  23738. disableBidirectionalTransformation?: boolean;
  23739. /**
  23740. * The pressure inside the physics imposter, soft object only
  23741. */
  23742. pressure?: number;
  23743. /**
  23744. * The stiffness the physics imposter, soft object only
  23745. */
  23746. stiffness?: number;
  23747. /**
  23748. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23749. */
  23750. velocityIterations?: number;
  23751. /**
  23752. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23753. */
  23754. positionIterations?: number;
  23755. /**
  23756. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23757. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23758. * Add to fix multiple points
  23759. */
  23760. fixedPoints?: number;
  23761. /**
  23762. * The collision margin around a soft object
  23763. */
  23764. margin?: number;
  23765. /**
  23766. * The collision margin around a soft object
  23767. */
  23768. damping?: number;
  23769. /**
  23770. * The path for a rope based on an extrusion
  23771. */
  23772. path?: any;
  23773. /**
  23774. * The shape of an extrusion used for a rope based on an extrusion
  23775. */
  23776. shape?: any;
  23777. }
  23778. /**
  23779. * Interface for a physics-enabled object
  23780. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23781. */
  23782. export interface IPhysicsEnabledObject {
  23783. /**
  23784. * The position of the physics-enabled object
  23785. */
  23786. position: Vector3;
  23787. /**
  23788. * The rotation of the physics-enabled object
  23789. */
  23790. rotationQuaternion: Nullable<Quaternion>;
  23791. /**
  23792. * The scale of the physics-enabled object
  23793. */
  23794. scaling: Vector3;
  23795. /**
  23796. * The rotation of the physics-enabled object
  23797. */
  23798. rotation?: Vector3;
  23799. /**
  23800. * The parent of the physics-enabled object
  23801. */
  23802. parent?: any;
  23803. /**
  23804. * The bounding info of the physics-enabled object
  23805. * @returns The bounding info of the physics-enabled object
  23806. */
  23807. getBoundingInfo(): BoundingInfo;
  23808. /**
  23809. * Computes the world matrix
  23810. * @param force Specifies if the world matrix should be computed by force
  23811. * @returns A world matrix
  23812. */
  23813. computeWorldMatrix(force: boolean): Matrix;
  23814. /**
  23815. * Gets the world matrix
  23816. * @returns A world matrix
  23817. */
  23818. getWorldMatrix?(): Matrix;
  23819. /**
  23820. * Gets the child meshes
  23821. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23822. * @returns An array of abstract meshes
  23823. */
  23824. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23825. /**
  23826. * Gets the vertex data
  23827. * @param kind The type of vertex data
  23828. * @returns A nullable array of numbers, or a float32 array
  23829. */
  23830. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23831. /**
  23832. * Gets the indices from the mesh
  23833. * @returns A nullable array of index arrays
  23834. */
  23835. getIndices?(): Nullable<IndicesArray>;
  23836. /**
  23837. * Gets the scene from the mesh
  23838. * @returns the indices array or null
  23839. */
  23840. getScene?(): Scene;
  23841. /**
  23842. * Gets the absolute position from the mesh
  23843. * @returns the absolute position
  23844. */
  23845. getAbsolutePosition(): Vector3;
  23846. /**
  23847. * Gets the absolute pivot point from the mesh
  23848. * @returns the absolute pivot point
  23849. */
  23850. getAbsolutePivotPoint(): Vector3;
  23851. /**
  23852. * Rotates the mesh
  23853. * @param axis The axis of rotation
  23854. * @param amount The amount of rotation
  23855. * @param space The space of the rotation
  23856. * @returns The rotation transform node
  23857. */
  23858. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23859. /**
  23860. * Translates the mesh
  23861. * @param axis The axis of translation
  23862. * @param distance The distance of translation
  23863. * @param space The space of the translation
  23864. * @returns The transform node
  23865. */
  23866. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23867. /**
  23868. * Sets the absolute position of the mesh
  23869. * @param absolutePosition The absolute position of the mesh
  23870. * @returns The transform node
  23871. */
  23872. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23873. /**
  23874. * Gets the class name of the mesh
  23875. * @returns The class name
  23876. */
  23877. getClassName(): string;
  23878. }
  23879. /**
  23880. * Represents a physics imposter
  23881. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23882. */
  23883. export class PhysicsImpostor {
  23884. /**
  23885. * The physics-enabled object used as the physics imposter
  23886. */
  23887. object: IPhysicsEnabledObject;
  23888. /**
  23889. * The type of the physics imposter
  23890. */
  23891. type: number;
  23892. private _options;
  23893. private _scene?;
  23894. /**
  23895. * The default object size of the imposter
  23896. */
  23897. static DEFAULT_OBJECT_SIZE: Vector3;
  23898. /**
  23899. * The identity quaternion of the imposter
  23900. */
  23901. static IDENTITY_QUATERNION: Quaternion;
  23902. /** @hidden */
  23903. _pluginData: any;
  23904. private _physicsEngine;
  23905. private _physicsBody;
  23906. private _bodyUpdateRequired;
  23907. private _onBeforePhysicsStepCallbacks;
  23908. private _onAfterPhysicsStepCallbacks;
  23909. /** @hidden */
  23910. _onPhysicsCollideCallbacks: Array<{
  23911. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23912. otherImpostors: Array<PhysicsImpostor>;
  23913. }>;
  23914. private _deltaPosition;
  23915. private _deltaRotation;
  23916. private _deltaRotationConjugated;
  23917. /** @hidden */
  23918. _isFromLine: boolean;
  23919. private _parent;
  23920. private _isDisposed;
  23921. private static _tmpVecs;
  23922. private static _tmpQuat;
  23923. /**
  23924. * Specifies if the physics imposter is disposed
  23925. */
  23926. readonly isDisposed: boolean;
  23927. /**
  23928. * Gets the mass of the physics imposter
  23929. */
  23930. mass: number;
  23931. /**
  23932. * Gets the coefficient of friction
  23933. */
  23934. /**
  23935. * Sets the coefficient of friction
  23936. */
  23937. friction: number;
  23938. /**
  23939. * Gets the coefficient of restitution
  23940. */
  23941. /**
  23942. * Sets the coefficient of restitution
  23943. */
  23944. restitution: number;
  23945. /**
  23946. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23947. */
  23948. /**
  23949. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23950. */
  23951. pressure: number;
  23952. /**
  23953. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23954. */
  23955. /**
  23956. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23957. */
  23958. stiffness: number;
  23959. /**
  23960. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23961. */
  23962. /**
  23963. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23964. */
  23965. velocityIterations: number;
  23966. /**
  23967. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23968. */
  23969. /**
  23970. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23971. */
  23972. positionIterations: number;
  23973. /**
  23974. * The unique id of the physics imposter
  23975. * set by the physics engine when adding this impostor to the array
  23976. */
  23977. uniqueId: number;
  23978. /**
  23979. * @hidden
  23980. */
  23981. soft: boolean;
  23982. /**
  23983. * @hidden
  23984. */
  23985. segments: number;
  23986. private _joints;
  23987. /**
  23988. * Initializes the physics imposter
  23989. * @param object The physics-enabled object used as the physics imposter
  23990. * @param type The type of the physics imposter
  23991. * @param _options The options for the physics imposter
  23992. * @param _scene The Babylon scene
  23993. */
  23994. constructor(
  23995. /**
  23996. * The physics-enabled object used as the physics imposter
  23997. */
  23998. object: IPhysicsEnabledObject,
  23999. /**
  24000. * The type of the physics imposter
  24001. */
  24002. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  24003. /**
  24004. * This function will completly initialize this impostor.
  24005. * It will create a new body - but only if this mesh has no parent.
  24006. * If it has, this impostor will not be used other than to define the impostor
  24007. * of the child mesh.
  24008. * @hidden
  24009. */
  24010. _init(): void;
  24011. private _getPhysicsParent;
  24012. /**
  24013. * Should a new body be generated.
  24014. * @returns boolean specifying if body initialization is required
  24015. */
  24016. isBodyInitRequired(): boolean;
  24017. /**
  24018. * Sets the updated scaling
  24019. * @param updated Specifies if the scaling is updated
  24020. */
  24021. setScalingUpdated(): void;
  24022. /**
  24023. * Force a regeneration of this or the parent's impostor's body.
  24024. * Use under cautious - This will remove all joints already implemented.
  24025. */
  24026. forceUpdate(): void;
  24027. /**
  24028. * Gets the body that holds this impostor. Either its own, or its parent.
  24029. */
  24030. /**
  24031. * Set the physics body. Used mainly by the physics engine/plugin
  24032. */
  24033. physicsBody: any;
  24034. /**
  24035. * Get the parent of the physics imposter
  24036. * @returns Physics imposter or null
  24037. */
  24038. /**
  24039. * Sets the parent of the physics imposter
  24040. */
  24041. parent: Nullable<PhysicsImpostor>;
  24042. /**
  24043. * Resets the update flags
  24044. */
  24045. resetUpdateFlags(): void;
  24046. /**
  24047. * Gets the object extend size
  24048. * @returns the object extend size
  24049. */
  24050. getObjectExtendSize(): Vector3;
  24051. /**
  24052. * Gets the object center
  24053. * @returns The object center
  24054. */
  24055. getObjectCenter(): Vector3;
  24056. /**
  24057. * Get a specific parametes from the options parameter
  24058. * @param paramName The object parameter name
  24059. * @returns The object parameter
  24060. */
  24061. getParam(paramName: string): any;
  24062. /**
  24063. * Sets a specific parameter in the options given to the physics plugin
  24064. * @param paramName The parameter name
  24065. * @param value The value of the parameter
  24066. */
  24067. setParam(paramName: string, value: number): void;
  24068. /**
  24069. * Specifically change the body's mass option. Won't recreate the physics body object
  24070. * @param mass The mass of the physics imposter
  24071. */
  24072. setMass(mass: number): void;
  24073. /**
  24074. * Gets the linear velocity
  24075. * @returns linear velocity or null
  24076. */
  24077. getLinearVelocity(): Nullable<Vector3>;
  24078. /**
  24079. * Sets the linear velocity
  24080. * @param velocity linear velocity or null
  24081. */
  24082. setLinearVelocity(velocity: Nullable<Vector3>): void;
  24083. /**
  24084. * Gets the angular velocity
  24085. * @returns angular velocity or null
  24086. */
  24087. getAngularVelocity(): Nullable<Vector3>;
  24088. /**
  24089. * Sets the angular velocity
  24090. * @param velocity The velocity or null
  24091. */
  24092. setAngularVelocity(velocity: Nullable<Vector3>): void;
  24093. /**
  24094. * Execute a function with the physics plugin native code
  24095. * Provide a function the will have two variables - the world object and the physics body object
  24096. * @param func The function to execute with the physics plugin native code
  24097. */
  24098. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  24099. /**
  24100. * Register a function that will be executed before the physics world is stepping forward
  24101. * @param func The function to execute before the physics world is stepped forward
  24102. */
  24103. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24104. /**
  24105. * Unregister a function that will be executed before the physics world is stepping forward
  24106. * @param func The function to execute before the physics world is stepped forward
  24107. */
  24108. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24109. /**
  24110. * Register a function that will be executed after the physics step
  24111. * @param func The function to execute after physics step
  24112. */
  24113. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24114. /**
  24115. * Unregisters a function that will be executed after the physics step
  24116. * @param func The function to execute after physics step
  24117. */
  24118. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24119. /**
  24120. * register a function that will be executed when this impostor collides against a different body
  24121. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  24122. * @param func Callback that is executed on collision
  24123. */
  24124. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  24125. /**
  24126. * Unregisters the physics imposter on contact
  24127. * @param collideAgainst The physics object to collide against
  24128. * @param func Callback to execute on collision
  24129. */
  24130. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  24131. private _tmpQuat;
  24132. private _tmpQuat2;
  24133. /**
  24134. * Get the parent rotation
  24135. * @returns The parent rotation
  24136. */
  24137. getParentsRotation(): Quaternion;
  24138. /**
  24139. * this function is executed by the physics engine.
  24140. */
  24141. beforeStep: () => void;
  24142. /**
  24143. * this function is executed by the physics engine
  24144. */
  24145. afterStep: () => void;
  24146. /**
  24147. * Legacy collision detection event support
  24148. */
  24149. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  24150. /**
  24151. * event and body object due to cannon's event-based architecture.
  24152. */
  24153. onCollide: (e: {
  24154. body: any;
  24155. }) => void;
  24156. /**
  24157. * Apply a force
  24158. * @param force The force to apply
  24159. * @param contactPoint The contact point for the force
  24160. * @returns The physics imposter
  24161. */
  24162. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24163. /**
  24164. * Apply an impulse
  24165. * @param force The impulse force
  24166. * @param contactPoint The contact point for the impulse force
  24167. * @returns The physics imposter
  24168. */
  24169. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24170. /**
  24171. * A help function to create a joint
  24172. * @param otherImpostor A physics imposter used to create a joint
  24173. * @param jointType The type of joint
  24174. * @param jointData The data for the joint
  24175. * @returns The physics imposter
  24176. */
  24177. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  24178. /**
  24179. * Add a joint to this impostor with a different impostor
  24180. * @param otherImpostor A physics imposter used to add a joint
  24181. * @param joint The joint to add
  24182. * @returns The physics imposter
  24183. */
  24184. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  24185. /**
  24186. * Add an anchor to a cloth impostor
  24187. * @param otherImpostor rigid impostor to anchor to
  24188. * @param width ratio across width from 0 to 1
  24189. * @param height ratio up height from 0 to 1
  24190. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  24191. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  24192. * @returns impostor the soft imposter
  24193. */
  24194. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24195. /**
  24196. * Add a hook to a rope impostor
  24197. * @param otherImpostor rigid impostor to anchor to
  24198. * @param length ratio across rope from 0 to 1
  24199. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  24200. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  24201. * @returns impostor the rope imposter
  24202. */
  24203. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24204. /**
  24205. * Will keep this body still, in a sleep mode.
  24206. * @returns the physics imposter
  24207. */
  24208. sleep(): PhysicsImpostor;
  24209. /**
  24210. * Wake the body up.
  24211. * @returns The physics imposter
  24212. */
  24213. wakeUp(): PhysicsImpostor;
  24214. /**
  24215. * Clones the physics imposter
  24216. * @param newObject The physics imposter clones to this physics-enabled object
  24217. * @returns A nullable physics imposter
  24218. */
  24219. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  24220. /**
  24221. * Disposes the physics imposter
  24222. */
  24223. dispose(): void;
  24224. /**
  24225. * Sets the delta position
  24226. * @param position The delta position amount
  24227. */
  24228. setDeltaPosition(position: Vector3): void;
  24229. /**
  24230. * Sets the delta rotation
  24231. * @param rotation The delta rotation amount
  24232. */
  24233. setDeltaRotation(rotation: Quaternion): void;
  24234. /**
  24235. * Gets the box size of the physics imposter and stores the result in the input parameter
  24236. * @param result Stores the box size
  24237. * @returns The physics imposter
  24238. */
  24239. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  24240. /**
  24241. * Gets the radius of the physics imposter
  24242. * @returns Radius of the physics imposter
  24243. */
  24244. getRadius(): number;
  24245. /**
  24246. * Sync a bone with this impostor
  24247. * @param bone The bone to sync to the impostor.
  24248. * @param boneMesh The mesh that the bone is influencing.
  24249. * @param jointPivot The pivot of the joint / bone in local space.
  24250. * @param distToJoint Optional distance from the impostor to the joint.
  24251. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24252. */
  24253. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  24254. /**
  24255. * Sync impostor to a bone
  24256. * @param bone The bone that the impostor will be synced to.
  24257. * @param boneMesh The mesh that the bone is influencing.
  24258. * @param jointPivot The pivot of the joint / bone in local space.
  24259. * @param distToJoint Optional distance from the impostor to the joint.
  24260. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24261. * @param boneAxis Optional vector3 axis the bone is aligned with
  24262. */
  24263. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  24264. /**
  24265. * No-Imposter type
  24266. */
  24267. static NoImpostor: number;
  24268. /**
  24269. * Sphere-Imposter type
  24270. */
  24271. static SphereImpostor: number;
  24272. /**
  24273. * Box-Imposter type
  24274. */
  24275. static BoxImpostor: number;
  24276. /**
  24277. * Plane-Imposter type
  24278. */
  24279. static PlaneImpostor: number;
  24280. /**
  24281. * Mesh-imposter type
  24282. */
  24283. static MeshImpostor: number;
  24284. /**
  24285. * Capsule-Impostor type (Ammo.js plugin only)
  24286. */
  24287. static CapsuleImpostor: number;
  24288. /**
  24289. * Cylinder-Imposter type
  24290. */
  24291. static CylinderImpostor: number;
  24292. /**
  24293. * Particle-Imposter type
  24294. */
  24295. static ParticleImpostor: number;
  24296. /**
  24297. * Heightmap-Imposter type
  24298. */
  24299. static HeightmapImpostor: number;
  24300. /**
  24301. * ConvexHull-Impostor type (Ammo.js plugin only)
  24302. */
  24303. static ConvexHullImpostor: number;
  24304. /**
  24305. * Rope-Imposter type
  24306. */
  24307. static RopeImpostor: number;
  24308. /**
  24309. * Cloth-Imposter type
  24310. */
  24311. static ClothImpostor: number;
  24312. /**
  24313. * Softbody-Imposter type
  24314. */
  24315. static SoftbodyImpostor: number;
  24316. }
  24317. }
  24318. declare module "babylonjs/Meshes/mesh" {
  24319. import { Observable } from "babylonjs/Misc/observable";
  24320. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  24321. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  24322. import { Camera } from "babylonjs/Cameras/camera";
  24323. import { Scene } from "babylonjs/scene";
  24324. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  24325. import { Color4 } from "babylonjs/Maths/math.color";
  24326. import { Engine } from "babylonjs/Engines/engine";
  24327. import { Node } from "babylonjs/node";
  24328. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  24329. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  24330. import { Buffer } from "babylonjs/Meshes/buffer";
  24331. import { Geometry } from "babylonjs/Meshes/geometry";
  24332. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  24333. import { SubMesh } from "babylonjs/Meshes/subMesh";
  24334. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  24335. import { Effect } from "babylonjs/Materials/effect";
  24336. import { Material } from "babylonjs/Materials/material";
  24337. import { Skeleton } from "babylonjs/Bones/skeleton";
  24338. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  24339. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  24340. import { Path3D } from "babylonjs/Maths/math.path";
  24341. import { Plane } from "babylonjs/Maths/math.plane";
  24342. import { TransformNode } from "babylonjs/Meshes/transformNode";
  24343. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  24344. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  24345. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  24346. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  24347. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  24348. /**
  24349. * @hidden
  24350. **/
  24351. export class _CreationDataStorage {
  24352. closePath?: boolean;
  24353. closeArray?: boolean;
  24354. idx: number[];
  24355. dashSize: number;
  24356. gapSize: number;
  24357. path3D: Path3D;
  24358. pathArray: Vector3[][];
  24359. arc: number;
  24360. radius: number;
  24361. cap: number;
  24362. tessellation: number;
  24363. }
  24364. /**
  24365. * @hidden
  24366. **/
  24367. class _InstanceDataStorage {
  24368. visibleInstances: any;
  24369. batchCache: _InstancesBatch;
  24370. instancesBufferSize: number;
  24371. instancesBuffer: Nullable<Buffer>;
  24372. instancesData: Float32Array;
  24373. overridenInstanceCount: number;
  24374. isFrozen: boolean;
  24375. previousBatch: Nullable<_InstancesBatch>;
  24376. hardwareInstancedRendering: boolean;
  24377. sideOrientation: number;
  24378. }
  24379. /**
  24380. * @hidden
  24381. **/
  24382. export class _InstancesBatch {
  24383. mustReturn: boolean;
  24384. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  24385. renderSelf: boolean[];
  24386. hardwareInstancedRendering: boolean[];
  24387. }
  24388. /**
  24389. * Class used to represent renderable models
  24390. */
  24391. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  24392. /**
  24393. * Mesh side orientation : usually the external or front surface
  24394. */
  24395. static readonly FRONTSIDE: number;
  24396. /**
  24397. * Mesh side orientation : usually the internal or back surface
  24398. */
  24399. static readonly BACKSIDE: number;
  24400. /**
  24401. * Mesh side orientation : both internal and external or front and back surfaces
  24402. */
  24403. static readonly DOUBLESIDE: number;
  24404. /**
  24405. * Mesh side orientation : by default, `FRONTSIDE`
  24406. */
  24407. static readonly DEFAULTSIDE: number;
  24408. /**
  24409. * Mesh cap setting : no cap
  24410. */
  24411. static readonly NO_CAP: number;
  24412. /**
  24413. * Mesh cap setting : one cap at the beginning of the mesh
  24414. */
  24415. static readonly CAP_START: number;
  24416. /**
  24417. * Mesh cap setting : one cap at the end of the mesh
  24418. */
  24419. static readonly CAP_END: number;
  24420. /**
  24421. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24422. */
  24423. static readonly CAP_ALL: number;
  24424. /**
  24425. * Mesh pattern setting : no flip or rotate
  24426. */
  24427. static readonly NO_FLIP: number;
  24428. /**
  24429. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24430. */
  24431. static readonly FLIP_TILE: number;
  24432. /**
  24433. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24434. */
  24435. static readonly ROTATE_TILE: number;
  24436. /**
  24437. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24438. */
  24439. static readonly FLIP_ROW: number;
  24440. /**
  24441. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24442. */
  24443. static readonly ROTATE_ROW: number;
  24444. /**
  24445. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24446. */
  24447. static readonly FLIP_N_ROTATE_TILE: number;
  24448. /**
  24449. * Mesh pattern setting : rotate pattern and rotate
  24450. */
  24451. static readonly FLIP_N_ROTATE_ROW: number;
  24452. /**
  24453. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24454. */
  24455. static readonly CENTER: number;
  24456. /**
  24457. * Mesh tile positioning : part tiles on left
  24458. */
  24459. static readonly LEFT: number;
  24460. /**
  24461. * Mesh tile positioning : part tiles on right
  24462. */
  24463. static readonly RIGHT: number;
  24464. /**
  24465. * Mesh tile positioning : part tiles on top
  24466. */
  24467. static readonly TOP: number;
  24468. /**
  24469. * Mesh tile positioning : part tiles on bottom
  24470. */
  24471. static readonly BOTTOM: number;
  24472. /**
  24473. * Gets the default side orientation.
  24474. * @param orientation the orientation to value to attempt to get
  24475. * @returns the default orientation
  24476. * @hidden
  24477. */
  24478. static _GetDefaultSideOrientation(orientation?: number): number;
  24479. private _internalMeshDataInfo;
  24480. /**
  24481. * An event triggered before rendering the mesh
  24482. */
  24483. readonly onBeforeRenderObservable: Observable<Mesh>;
  24484. /**
  24485. * An event triggered before binding the mesh
  24486. */
  24487. readonly onBeforeBindObservable: Observable<Mesh>;
  24488. /**
  24489. * An event triggered after rendering the mesh
  24490. */
  24491. readonly onAfterRenderObservable: Observable<Mesh>;
  24492. /**
  24493. * An event triggered before drawing the mesh
  24494. */
  24495. readonly onBeforeDrawObservable: Observable<Mesh>;
  24496. private _onBeforeDrawObserver;
  24497. /**
  24498. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24499. */
  24500. onBeforeDraw: () => void;
  24501. readonly hasInstances: boolean;
  24502. /**
  24503. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24504. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24505. */
  24506. delayLoadState: number;
  24507. /**
  24508. * Gets the list of instances created from this mesh
  24509. * it is not supposed to be modified manually.
  24510. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24511. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24512. */
  24513. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24514. /**
  24515. * Gets the file containing delay loading data for this mesh
  24516. */
  24517. delayLoadingFile: string;
  24518. /** @hidden */
  24519. _binaryInfo: any;
  24520. /**
  24521. * User defined function used to change how LOD level selection is done
  24522. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24523. */
  24524. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24525. /**
  24526. * Gets or sets the morph target manager
  24527. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24528. */
  24529. morphTargetManager: Nullable<MorphTargetManager>;
  24530. /** @hidden */
  24531. _creationDataStorage: Nullable<_CreationDataStorage>;
  24532. /** @hidden */
  24533. _geometry: Nullable<Geometry>;
  24534. /** @hidden */
  24535. _delayInfo: Array<string>;
  24536. /** @hidden */
  24537. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24538. /** @hidden */
  24539. _instanceDataStorage: _InstanceDataStorage;
  24540. private _effectiveMaterial;
  24541. /** @hidden */
  24542. _shouldGenerateFlatShading: boolean;
  24543. /** @hidden */
  24544. _originalBuilderSideOrientation: number;
  24545. /**
  24546. * Use this property to change the original side orientation defined at construction time
  24547. */
  24548. overrideMaterialSideOrientation: Nullable<number>;
  24549. /**
  24550. * Gets the source mesh (the one used to clone this one from)
  24551. */
  24552. readonly source: Nullable<Mesh>;
  24553. /**
  24554. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24555. */
  24556. isUnIndexed: boolean;
  24557. /**
  24558. * @constructor
  24559. * @param name The value used by scene.getMeshByName() to do a lookup.
  24560. * @param scene The scene to add this mesh to.
  24561. * @param parent The parent of this mesh, if it has one
  24562. * @param source An optional Mesh from which geometry is shared, cloned.
  24563. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24564. * When false, achieved by calling a clone(), also passing False.
  24565. * This will make creation of children, recursive.
  24566. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24567. */
  24568. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24569. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  24570. doNotInstantiate: boolean;
  24571. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  24572. /**
  24573. * Gets the class name
  24574. * @returns the string "Mesh".
  24575. */
  24576. getClassName(): string;
  24577. /** @hidden */
  24578. readonly _isMesh: boolean;
  24579. /**
  24580. * Returns a description of this mesh
  24581. * @param fullDetails define if full details about this mesh must be used
  24582. * @returns a descriptive string representing this mesh
  24583. */
  24584. toString(fullDetails?: boolean): string;
  24585. /** @hidden */
  24586. _unBindEffect(): void;
  24587. /**
  24588. * Gets a boolean indicating if this mesh has LOD
  24589. */
  24590. readonly hasLODLevels: boolean;
  24591. /**
  24592. * Gets the list of MeshLODLevel associated with the current mesh
  24593. * @returns an array of MeshLODLevel
  24594. */
  24595. getLODLevels(): MeshLODLevel[];
  24596. private _sortLODLevels;
  24597. /**
  24598. * Add a mesh as LOD level triggered at the given distance.
  24599. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24600. * @param distance The distance from the center of the object to show this level
  24601. * @param mesh The mesh to be added as LOD level (can be null)
  24602. * @return This mesh (for chaining)
  24603. */
  24604. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24605. /**
  24606. * Returns the LOD level mesh at the passed distance or null if not found.
  24607. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24608. * @param distance The distance from the center of the object to show this level
  24609. * @returns a Mesh or `null`
  24610. */
  24611. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24612. /**
  24613. * Remove a mesh from the LOD array
  24614. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24615. * @param mesh defines the mesh to be removed
  24616. * @return This mesh (for chaining)
  24617. */
  24618. removeLODLevel(mesh: Mesh): Mesh;
  24619. /**
  24620. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24621. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24622. * @param camera defines the camera to use to compute distance
  24623. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24624. * @return This mesh (for chaining)
  24625. */
  24626. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24627. /**
  24628. * Gets the mesh internal Geometry object
  24629. */
  24630. readonly geometry: Nullable<Geometry>;
  24631. /**
  24632. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24633. * @returns the total number of vertices
  24634. */
  24635. getTotalVertices(): number;
  24636. /**
  24637. * Returns the content of an associated vertex buffer
  24638. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24639. * - VertexBuffer.PositionKind
  24640. * - VertexBuffer.UVKind
  24641. * - VertexBuffer.UV2Kind
  24642. * - VertexBuffer.UV3Kind
  24643. * - VertexBuffer.UV4Kind
  24644. * - VertexBuffer.UV5Kind
  24645. * - VertexBuffer.UV6Kind
  24646. * - VertexBuffer.ColorKind
  24647. * - VertexBuffer.MatricesIndicesKind
  24648. * - VertexBuffer.MatricesIndicesExtraKind
  24649. * - VertexBuffer.MatricesWeightsKind
  24650. * - VertexBuffer.MatricesWeightsExtraKind
  24651. * @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
  24652. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24653. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24654. */
  24655. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24656. /**
  24657. * Returns the mesh VertexBuffer object from the requested `kind`
  24658. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24659. * - VertexBuffer.PositionKind
  24660. * - VertexBuffer.NormalKind
  24661. * - VertexBuffer.UVKind
  24662. * - VertexBuffer.UV2Kind
  24663. * - VertexBuffer.UV3Kind
  24664. * - VertexBuffer.UV4Kind
  24665. * - VertexBuffer.UV5Kind
  24666. * - VertexBuffer.UV6Kind
  24667. * - VertexBuffer.ColorKind
  24668. * - VertexBuffer.MatricesIndicesKind
  24669. * - VertexBuffer.MatricesIndicesExtraKind
  24670. * - VertexBuffer.MatricesWeightsKind
  24671. * - VertexBuffer.MatricesWeightsExtraKind
  24672. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24673. */
  24674. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24675. /**
  24676. * Tests if a specific vertex buffer is associated with this mesh
  24677. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24678. * - VertexBuffer.PositionKind
  24679. * - VertexBuffer.NormalKind
  24680. * - VertexBuffer.UVKind
  24681. * - VertexBuffer.UV2Kind
  24682. * - VertexBuffer.UV3Kind
  24683. * - VertexBuffer.UV4Kind
  24684. * - VertexBuffer.UV5Kind
  24685. * - VertexBuffer.UV6Kind
  24686. * - VertexBuffer.ColorKind
  24687. * - VertexBuffer.MatricesIndicesKind
  24688. * - VertexBuffer.MatricesIndicesExtraKind
  24689. * - VertexBuffer.MatricesWeightsKind
  24690. * - VertexBuffer.MatricesWeightsExtraKind
  24691. * @returns a boolean
  24692. */
  24693. isVerticesDataPresent(kind: string): boolean;
  24694. /**
  24695. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24696. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24697. * - VertexBuffer.PositionKind
  24698. * - VertexBuffer.UVKind
  24699. * - VertexBuffer.UV2Kind
  24700. * - VertexBuffer.UV3Kind
  24701. * - VertexBuffer.UV4Kind
  24702. * - VertexBuffer.UV5Kind
  24703. * - VertexBuffer.UV6Kind
  24704. * - VertexBuffer.ColorKind
  24705. * - VertexBuffer.MatricesIndicesKind
  24706. * - VertexBuffer.MatricesIndicesExtraKind
  24707. * - VertexBuffer.MatricesWeightsKind
  24708. * - VertexBuffer.MatricesWeightsExtraKind
  24709. * @returns a boolean
  24710. */
  24711. isVertexBufferUpdatable(kind: string): boolean;
  24712. /**
  24713. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24714. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24715. * - VertexBuffer.PositionKind
  24716. * - VertexBuffer.NormalKind
  24717. * - VertexBuffer.UVKind
  24718. * - VertexBuffer.UV2Kind
  24719. * - VertexBuffer.UV3Kind
  24720. * - VertexBuffer.UV4Kind
  24721. * - VertexBuffer.UV5Kind
  24722. * - VertexBuffer.UV6Kind
  24723. * - VertexBuffer.ColorKind
  24724. * - VertexBuffer.MatricesIndicesKind
  24725. * - VertexBuffer.MatricesIndicesExtraKind
  24726. * - VertexBuffer.MatricesWeightsKind
  24727. * - VertexBuffer.MatricesWeightsExtraKind
  24728. * @returns an array of strings
  24729. */
  24730. getVerticesDataKinds(): string[];
  24731. /**
  24732. * Returns a positive integer : the total number of indices in this mesh geometry.
  24733. * @returns the numner of indices or zero if the mesh has no geometry.
  24734. */
  24735. getTotalIndices(): number;
  24736. /**
  24737. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24738. * @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.
  24739. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24740. * @returns the indices array or an empty array if the mesh has no geometry
  24741. */
  24742. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24743. readonly isBlocked: boolean;
  24744. /**
  24745. * Determine if the current mesh is ready to be rendered
  24746. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24747. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24748. * @returns true if all associated assets are ready (material, textures, shaders)
  24749. */
  24750. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24751. /**
  24752. * 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.
  24753. */
  24754. readonly areNormalsFrozen: boolean;
  24755. /**
  24756. * 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.
  24757. * @returns the current mesh
  24758. */
  24759. freezeNormals(): Mesh;
  24760. /**
  24761. * 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
  24762. * @returns the current mesh
  24763. */
  24764. unfreezeNormals(): Mesh;
  24765. /**
  24766. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24767. */
  24768. overridenInstanceCount: number;
  24769. /** @hidden */
  24770. _preActivate(): Mesh;
  24771. /** @hidden */
  24772. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24773. /** @hidden */
  24774. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24775. /**
  24776. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24777. * This means the mesh underlying bounding box and sphere are recomputed.
  24778. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24779. * @returns the current mesh
  24780. */
  24781. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24782. /** @hidden */
  24783. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24784. /**
  24785. * This function will subdivide the mesh into multiple submeshes
  24786. * @param count defines the expected number of submeshes
  24787. */
  24788. subdivide(count: number): void;
  24789. /**
  24790. * Copy a FloatArray into a specific associated vertex buffer
  24791. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24792. * - VertexBuffer.PositionKind
  24793. * - VertexBuffer.UVKind
  24794. * - VertexBuffer.UV2Kind
  24795. * - VertexBuffer.UV3Kind
  24796. * - VertexBuffer.UV4Kind
  24797. * - VertexBuffer.UV5Kind
  24798. * - VertexBuffer.UV6Kind
  24799. * - VertexBuffer.ColorKind
  24800. * - VertexBuffer.MatricesIndicesKind
  24801. * - VertexBuffer.MatricesIndicesExtraKind
  24802. * - VertexBuffer.MatricesWeightsKind
  24803. * - VertexBuffer.MatricesWeightsExtraKind
  24804. * @param data defines the data source
  24805. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24806. * @param stride defines the data stride size (can be null)
  24807. * @returns the current mesh
  24808. */
  24809. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24810. /**
  24811. * Delete a vertex buffer associated with this mesh
  24812. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  24813. * - VertexBuffer.PositionKind
  24814. * - VertexBuffer.UVKind
  24815. * - VertexBuffer.UV2Kind
  24816. * - VertexBuffer.UV3Kind
  24817. * - VertexBuffer.UV4Kind
  24818. * - VertexBuffer.UV5Kind
  24819. * - VertexBuffer.UV6Kind
  24820. * - VertexBuffer.ColorKind
  24821. * - VertexBuffer.MatricesIndicesKind
  24822. * - VertexBuffer.MatricesIndicesExtraKind
  24823. * - VertexBuffer.MatricesWeightsKind
  24824. * - VertexBuffer.MatricesWeightsExtraKind
  24825. */
  24826. removeVerticesData(kind: string): void;
  24827. /**
  24828. * Flags an associated vertex buffer as updatable
  24829. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24830. * - VertexBuffer.PositionKind
  24831. * - VertexBuffer.UVKind
  24832. * - VertexBuffer.UV2Kind
  24833. * - VertexBuffer.UV3Kind
  24834. * - VertexBuffer.UV4Kind
  24835. * - VertexBuffer.UV5Kind
  24836. * - VertexBuffer.UV6Kind
  24837. * - VertexBuffer.ColorKind
  24838. * - VertexBuffer.MatricesIndicesKind
  24839. * - VertexBuffer.MatricesIndicesExtraKind
  24840. * - VertexBuffer.MatricesWeightsKind
  24841. * - VertexBuffer.MatricesWeightsExtraKind
  24842. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24843. */
  24844. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24845. /**
  24846. * Sets the mesh global Vertex Buffer
  24847. * @param buffer defines the buffer to use
  24848. * @returns the current mesh
  24849. */
  24850. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24851. /**
  24852. * Update a specific associated vertex buffer
  24853. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24854. * - VertexBuffer.PositionKind
  24855. * - VertexBuffer.UVKind
  24856. * - VertexBuffer.UV2Kind
  24857. * - VertexBuffer.UV3Kind
  24858. * - VertexBuffer.UV4Kind
  24859. * - VertexBuffer.UV5Kind
  24860. * - VertexBuffer.UV6Kind
  24861. * - VertexBuffer.ColorKind
  24862. * - VertexBuffer.MatricesIndicesKind
  24863. * - VertexBuffer.MatricesIndicesExtraKind
  24864. * - VertexBuffer.MatricesWeightsKind
  24865. * - VertexBuffer.MatricesWeightsExtraKind
  24866. * @param data defines the data source
  24867. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24868. * @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)
  24869. * @returns the current mesh
  24870. */
  24871. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24872. /**
  24873. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24874. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24875. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24876. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24877. * @returns the current mesh
  24878. */
  24879. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24880. /**
  24881. * Creates a un-shared specific occurence of the geometry for the mesh.
  24882. * @returns the current mesh
  24883. */
  24884. makeGeometryUnique(): Mesh;
  24885. /**
  24886. * Set the index buffer of this mesh
  24887. * @param indices defines the source data
  24888. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24889. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24890. * @returns the current mesh
  24891. */
  24892. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24893. /**
  24894. * Update the current index buffer
  24895. * @param indices defines the source data
  24896. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24897. * @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)
  24898. * @returns the current mesh
  24899. */
  24900. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  24901. /**
  24902. * Invert the geometry to move from a right handed system to a left handed one.
  24903. * @returns the current mesh
  24904. */
  24905. toLeftHanded(): Mesh;
  24906. /** @hidden */
  24907. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24908. /** @hidden */
  24909. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24910. /**
  24911. * Registers for this mesh a javascript function called just before the rendering process
  24912. * @param func defines the function to call before rendering this mesh
  24913. * @returns the current mesh
  24914. */
  24915. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24916. /**
  24917. * Disposes a previously registered javascript function called before the rendering
  24918. * @param func defines the function to remove
  24919. * @returns the current mesh
  24920. */
  24921. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24922. /**
  24923. * Registers for this mesh a javascript function called just after the rendering is complete
  24924. * @param func defines the function to call after rendering this mesh
  24925. * @returns the current mesh
  24926. */
  24927. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24928. /**
  24929. * Disposes a previously registered javascript function called after the rendering.
  24930. * @param func defines the function to remove
  24931. * @returns the current mesh
  24932. */
  24933. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24934. /** @hidden */
  24935. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24936. /** @hidden */
  24937. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24938. /** @hidden */
  24939. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  24940. /** @hidden */
  24941. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24942. /** @hidden */
  24943. _rebuild(): void;
  24944. /** @hidden */
  24945. _freeze(): void;
  24946. /** @hidden */
  24947. _unFreeze(): void;
  24948. /**
  24949. * 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
  24950. * @param subMesh defines the subMesh to render
  24951. * @param enableAlphaMode defines if alpha mode can be changed
  24952. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  24953. * @returns the current mesh
  24954. */
  24955. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  24956. private _onBeforeDraw;
  24957. /**
  24958. * Renormalize the mesh and patch it up if there are no weights
  24959. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24960. * However in the case of zero weights then we set just a single influence to 1.
  24961. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24962. */
  24963. cleanMatrixWeights(): void;
  24964. private normalizeSkinFourWeights;
  24965. private normalizeSkinWeightsAndExtra;
  24966. /**
  24967. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24968. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24969. * the user know there was an issue with importing the mesh
  24970. * @returns a validation object with skinned, valid and report string
  24971. */
  24972. validateSkinning(): {
  24973. skinned: boolean;
  24974. valid: boolean;
  24975. report: string;
  24976. };
  24977. /** @hidden */
  24978. _checkDelayState(): Mesh;
  24979. private _queueLoad;
  24980. /**
  24981. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24982. * A mesh is in the frustum if its bounding box intersects the frustum
  24983. * @param frustumPlanes defines the frustum to test
  24984. * @returns true if the mesh is in the frustum planes
  24985. */
  24986. isInFrustum(frustumPlanes: Plane[]): boolean;
  24987. /**
  24988. * Sets the mesh material by the material or multiMaterial `id` property
  24989. * @param id is a string identifying the material or the multiMaterial
  24990. * @returns the current mesh
  24991. */
  24992. setMaterialByID(id: string): Mesh;
  24993. /**
  24994. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24995. * @returns an array of IAnimatable
  24996. */
  24997. getAnimatables(): IAnimatable[];
  24998. /**
  24999. * Modifies the mesh geometry according to the passed transformation matrix.
  25000. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  25001. * The mesh normals are modified using the same transformation.
  25002. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25003. * @param transform defines the transform matrix to use
  25004. * @see http://doc.babylonjs.com/resources/baking_transformations
  25005. * @returns the current mesh
  25006. */
  25007. bakeTransformIntoVertices(transform: Matrix): Mesh;
  25008. /**
  25009. * Modifies the mesh geometry according to its own current World Matrix.
  25010. * The mesh World Matrix is then reset.
  25011. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  25012. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25013. * @see http://doc.babylonjs.com/resources/baking_transformations
  25014. * @returns the current mesh
  25015. */
  25016. bakeCurrentTransformIntoVertices(): Mesh;
  25017. /** @hidden */
  25018. readonly _positions: Nullable<Vector3[]>;
  25019. /** @hidden */
  25020. _resetPointsArrayCache(): Mesh;
  25021. /** @hidden */
  25022. _generatePointsArray(): boolean;
  25023. /**
  25024. * Returns a new Mesh object generated from the current mesh properties.
  25025. * This method must not get confused with createInstance()
  25026. * @param name is a string, the name given to the new mesh
  25027. * @param newParent can be any Node object (default `null`)
  25028. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  25029. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  25030. * @returns a new mesh
  25031. */
  25032. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  25033. /**
  25034. * Releases resources associated with this mesh.
  25035. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25036. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25037. */
  25038. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25039. /** @hidden */
  25040. _disposeInstanceSpecificData(): void;
  25041. /**
  25042. * Modifies the mesh geometry according to a displacement map.
  25043. * 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.
  25044. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25045. * @param url is a string, the URL from the image file is to be downloaded.
  25046. * @param minHeight is the lower limit of the displacement.
  25047. * @param maxHeight is the upper limit of the displacement.
  25048. * @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.
  25049. * @param uvOffset is an optional vector2 used to offset UV.
  25050. * @param uvScale is an optional vector2 used to scale UV.
  25051. * @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.
  25052. * @returns the Mesh.
  25053. */
  25054. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25055. /**
  25056. * Modifies the mesh geometry according to a displacementMap buffer.
  25057. * 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.
  25058. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25059. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  25060. * @param heightMapWidth is the width of the buffer image.
  25061. * @param heightMapHeight is the height of the buffer image.
  25062. * @param minHeight is the lower limit of the displacement.
  25063. * @param maxHeight is the upper limit of the displacement.
  25064. * @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.
  25065. * @param uvOffset is an optional vector2 used to offset UV.
  25066. * @param uvScale is an optional vector2 used to scale UV.
  25067. * @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.
  25068. * @returns the Mesh.
  25069. */
  25070. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25071. /**
  25072. * Modify the mesh to get a flat shading rendering.
  25073. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  25074. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  25075. * @returns current mesh
  25076. */
  25077. convertToFlatShadedMesh(): Mesh;
  25078. /**
  25079. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  25080. * In other words, more vertices, no more indices and a single bigger VBO.
  25081. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  25082. * @returns current mesh
  25083. */
  25084. convertToUnIndexedMesh(): Mesh;
  25085. /**
  25086. * Inverses facet orientations.
  25087. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25088. * @param flipNormals will also inverts the normals
  25089. * @returns current mesh
  25090. */
  25091. flipFaces(flipNormals?: boolean): Mesh;
  25092. /**
  25093. * Increase the number of facets and hence vertices in a mesh
  25094. * Vertex normals are interpolated from existing vertex normals
  25095. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25096. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  25097. */
  25098. increaseVertices(numberPerEdge: number): void;
  25099. /**
  25100. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  25101. * This will undo any application of covertToFlatShadedMesh
  25102. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25103. */
  25104. forceSharedVertices(): void;
  25105. /** @hidden */
  25106. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  25107. /** @hidden */
  25108. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  25109. /**
  25110. * Creates a new InstancedMesh object from the mesh model.
  25111. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  25112. * @param name defines the name of the new instance
  25113. * @returns a new InstancedMesh
  25114. */
  25115. createInstance(name: string): InstancedMesh;
  25116. /**
  25117. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  25118. * After this call, all the mesh instances have the same submeshes than the current mesh.
  25119. * @returns the current mesh
  25120. */
  25121. synchronizeInstances(): Mesh;
  25122. /**
  25123. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  25124. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  25125. * This should be used together with the simplification to avoid disappearing triangles.
  25126. * @param successCallback an optional success callback to be called after the optimization finished.
  25127. * @returns the current mesh
  25128. */
  25129. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  25130. /**
  25131. * Serialize current mesh
  25132. * @param serializationObject defines the object which will receive the serialization data
  25133. */
  25134. serialize(serializationObject: any): void;
  25135. /** @hidden */
  25136. _syncGeometryWithMorphTargetManager(): void;
  25137. /** @hidden */
  25138. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  25139. /**
  25140. * Returns a new Mesh object parsed from the source provided.
  25141. * @param parsedMesh is the source
  25142. * @param scene defines the hosting scene
  25143. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  25144. * @returns a new Mesh
  25145. */
  25146. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  25147. /**
  25148. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  25149. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25150. * @param name defines the name of the mesh to create
  25151. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  25152. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  25153. * @param closePath creates a seam between the first and the last points of each path of the path array
  25154. * @param offset is taken in account only if the `pathArray` is containing a single path
  25155. * @param scene defines the hosting scene
  25156. * @param updatable defines if the mesh must be flagged as updatable
  25157. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25158. * @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)
  25159. * @returns a new Mesh
  25160. */
  25161. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25162. /**
  25163. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  25164. * @param name defines the name of the mesh to create
  25165. * @param radius sets the radius size (float) of the polygon (default 0.5)
  25166. * @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
  25167. * @param scene defines the hosting scene
  25168. * @param updatable defines if the mesh must be flagged as updatable
  25169. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25170. * @returns a new Mesh
  25171. */
  25172. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25173. /**
  25174. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  25175. * @param name defines the name of the mesh to create
  25176. * @param size sets the size (float) of each box side (default 1)
  25177. * @param scene defines the hosting scene
  25178. * @param updatable defines if the mesh must be flagged as updatable
  25179. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25180. * @returns a new Mesh
  25181. */
  25182. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25183. /**
  25184. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  25185. * @param name defines the name of the mesh to create
  25186. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25187. * @param diameter sets the diameter size (float) of the sphere (default 1)
  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 CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25194. /**
  25195. * Creates a hemisphere 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 segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25198. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25199. * @param scene defines the hosting scene
  25200. * @returns a new Mesh
  25201. */
  25202. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  25203. /**
  25204. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  25205. * @param name defines the name of the mesh to create
  25206. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  25207. * @param diameterTop set the top cap diameter (floats, default 1)
  25208. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  25209. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  25210. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  25211. * @param scene defines the hosting scene
  25212. * @param updatable defines if the mesh must be flagged as updatable
  25213. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25214. * @returns a new Mesh
  25215. */
  25216. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  25217. /**
  25218. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  25219. * @param name defines the name of the mesh to create
  25220. * @param diameter sets the diameter size (float) of the torus (default 1)
  25221. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  25222. * @param tessellation sets the number of torus sides (postive integer, default 16)
  25223. * @param scene defines the hosting scene
  25224. * @param updatable defines if the mesh must be flagged as updatable
  25225. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25226. * @returns a new Mesh
  25227. */
  25228. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25229. /**
  25230. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  25231. * @param name defines the name of the mesh to create
  25232. * @param radius sets the global radius size (float) of the torus knot (default 2)
  25233. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  25234. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  25235. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  25236. * @param p the number of windings on X axis (positive integers, default 2)
  25237. * @param q the number of windings on Y axis (positive integers, default 3)
  25238. * @param scene defines the hosting scene
  25239. * @param updatable defines if the mesh must be flagged as updatable
  25240. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25241. * @returns a new Mesh
  25242. */
  25243. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25244. /**
  25245. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  25246. * @param name defines the name of the mesh to create
  25247. * @param points is an array successive Vector3
  25248. * @param scene defines the hosting scene
  25249. * @param updatable defines if the mesh must be flagged as updatable
  25250. * @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).
  25251. * @returns a new Mesh
  25252. */
  25253. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  25254. /**
  25255. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  25256. * @param name defines the name of the mesh to create
  25257. * @param points is an array successive Vector3
  25258. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  25259. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  25260. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  25261. * @param scene defines the hosting scene
  25262. * @param updatable defines if the mesh must be flagged as updatable
  25263. * @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)
  25264. * @returns a new Mesh
  25265. */
  25266. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  25267. /**
  25268. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  25269. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  25270. * 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.
  25271. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25272. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  25273. * Remember you can only change the shape positions, not their number when updating a polygon.
  25274. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  25275. * @param name defines the name of the mesh to create
  25276. * @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
  25277. * @param scene defines the hosting scene
  25278. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25279. * @param updatable defines if the mesh must be flagged as updatable
  25280. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25281. * @param earcutInjection can be used to inject your own earcut reference
  25282. * @returns a new Mesh
  25283. */
  25284. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25285. /**
  25286. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  25287. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  25288. * @param name defines the name of the mesh to create
  25289. * @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
  25290. * @param depth defines the height of extrusion
  25291. * @param scene defines the hosting scene
  25292. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25293. * @param updatable defines if the mesh must be flagged as updatable
  25294. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25295. * @param earcutInjection can be used to inject your own earcut reference
  25296. * @returns a new Mesh
  25297. */
  25298. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25299. /**
  25300. * Creates an extruded shape mesh.
  25301. * 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
  25302. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25303. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25304. * @param name defines the name of the mesh to create
  25305. * @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
  25306. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25307. * @param scale is the value to scale the shape
  25308. * @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
  25309. * @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
  25310. * @param scene defines the hosting scene
  25311. * @param updatable defines if the mesh must be flagged as updatable
  25312. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25313. * @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)
  25314. * @returns a new Mesh
  25315. */
  25316. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25317. /**
  25318. * Creates an custom extruded shape mesh.
  25319. * The custom extrusion is a parametric shape.
  25320. * It has no predefined shape. Its final shape will depend on the input parameters.
  25321. * Please consider using the same method from the MeshBuilder class instead
  25322. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25323. * @param name defines the name of the mesh to create
  25324. * @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
  25325. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25326. * @param scaleFunction is a custom Javascript function called on each path point
  25327. * @param rotationFunction is a custom Javascript function called on each path point
  25328. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  25329. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  25330. * @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
  25331. * @param scene defines the hosting scene
  25332. * @param updatable defines if the mesh must be flagged as updatable
  25333. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25334. * @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)
  25335. * @returns a new Mesh
  25336. */
  25337. 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;
  25338. /**
  25339. * Creates lathe mesh.
  25340. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  25341. * Please consider using the same method from the MeshBuilder class instead
  25342. * @param name defines the name of the mesh to create
  25343. * @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
  25344. * @param radius is the radius value of the lathe
  25345. * @param tessellation is the side number of the lathe.
  25346. * @param scene defines the hosting scene
  25347. * @param updatable defines if the mesh must be flagged as updatable
  25348. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25349. * @returns a new Mesh
  25350. */
  25351. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25352. /**
  25353. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  25354. * @param name defines the name of the mesh to create
  25355. * @param size sets the size (float) of both sides of the plane at once (default 1)
  25356. * @param scene defines the hosting scene
  25357. * @param updatable defines if the mesh must be flagged as updatable
  25358. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25359. * @returns a new Mesh
  25360. */
  25361. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25362. /**
  25363. * Creates a ground mesh.
  25364. * Please consider using the same method from the MeshBuilder class instead
  25365. * @param name defines the name of the mesh to create
  25366. * @param width set the width of the ground
  25367. * @param height set the height of the ground
  25368. * @param subdivisions sets the number of subdivisions per side
  25369. * @param scene defines the hosting scene
  25370. * @param updatable defines if the mesh must be flagged as updatable
  25371. * @returns a new Mesh
  25372. */
  25373. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  25374. /**
  25375. * Creates a tiled ground mesh.
  25376. * Please consider using the same method from the MeshBuilder class instead
  25377. * @param name defines the name of the mesh to create
  25378. * @param xmin set the ground minimum X coordinate
  25379. * @param zmin set the ground minimum Y coordinate
  25380. * @param xmax set the ground maximum X coordinate
  25381. * @param zmax set the ground maximum Z coordinate
  25382. * @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
  25383. * @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
  25384. * @param scene defines the hosting scene
  25385. * @param updatable defines if the mesh must be flagged as updatable
  25386. * @returns a new Mesh
  25387. */
  25388. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  25389. w: number;
  25390. h: number;
  25391. }, precision: {
  25392. w: number;
  25393. h: number;
  25394. }, scene: Scene, updatable?: boolean): Mesh;
  25395. /**
  25396. * Creates a ground mesh from a height map.
  25397. * Please consider using the same method from the MeshBuilder class instead
  25398. * @see http://doc.babylonjs.com/babylon101/height_map
  25399. * @param name defines the name of the mesh to create
  25400. * @param url sets the URL of the height map image resource
  25401. * @param width set the ground width size
  25402. * @param height set the ground height size
  25403. * @param subdivisions sets the number of subdivision per side
  25404. * @param minHeight is the minimum altitude on the ground
  25405. * @param maxHeight is the maximum altitude on the ground
  25406. * @param scene defines the hosting scene
  25407. * @param updatable defines if the mesh must be flagged as updatable
  25408. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  25409. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  25410. * @returns a new Mesh
  25411. */
  25412. 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;
  25413. /**
  25414. * Creates a tube mesh.
  25415. * The tube is a parametric shape.
  25416. * It has no predefined shape. Its final shape will depend on the input parameters.
  25417. * Please consider using the same method from the MeshBuilder class instead
  25418. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25419. * @param name defines the name of the mesh to create
  25420. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25421. * @param radius sets the tube radius size
  25422. * @param tessellation is the number of sides on the tubular surface
  25423. * @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
  25424. * @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
  25425. * @param scene defines the hosting scene
  25426. * @param updatable defines if the mesh must be flagged as updatable
  25427. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25428. * @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)
  25429. * @returns a new Mesh
  25430. */
  25431. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25432. (i: number, distance: number): number;
  25433. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25434. /**
  25435. * Creates a polyhedron mesh.
  25436. * Please consider using the same method from the MeshBuilder class instead.
  25437. * * 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
  25438. * * The parameter `size` (positive float, default 1) sets the polygon size
  25439. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25440. * * 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`
  25441. * * 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
  25442. * * 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)`)
  25443. * * 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
  25444. * * 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
  25445. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25446. * * If you create a double-sided mesh, you can choose what parts of 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
  25447. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25448. * @param name defines the name of the mesh to create
  25449. * @param options defines the options used to create the mesh
  25450. * @param scene defines the hosting scene
  25451. * @returns a new Mesh
  25452. */
  25453. static CreatePolyhedron(name: string, options: {
  25454. type?: number;
  25455. size?: number;
  25456. sizeX?: number;
  25457. sizeY?: number;
  25458. sizeZ?: number;
  25459. custom?: any;
  25460. faceUV?: Vector4[];
  25461. faceColors?: Color4[];
  25462. updatable?: boolean;
  25463. sideOrientation?: number;
  25464. }, scene: Scene): Mesh;
  25465. /**
  25466. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25467. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25468. * * 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`)
  25469. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25470. * * 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
  25471. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25472. * * If you create a double-sided mesh, you can choose what parts of 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
  25473. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25474. * @param name defines the name of the mesh
  25475. * @param options defines the options used to create the mesh
  25476. * @param scene defines the hosting scene
  25477. * @returns a new Mesh
  25478. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25479. */
  25480. static CreateIcoSphere(name: string, options: {
  25481. radius?: number;
  25482. flat?: boolean;
  25483. subdivisions?: number;
  25484. sideOrientation?: number;
  25485. updatable?: boolean;
  25486. }, scene: Scene): Mesh;
  25487. /**
  25488. * Creates a decal mesh.
  25489. * Please consider using the same method from the MeshBuilder class instead.
  25490. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25491. * @param name defines the name of the mesh
  25492. * @param sourceMesh defines the mesh receiving the decal
  25493. * @param position sets the position of the decal in world coordinates
  25494. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25495. * @param size sets the decal scaling
  25496. * @param angle sets the angle to rotate the decal
  25497. * @returns a new Mesh
  25498. */
  25499. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25500. /**
  25501. * Prepare internal position array for software CPU skinning
  25502. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25503. */
  25504. setPositionsForCPUSkinning(): Float32Array;
  25505. /**
  25506. * Prepare internal normal array for software CPU skinning
  25507. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25508. */
  25509. setNormalsForCPUSkinning(): Float32Array;
  25510. /**
  25511. * Updates the vertex buffer by applying transformation from the bones
  25512. * @param skeleton defines the skeleton to apply to current mesh
  25513. * @returns the current mesh
  25514. */
  25515. applySkeleton(skeleton: Skeleton): Mesh;
  25516. /**
  25517. * 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
  25518. * @param meshes defines the list of meshes to scan
  25519. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25520. */
  25521. static MinMax(meshes: AbstractMesh[]): {
  25522. min: Vector3;
  25523. max: Vector3;
  25524. };
  25525. /**
  25526. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25527. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25528. * @returns a vector3
  25529. */
  25530. static Center(meshesOrMinMaxVector: {
  25531. min: Vector3;
  25532. max: Vector3;
  25533. } | AbstractMesh[]): Vector3;
  25534. /**
  25535. * Merge the array of meshes into a single mesh for performance reasons.
  25536. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25537. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25538. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25539. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25540. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25541. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25542. * @returns a new mesh
  25543. */
  25544. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25545. /** @hidden */
  25546. addInstance(instance: InstancedMesh): void;
  25547. /** @hidden */
  25548. removeInstance(instance: InstancedMesh): void;
  25549. }
  25550. }
  25551. declare module "babylonjs/Cameras/camera" {
  25552. import { SmartArray } from "babylonjs/Misc/smartArray";
  25553. import { Observable } from "babylonjs/Misc/observable";
  25554. import { Nullable } from "babylonjs/types";
  25555. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25556. import { Scene } from "babylonjs/scene";
  25557. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25558. import { Node } from "babylonjs/node";
  25559. import { Mesh } from "babylonjs/Meshes/mesh";
  25560. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25561. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25562. import { Viewport } from "babylonjs/Maths/math.viewport";
  25563. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25564. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25565. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25566. import { Ray } from "babylonjs/Culling/ray";
  25567. /**
  25568. * This is the base class of all the camera used in the application.
  25569. * @see http://doc.babylonjs.com/features/cameras
  25570. */
  25571. export class Camera extends Node {
  25572. /** @hidden */
  25573. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25574. /**
  25575. * This is the default projection mode used by the cameras.
  25576. * It helps recreating a feeling of perspective and better appreciate depth.
  25577. * This is the best way to simulate real life cameras.
  25578. */
  25579. static readonly PERSPECTIVE_CAMERA: number;
  25580. /**
  25581. * This helps creating camera with an orthographic mode.
  25582. * 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.
  25583. */
  25584. static readonly ORTHOGRAPHIC_CAMERA: number;
  25585. /**
  25586. * This is the default FOV mode for perspective cameras.
  25587. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25588. */
  25589. static readonly FOVMODE_VERTICAL_FIXED: number;
  25590. /**
  25591. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25592. */
  25593. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25594. /**
  25595. * This specifies ther is no need for a camera rig.
  25596. * Basically only one eye is rendered corresponding to the camera.
  25597. */
  25598. static readonly RIG_MODE_NONE: number;
  25599. /**
  25600. * Simulates a camera Rig with one blue eye and one red eye.
  25601. * This can be use with 3d blue and red glasses.
  25602. */
  25603. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25604. /**
  25605. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25606. */
  25607. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25608. /**
  25609. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25610. */
  25611. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25612. /**
  25613. * Defines that both eyes of the camera will be rendered over under each other.
  25614. */
  25615. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25616. /**
  25617. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25618. */
  25619. static readonly RIG_MODE_VR: number;
  25620. /**
  25621. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25622. */
  25623. static readonly RIG_MODE_WEBVR: number;
  25624. /**
  25625. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25626. */
  25627. static readonly RIG_MODE_CUSTOM: number;
  25628. /**
  25629. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25630. */
  25631. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25632. /**
  25633. * Define the input manager associated with the camera.
  25634. */
  25635. inputs: CameraInputsManager<Camera>;
  25636. /** @hidden */
  25637. _position: Vector3;
  25638. /**
  25639. * Define the current local position of the camera in the scene
  25640. */
  25641. position: Vector3;
  25642. /**
  25643. * The vector the camera should consider as up.
  25644. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25645. */
  25646. upVector: Vector3;
  25647. /**
  25648. * Define the current limit on the left side for an orthographic camera
  25649. * In scene unit
  25650. */
  25651. orthoLeft: Nullable<number>;
  25652. /**
  25653. * Define the current limit on the right side for an orthographic camera
  25654. * In scene unit
  25655. */
  25656. orthoRight: Nullable<number>;
  25657. /**
  25658. * Define the current limit on the bottom side for an orthographic camera
  25659. * In scene unit
  25660. */
  25661. orthoBottom: Nullable<number>;
  25662. /**
  25663. * Define the current limit on the top side for an orthographic camera
  25664. * In scene unit
  25665. */
  25666. orthoTop: Nullable<number>;
  25667. /**
  25668. * Field Of View is set in Radians. (default is 0.8)
  25669. */
  25670. fov: number;
  25671. /**
  25672. * Define the minimum distance the camera can see from.
  25673. * This is important to note that the depth buffer are not infinite and the closer it starts
  25674. * the more your scene might encounter depth fighting issue.
  25675. */
  25676. minZ: number;
  25677. /**
  25678. * Define the maximum distance the camera can see to.
  25679. * This is important to note that the depth buffer are not infinite and the further it end
  25680. * the more your scene might encounter depth fighting issue.
  25681. */
  25682. maxZ: number;
  25683. /**
  25684. * Define the default inertia of the camera.
  25685. * This helps giving a smooth feeling to the camera movement.
  25686. */
  25687. inertia: number;
  25688. /**
  25689. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25690. */
  25691. mode: number;
  25692. /**
  25693. * Define wether the camera is intermediate.
  25694. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25695. */
  25696. isIntermediate: boolean;
  25697. /**
  25698. * Define the viewport of the camera.
  25699. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25700. */
  25701. viewport: Viewport;
  25702. /**
  25703. * Restricts the camera to viewing objects with the same layerMask.
  25704. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25705. */
  25706. layerMask: number;
  25707. /**
  25708. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25709. */
  25710. fovMode: number;
  25711. /**
  25712. * Rig mode of the camera.
  25713. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25714. * This is normally controlled byt the camera themselves as internal use.
  25715. */
  25716. cameraRigMode: number;
  25717. /**
  25718. * Defines the distance between both "eyes" in case of a RIG
  25719. */
  25720. interaxialDistance: number;
  25721. /**
  25722. * Defines if stereoscopic rendering is done side by side or over under.
  25723. */
  25724. isStereoscopicSideBySide: boolean;
  25725. /**
  25726. * 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
  25727. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25728. * else in the scene. (Eg. security camera)
  25729. *
  25730. * 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)
  25731. */
  25732. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25733. /**
  25734. * When set, the camera will render to this render target instead of the default canvas
  25735. *
  25736. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25737. */
  25738. outputRenderTarget: Nullable<RenderTargetTexture>;
  25739. /**
  25740. * Observable triggered when the camera view matrix has changed.
  25741. */
  25742. onViewMatrixChangedObservable: Observable<Camera>;
  25743. /**
  25744. * Observable triggered when the camera Projection matrix has changed.
  25745. */
  25746. onProjectionMatrixChangedObservable: Observable<Camera>;
  25747. /**
  25748. * Observable triggered when the inputs have been processed.
  25749. */
  25750. onAfterCheckInputsObservable: Observable<Camera>;
  25751. /**
  25752. * Observable triggered when reset has been called and applied to the camera.
  25753. */
  25754. onRestoreStateObservable: Observable<Camera>;
  25755. /** @hidden */
  25756. _cameraRigParams: any;
  25757. /** @hidden */
  25758. _rigCameras: Camera[];
  25759. /** @hidden */
  25760. _rigPostProcess: Nullable<PostProcess>;
  25761. protected _webvrViewMatrix: Matrix;
  25762. /** @hidden */
  25763. _skipRendering: boolean;
  25764. /** @hidden */
  25765. _projectionMatrix: Matrix;
  25766. /** @hidden */
  25767. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25768. /** @hidden */
  25769. _activeMeshes: SmartArray<AbstractMesh>;
  25770. protected _globalPosition: Vector3;
  25771. /** @hidden */
  25772. _computedViewMatrix: Matrix;
  25773. private _doNotComputeProjectionMatrix;
  25774. private _transformMatrix;
  25775. private _frustumPlanes;
  25776. private _refreshFrustumPlanes;
  25777. private _storedFov;
  25778. private _stateStored;
  25779. /**
  25780. * Instantiates a new camera object.
  25781. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25782. * @see http://doc.babylonjs.com/features/cameras
  25783. * @param name Defines the name of the camera in the scene
  25784. * @param position Defines the position of the camera
  25785. * @param scene Defines the scene the camera belongs too
  25786. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25787. */
  25788. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25789. /**
  25790. * Store current camera state (fov, position, etc..)
  25791. * @returns the camera
  25792. */
  25793. storeState(): Camera;
  25794. /**
  25795. * Restores the camera state values if it has been stored. You must call storeState() first
  25796. */
  25797. protected _restoreStateValues(): boolean;
  25798. /**
  25799. * Restored camera state. You must call storeState() first.
  25800. * @returns true if restored and false otherwise
  25801. */
  25802. restoreState(): boolean;
  25803. /**
  25804. * Gets the class name of the camera.
  25805. * @returns the class name
  25806. */
  25807. getClassName(): string;
  25808. /** @hidden */
  25809. readonly _isCamera: boolean;
  25810. /**
  25811. * Gets a string representation of the camera useful for debug purpose.
  25812. * @param fullDetails Defines that a more verboe level of logging is required
  25813. * @returns the string representation
  25814. */
  25815. toString(fullDetails?: boolean): string;
  25816. /**
  25817. * Gets the current world space position of the camera.
  25818. */
  25819. readonly globalPosition: Vector3;
  25820. /**
  25821. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25822. * @returns the active meshe list
  25823. */
  25824. getActiveMeshes(): SmartArray<AbstractMesh>;
  25825. /**
  25826. * Check wether a mesh is part of the current active mesh list of the camera
  25827. * @param mesh Defines the mesh to check
  25828. * @returns true if active, false otherwise
  25829. */
  25830. isActiveMesh(mesh: Mesh): boolean;
  25831. /**
  25832. * Is this camera ready to be used/rendered
  25833. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25834. * @return true if the camera is ready
  25835. */
  25836. isReady(completeCheck?: boolean): boolean;
  25837. /** @hidden */
  25838. _initCache(): void;
  25839. /** @hidden */
  25840. _updateCache(ignoreParentClass?: boolean): void;
  25841. /** @hidden */
  25842. _isSynchronized(): boolean;
  25843. /** @hidden */
  25844. _isSynchronizedViewMatrix(): boolean;
  25845. /** @hidden */
  25846. _isSynchronizedProjectionMatrix(): boolean;
  25847. /**
  25848. * Attach the input controls to a specific dom element to get the input from.
  25849. * @param element Defines the element the controls should be listened from
  25850. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25851. */
  25852. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25853. /**
  25854. * Detach the current controls from the specified dom element.
  25855. * @param element Defines the element to stop listening the inputs from
  25856. */
  25857. detachControl(element: HTMLElement): void;
  25858. /**
  25859. * Update the camera state according to the different inputs gathered during the frame.
  25860. */
  25861. update(): void;
  25862. /** @hidden */
  25863. _checkInputs(): void;
  25864. /** @hidden */
  25865. readonly rigCameras: Camera[];
  25866. /**
  25867. * Gets the post process used by the rig cameras
  25868. */
  25869. readonly rigPostProcess: Nullable<PostProcess>;
  25870. /**
  25871. * Internal, gets the first post proces.
  25872. * @returns the first post process to be run on this camera.
  25873. */
  25874. _getFirstPostProcess(): Nullable<PostProcess>;
  25875. private _cascadePostProcessesToRigCams;
  25876. /**
  25877. * Attach a post process to the camera.
  25878. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25879. * @param postProcess The post process to attach to the camera
  25880. * @param insertAt The position of the post process in case several of them are in use in the scene
  25881. * @returns the position the post process has been inserted at
  25882. */
  25883. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25884. /**
  25885. * Detach a post process to the camera.
  25886. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25887. * @param postProcess The post process to detach from the camera
  25888. */
  25889. detachPostProcess(postProcess: PostProcess): void;
  25890. /**
  25891. * Gets the current world matrix of the camera
  25892. */
  25893. getWorldMatrix(): Matrix;
  25894. /** @hidden */
  25895. _getViewMatrix(): Matrix;
  25896. /**
  25897. * Gets the current view matrix of the camera.
  25898. * @param force forces the camera to recompute the matrix without looking at the cached state
  25899. * @returns the view matrix
  25900. */
  25901. getViewMatrix(force?: boolean): Matrix;
  25902. /**
  25903. * Freeze the projection matrix.
  25904. * It will prevent the cache check of the camera projection compute and can speed up perf
  25905. * if no parameter of the camera are meant to change
  25906. * @param projection Defines manually a projection if necessary
  25907. */
  25908. freezeProjectionMatrix(projection?: Matrix): void;
  25909. /**
  25910. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25911. */
  25912. unfreezeProjectionMatrix(): void;
  25913. /**
  25914. * Gets the current projection matrix of the camera.
  25915. * @param force forces the camera to recompute the matrix without looking at the cached state
  25916. * @returns the projection matrix
  25917. */
  25918. getProjectionMatrix(force?: boolean): Matrix;
  25919. /**
  25920. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25921. * @returns a Matrix
  25922. */
  25923. getTransformationMatrix(): Matrix;
  25924. private _updateFrustumPlanes;
  25925. /**
  25926. * Checks if a cullable object (mesh...) is in the camera frustum
  25927. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25928. * @param target The object to check
  25929. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25930. * @returns true if the object is in frustum otherwise false
  25931. */
  25932. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25933. /**
  25934. * Checks if a cullable object (mesh...) is in the camera frustum
  25935. * Unlike isInFrustum this cheks the full bounding box
  25936. * @param target The object to check
  25937. * @returns true if the object is in frustum otherwise false
  25938. */
  25939. isCompletelyInFrustum(target: ICullable): boolean;
  25940. /**
  25941. * Gets a ray in the forward direction from the camera.
  25942. * @param length Defines the length of the ray to create
  25943. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25944. * @param origin Defines the start point of the ray which defaults to the camera position
  25945. * @returns the forward ray
  25946. */
  25947. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25948. /**
  25949. * Releases resources associated with this node.
  25950. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25951. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25952. */
  25953. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25954. /** @hidden */
  25955. _isLeftCamera: boolean;
  25956. /**
  25957. * Gets the left camera of a rig setup in case of Rigged Camera
  25958. */
  25959. readonly isLeftCamera: boolean;
  25960. /** @hidden */
  25961. _isRightCamera: boolean;
  25962. /**
  25963. * Gets the right camera of a rig setup in case of Rigged Camera
  25964. */
  25965. readonly isRightCamera: boolean;
  25966. /**
  25967. * Gets the left camera of a rig setup in case of Rigged Camera
  25968. */
  25969. readonly leftCamera: Nullable<FreeCamera>;
  25970. /**
  25971. * Gets the right camera of a rig setup in case of Rigged Camera
  25972. */
  25973. readonly rightCamera: Nullable<FreeCamera>;
  25974. /**
  25975. * Gets the left camera target of a rig setup in case of Rigged Camera
  25976. * @returns the target position
  25977. */
  25978. getLeftTarget(): Nullable<Vector3>;
  25979. /**
  25980. * Gets the right camera target of a rig setup in case of Rigged Camera
  25981. * @returns the target position
  25982. */
  25983. getRightTarget(): Nullable<Vector3>;
  25984. /**
  25985. * @hidden
  25986. */
  25987. setCameraRigMode(mode: number, rigParams: any): void;
  25988. /** @hidden */
  25989. static _setStereoscopicRigMode(camera: Camera): void;
  25990. /** @hidden */
  25991. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25992. /** @hidden */
  25993. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25994. /** @hidden */
  25995. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25996. /** @hidden */
  25997. _getVRProjectionMatrix(): Matrix;
  25998. protected _updateCameraRotationMatrix(): void;
  25999. protected _updateWebVRCameraRotationMatrix(): void;
  26000. /**
  26001. * This function MUST be overwritten by the different WebVR cameras available.
  26002. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26003. * @hidden
  26004. */
  26005. _getWebVRProjectionMatrix(): Matrix;
  26006. /**
  26007. * This function MUST be overwritten by the different WebVR cameras available.
  26008. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26009. * @hidden
  26010. */
  26011. _getWebVRViewMatrix(): Matrix;
  26012. /** @hidden */
  26013. setCameraRigParameter(name: string, value: any): void;
  26014. /**
  26015. * needs to be overridden by children so sub has required properties to be copied
  26016. * @hidden
  26017. */
  26018. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  26019. /**
  26020. * May need to be overridden by children
  26021. * @hidden
  26022. */
  26023. _updateRigCameras(): void;
  26024. /** @hidden */
  26025. _setupInputs(): void;
  26026. /**
  26027. * Serialiaze the camera setup to a json represention
  26028. * @returns the JSON representation
  26029. */
  26030. serialize(): any;
  26031. /**
  26032. * Clones the current camera.
  26033. * @param name The cloned camera name
  26034. * @returns the cloned camera
  26035. */
  26036. clone(name: string): Camera;
  26037. /**
  26038. * Gets the direction of the camera relative to a given local axis.
  26039. * @param localAxis Defines the reference axis to provide a relative direction.
  26040. * @return the direction
  26041. */
  26042. getDirection(localAxis: Vector3): Vector3;
  26043. /**
  26044. * Returns the current camera absolute rotation
  26045. */
  26046. readonly absoluteRotation: Quaternion;
  26047. /**
  26048. * Gets the direction of the camera relative to a given local axis into a passed vector.
  26049. * @param localAxis Defines the reference axis to provide a relative direction.
  26050. * @param result Defines the vector to store the result in
  26051. */
  26052. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  26053. /**
  26054. * Gets a camera constructor for a given camera type
  26055. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  26056. * @param name The name of the camera the result will be able to instantiate
  26057. * @param scene The scene the result will construct the camera in
  26058. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  26059. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  26060. * @returns a factory method to construc the camera
  26061. */
  26062. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  26063. /**
  26064. * Compute the world matrix of the camera.
  26065. * @returns the camera world matrix
  26066. */
  26067. computeWorldMatrix(): Matrix;
  26068. /**
  26069. * Parse a JSON and creates the camera from the parsed information
  26070. * @param parsedCamera The JSON to parse
  26071. * @param scene The scene to instantiate the camera in
  26072. * @returns the newly constructed camera
  26073. */
  26074. static Parse(parsedCamera: any, scene: Scene): Camera;
  26075. }
  26076. }
  26077. declare module "babylonjs/Meshes/Builders/discBuilder" {
  26078. import { Nullable } from "babylonjs/types";
  26079. import { Scene } from "babylonjs/scene";
  26080. import { Vector4 } from "babylonjs/Maths/math.vector";
  26081. import { Mesh } from "babylonjs/Meshes/mesh";
  26082. /**
  26083. * Class containing static functions to help procedurally build meshes
  26084. */
  26085. export class DiscBuilder {
  26086. /**
  26087. * Creates a plane polygonal mesh. By default, this is a disc
  26088. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  26089. * * 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
  26090. * * 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
  26091. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  26092. * * If you create a double-sided mesh, you can choose what parts of 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
  26093. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  26094. * @param name defines the name of the mesh
  26095. * @param options defines the options used to create the mesh
  26096. * @param scene defines the hosting scene
  26097. * @returns the plane polygonal mesh
  26098. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  26099. */
  26100. static CreateDisc(name: string, options: {
  26101. radius?: number;
  26102. tessellation?: number;
  26103. arc?: number;
  26104. updatable?: boolean;
  26105. sideOrientation?: number;
  26106. frontUVs?: Vector4;
  26107. backUVs?: Vector4;
  26108. }, scene?: Nullable<Scene>): Mesh;
  26109. }
  26110. }
  26111. declare module "babylonjs/Particles/solidParticleSystem" {
  26112. import { Nullable } from "babylonjs/types";
  26113. import { Vector3 } from "babylonjs/Maths/math.vector";
  26114. import { Mesh } from "babylonjs/Meshes/mesh";
  26115. import { Scene, IDisposable } from "babylonjs/scene";
  26116. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  26117. /**
  26118. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  26119. *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.
  26120. * The SPS is also a particle system. It provides some methods to manage the particles.
  26121. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  26122. *
  26123. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  26124. */
  26125. export class SolidParticleSystem implements IDisposable {
  26126. /**
  26127. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  26128. * Example : var p = SPS.particles[i];
  26129. */
  26130. particles: SolidParticle[];
  26131. /**
  26132. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  26133. */
  26134. nbParticles: number;
  26135. /**
  26136. * If the particles must ever face the camera (default false). Useful for planar particles.
  26137. */
  26138. billboard: boolean;
  26139. /**
  26140. * Recompute normals when adding a shape
  26141. */
  26142. recomputeNormals: boolean;
  26143. /**
  26144. * This a counter ofr your own usage. It's not set by any SPS functions.
  26145. */
  26146. counter: number;
  26147. /**
  26148. * The SPS name. This name is also given to the underlying mesh.
  26149. */
  26150. name: string;
  26151. /**
  26152. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  26153. */
  26154. mesh: Mesh;
  26155. /**
  26156. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  26157. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  26158. */
  26159. vars: any;
  26160. /**
  26161. * This array is populated when the SPS is set as 'pickable'.
  26162. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  26163. * Each element of this array is an object `{idx: int, faceId: int}`.
  26164. * `idx` is the picked particle index in the `SPS.particles` array
  26165. * `faceId` is the picked face index counted within this particle.
  26166. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  26167. */
  26168. pickedParticles: {
  26169. idx: number;
  26170. faceId: number;
  26171. }[];
  26172. /**
  26173. * This array is populated when `enableDepthSort` is set to true.
  26174. * Each element of this array is an instance of the class DepthSortedParticle.
  26175. */
  26176. depthSortedParticles: DepthSortedParticle[];
  26177. /**
  26178. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  26179. * @hidden
  26180. */
  26181. _bSphereOnly: boolean;
  26182. /**
  26183. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  26184. * @hidden
  26185. */
  26186. _bSphereRadiusFactor: number;
  26187. private _scene;
  26188. private _positions;
  26189. private _indices;
  26190. private _normals;
  26191. private _colors;
  26192. private _uvs;
  26193. private _indices32;
  26194. private _positions32;
  26195. private _normals32;
  26196. private _fixedNormal32;
  26197. private _colors32;
  26198. private _uvs32;
  26199. private _index;
  26200. private _updatable;
  26201. private _pickable;
  26202. private _isVisibilityBoxLocked;
  26203. private _alwaysVisible;
  26204. private _depthSort;
  26205. private _expandable;
  26206. private _shapeCounter;
  26207. private _copy;
  26208. private _mustResetCopy;
  26209. private _color;
  26210. private _computeParticleColor;
  26211. private _computeParticleTexture;
  26212. private _computeParticleRotation;
  26213. private _computeParticleVertex;
  26214. private _computeBoundingBox;
  26215. private _depthSortParticles;
  26216. private _camera;
  26217. private _mustUnrotateFixedNormals;
  26218. private _particlesIntersect;
  26219. private _needs32Bits;
  26220. private _isNotBuilt;
  26221. private _lastParticleId;
  26222. private _idxOfId;
  26223. /**
  26224. * Creates a SPS (Solid Particle System) object.
  26225. * @param name (String) is the SPS name, this will be the underlying mesh name.
  26226. * @param scene (Scene) is the scene in which the SPS is added.
  26227. * @param options defines the options of the sps e.g.
  26228. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  26229. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  26230. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  26231. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  26232. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  26233. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  26234. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  26235. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  26236. */
  26237. constructor(name: string, scene: Scene, options?: {
  26238. updatable?: boolean;
  26239. isPickable?: boolean;
  26240. enableDepthSort?: boolean;
  26241. particleIntersection?: boolean;
  26242. boundingSphereOnly?: boolean;
  26243. bSphereRadiusFactor?: number;
  26244. expandable?: boolean;
  26245. });
  26246. /**
  26247. * Builds the SPS underlying mesh. Returns a standard Mesh.
  26248. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  26249. * @returns the created mesh
  26250. */
  26251. buildMesh(): Mesh;
  26252. /**
  26253. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  26254. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  26255. * Thus the particles generated from `digest()` have their property `position` set yet.
  26256. * @param mesh ( Mesh ) is the mesh to be digested
  26257. * @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
  26258. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  26259. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  26260. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  26261. * @returns the current SPS
  26262. */
  26263. digest(mesh: Mesh, options?: {
  26264. facetNb?: number;
  26265. number?: number;
  26266. delta?: number;
  26267. storage?: [];
  26268. }): SolidParticleSystem;
  26269. /**
  26270. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  26271. * @hidden
  26272. */
  26273. private _unrotateFixedNormals;
  26274. /**
  26275. * Resets the temporary working copy particle
  26276. * @hidden
  26277. */
  26278. private _resetCopy;
  26279. /**
  26280. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  26281. * @param p the current index in the positions array to be updated
  26282. * @param shape a Vector3 array, the shape geometry
  26283. * @param positions the positions array to be updated
  26284. * @param meshInd the shape indices array
  26285. * @param indices the indices array to be updated
  26286. * @param meshUV the shape uv array
  26287. * @param uvs the uv array to be updated
  26288. * @param meshCol the shape color array
  26289. * @param colors the color array to be updated
  26290. * @param meshNor the shape normals array
  26291. * @param normals the normals array to be updated
  26292. * @param idx the particle index
  26293. * @param idxInShape the particle index in its shape
  26294. * @param options the addShape() method passed options
  26295. * @hidden
  26296. */
  26297. private _meshBuilder;
  26298. /**
  26299. * Returns a shape Vector3 array from positions float array
  26300. * @param positions float array
  26301. * @returns a vector3 array
  26302. * @hidden
  26303. */
  26304. private _posToShape;
  26305. /**
  26306. * Returns a shapeUV array from a float uvs (array deep copy)
  26307. * @param uvs as a float array
  26308. * @returns a shapeUV array
  26309. * @hidden
  26310. */
  26311. private _uvsToShapeUV;
  26312. /**
  26313. * Adds a new particle object in the particles array
  26314. * @param idx particle index in particles array
  26315. * @param id particle id
  26316. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  26317. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  26318. * @param model particle ModelShape object
  26319. * @param shapeId model shape identifier
  26320. * @param idxInShape index of the particle in the current model
  26321. * @param bInfo model bounding info object
  26322. * @param storage target storage array, if any
  26323. * @hidden
  26324. */
  26325. private _addParticle;
  26326. /**
  26327. * Adds some particles to the SPS from the model shape. Returns the shape id.
  26328. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  26329. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  26330. * @param nb (positive integer) the number of particles to be created from this model
  26331. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  26332. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  26333. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  26334. * @returns the number of shapes in the system
  26335. */
  26336. addShape(mesh: Mesh, nb: number, options?: {
  26337. positionFunction?: any;
  26338. vertexFunction?: any;
  26339. storage?: [];
  26340. }): number;
  26341. /**
  26342. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  26343. * @hidden
  26344. */
  26345. private _rebuildParticle;
  26346. /**
  26347. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  26348. * @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.
  26349. * @returns the SPS.
  26350. */
  26351. rebuildMesh(reset?: boolean): SolidParticleSystem;
  26352. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  26353. * Returns an array with the removed particles.
  26354. * 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.
  26355. * The SPS can't be empty so at least one particle needs to remain in place.
  26356. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  26357. * @param start index of the first particle to remove
  26358. * @param end index of the last particle to remove (included)
  26359. * @returns an array populated with the removed particles
  26360. */
  26361. removeParticles(start: number, end: number): SolidParticle[];
  26362. /**
  26363. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  26364. * @param solidParticleArray an array populated with Solid Particles objects
  26365. * @returns the SPS
  26366. */
  26367. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  26368. /**
  26369. * Creates a new particle and modifies the SPS mesh geometry :
  26370. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  26371. * - calls _addParticle() to populate the particle array
  26372. * factorized code from addShape() and insertParticlesFromArray()
  26373. * @param idx particle index in the particles array
  26374. * @param i particle index in its shape
  26375. * @param modelShape particle ModelShape object
  26376. * @param shape shape vertex array
  26377. * @param meshInd shape indices array
  26378. * @param meshUV shape uv array
  26379. * @param meshCol shape color array
  26380. * @param meshNor shape normals array
  26381. * @param bbInfo shape bounding info
  26382. * @param storage target particle storage
  26383. * @options addShape() passed options
  26384. * @hidden
  26385. */
  26386. private _insertNewParticle;
  26387. /**
  26388. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  26389. * This method calls `updateParticle()` for each particle of the SPS.
  26390. * For an animated SPS, it is usually called within the render loop.
  26391. * 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.
  26392. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  26393. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  26394. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  26395. * @returns the SPS.
  26396. */
  26397. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  26398. /**
  26399. * Disposes the SPS.
  26400. */
  26401. dispose(): void;
  26402. /**
  26403. * Returns a SolidParticle object from its identifier : particle.id
  26404. * @param id (integer) the particle Id
  26405. * @returns the searched particle or null if not found in the SPS.
  26406. */
  26407. getParticleById(id: number): Nullable<SolidParticle>;
  26408. /**
  26409. * Returns a new array populated with the particles having the passed shapeId.
  26410. * @param shapeId (integer) the shape identifier
  26411. * @returns a new solid particle array
  26412. */
  26413. getParticlesByShapeId(shapeId: number): SolidParticle[];
  26414. /**
  26415. * Populates the passed array "ref" with the particles having the passed shapeId.
  26416. * @param shapeId the shape identifier
  26417. * @returns the SPS
  26418. * @param ref
  26419. */
  26420. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  26421. /**
  26422. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  26423. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26424. * @returns the SPS.
  26425. */
  26426. refreshVisibleSize(): SolidParticleSystem;
  26427. /**
  26428. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  26429. * @param size the size (float) of the visibility box
  26430. * note : this doesn't lock the SPS mesh bounding box.
  26431. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26432. */
  26433. setVisibilityBox(size: number): void;
  26434. /**
  26435. * Gets whether the SPS as always visible or not
  26436. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26437. */
  26438. /**
  26439. * Sets the SPS as always visible or not
  26440. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26441. */
  26442. isAlwaysVisible: boolean;
  26443. /**
  26444. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26445. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26446. */
  26447. /**
  26448. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26449. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26450. */
  26451. isVisibilityBoxLocked: boolean;
  26452. /**
  26453. * Tells to `setParticles()` to compute the particle rotations or not.
  26454. * Default value : true. The SPS is faster when it's set to false.
  26455. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26456. */
  26457. /**
  26458. * Gets if `setParticles()` computes the particle rotations or not.
  26459. * Default value : true. The SPS is faster when it's set to false.
  26460. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26461. */
  26462. computeParticleRotation: boolean;
  26463. /**
  26464. * Tells to `setParticles()` to compute the particle colors or not.
  26465. * Default value : true. The SPS is faster when it's set to false.
  26466. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26467. */
  26468. /**
  26469. * Gets if `setParticles()` computes the particle colors or not.
  26470. * Default value : true. The SPS is faster when it's set to false.
  26471. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26472. */
  26473. computeParticleColor: boolean;
  26474. /**
  26475. * Gets if `setParticles()` computes the particle textures or not.
  26476. * Default value : true. The SPS is faster when it's set to false.
  26477. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  26478. */
  26479. computeParticleTexture: boolean;
  26480. /**
  26481. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  26482. * Default value : false. The SPS is faster when it's set to false.
  26483. * Note : the particle custom vertex positions aren't stored values.
  26484. */
  26485. /**
  26486. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  26487. * Default value : false. The SPS is faster when it's set to false.
  26488. * Note : the particle custom vertex positions aren't stored values.
  26489. */
  26490. computeParticleVertex: boolean;
  26491. /**
  26492. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  26493. */
  26494. /**
  26495. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  26496. */
  26497. computeBoundingBox: boolean;
  26498. /**
  26499. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  26500. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26501. * Default : `true`
  26502. */
  26503. /**
  26504. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  26505. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26506. * Default : `true`
  26507. */
  26508. depthSortParticles: boolean;
  26509. /**
  26510. * Gets if the SPS is created as expandable at construction time.
  26511. * Default : `false`
  26512. */
  26513. readonly expandable: boolean;
  26514. /**
  26515. * This function does nothing. It may be overwritten to set all the particle first values.
  26516. * The SPS doesn't call this function, you may have to call it by your own.
  26517. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26518. */
  26519. initParticles(): void;
  26520. /**
  26521. * This function does nothing. It may be overwritten to recycle a particle.
  26522. * The SPS doesn't call this function, you may have to call it by your own.
  26523. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26524. * @param particle The particle to recycle
  26525. * @returns the recycled particle
  26526. */
  26527. recycleParticle(particle: SolidParticle): SolidParticle;
  26528. /**
  26529. * Updates a particle : this function should be overwritten by the user.
  26530. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  26531. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26532. * @example : just set a particle position or velocity and recycle conditions
  26533. * @param particle The particle to update
  26534. * @returns the updated particle
  26535. */
  26536. updateParticle(particle: SolidParticle): SolidParticle;
  26537. /**
  26538. * Updates a vertex of a particle : it can be overwritten by the user.
  26539. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  26540. * @param particle the current particle
  26541. * @param vertex the current index of the current particle
  26542. * @param pt the index of the current vertex in the particle shape
  26543. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  26544. * @example : just set a vertex particle position
  26545. * @returns the updated vertex
  26546. */
  26547. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  26548. /**
  26549. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26550. * This does nothing and may be overwritten by the user.
  26551. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26552. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26553. * @param update the boolean update value actually passed to setParticles()
  26554. */
  26555. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26556. /**
  26557. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26558. * This will be passed three parameters.
  26559. * This does nothing and may be overwritten by the user.
  26560. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26561. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26562. * @param update the boolean update value actually passed to setParticles()
  26563. */
  26564. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26565. }
  26566. }
  26567. declare module "babylonjs/Particles/solidParticle" {
  26568. import { Nullable } from "babylonjs/types";
  26569. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26570. import { Color4 } from "babylonjs/Maths/math.color";
  26571. import { Mesh } from "babylonjs/Meshes/mesh";
  26572. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26573. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26574. import { Plane } from "babylonjs/Maths/math.plane";
  26575. /**
  26576. * Represents one particle of a solid particle system.
  26577. */
  26578. export class SolidParticle {
  26579. /**
  26580. * particle global index
  26581. */
  26582. idx: number;
  26583. /**
  26584. * particle identifier
  26585. */
  26586. id: number;
  26587. /**
  26588. * The color of the particle
  26589. */
  26590. color: Nullable<Color4>;
  26591. /**
  26592. * The world space position of the particle.
  26593. */
  26594. position: Vector3;
  26595. /**
  26596. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26597. */
  26598. rotation: Vector3;
  26599. /**
  26600. * The world space rotation quaternion of the particle.
  26601. */
  26602. rotationQuaternion: Nullable<Quaternion>;
  26603. /**
  26604. * The scaling of the particle.
  26605. */
  26606. scaling: Vector3;
  26607. /**
  26608. * The uvs of the particle.
  26609. */
  26610. uvs: Vector4;
  26611. /**
  26612. * The current speed of the particle.
  26613. */
  26614. velocity: Vector3;
  26615. /**
  26616. * The pivot point in the particle local space.
  26617. */
  26618. pivot: Vector3;
  26619. /**
  26620. * Must the particle be translated from its pivot point in its local space ?
  26621. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26622. * Default : false
  26623. */
  26624. translateFromPivot: boolean;
  26625. /**
  26626. * Is the particle active or not ?
  26627. */
  26628. alive: boolean;
  26629. /**
  26630. * Is the particle visible or not ?
  26631. */
  26632. isVisible: boolean;
  26633. /**
  26634. * Index of this particle in the global "positions" array (Internal use)
  26635. * @hidden
  26636. */
  26637. _pos: number;
  26638. /**
  26639. * @hidden Index of this particle in the global "indices" array (Internal use)
  26640. */
  26641. _ind: number;
  26642. /**
  26643. * @hidden ModelShape of this particle (Internal use)
  26644. */
  26645. _model: ModelShape;
  26646. /**
  26647. * ModelShape id of this particle
  26648. */
  26649. shapeId: number;
  26650. /**
  26651. * Index of the particle in its shape id
  26652. */
  26653. idxInShape: number;
  26654. /**
  26655. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26656. */
  26657. _modelBoundingInfo: BoundingInfo;
  26658. /**
  26659. * @hidden Particle BoundingInfo object (Internal use)
  26660. */
  26661. _boundingInfo: BoundingInfo;
  26662. /**
  26663. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26664. */
  26665. _sps: SolidParticleSystem;
  26666. /**
  26667. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26668. */
  26669. _stillInvisible: boolean;
  26670. /**
  26671. * @hidden Last computed particle rotation matrix
  26672. */
  26673. _rotationMatrix: number[];
  26674. /**
  26675. * Parent particle Id, if any.
  26676. * Default null.
  26677. */
  26678. parentId: Nullable<number>;
  26679. /**
  26680. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26681. * The possible values are :
  26682. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26683. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26684. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26685. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26686. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26687. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26688. * */
  26689. cullingStrategy: number;
  26690. /**
  26691. * @hidden Internal global position in the SPS.
  26692. */
  26693. _globalPosition: Vector3;
  26694. /**
  26695. * Creates a Solid Particle object.
  26696. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26697. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  26698. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  26699. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26700. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26701. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26702. * @param shapeId (integer) is the model shape identifier in the SPS.
  26703. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26704. * @param sps defines the sps it is associated to
  26705. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26706. */
  26707. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26708. /**
  26709. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  26710. * @param target the particle target
  26711. * @returns the current particle
  26712. */
  26713. copyToRef(target: SolidParticle): SolidParticle;
  26714. /**
  26715. * Legacy support, changed scale to scaling
  26716. */
  26717. /**
  26718. * Legacy support, changed scale to scaling
  26719. */
  26720. scale: Vector3;
  26721. /**
  26722. * Legacy support, changed quaternion to rotationQuaternion
  26723. */
  26724. /**
  26725. * Legacy support, changed quaternion to rotationQuaternion
  26726. */
  26727. quaternion: Nullable<Quaternion>;
  26728. /**
  26729. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26730. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26731. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26732. * @returns true if it intersects
  26733. */
  26734. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26735. /**
  26736. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26737. * A particle is in the frustum if its bounding box intersects the frustum
  26738. * @param frustumPlanes defines the frustum to test
  26739. * @returns true if the particle is in the frustum planes
  26740. */
  26741. isInFrustum(frustumPlanes: Plane[]): boolean;
  26742. /**
  26743. * get the rotation matrix of the particle
  26744. * @hidden
  26745. */
  26746. getRotationMatrix(m: Matrix): void;
  26747. }
  26748. /**
  26749. * Represents the shape of the model used by one particle of a solid particle system.
  26750. * SPS internal tool, don't use it manually.
  26751. */
  26752. export class ModelShape {
  26753. /**
  26754. * The shape id
  26755. * @hidden
  26756. */
  26757. shapeID: number;
  26758. /**
  26759. * flat array of model positions (internal use)
  26760. * @hidden
  26761. */
  26762. _shape: Vector3[];
  26763. /**
  26764. * flat array of model UVs (internal use)
  26765. * @hidden
  26766. */
  26767. _shapeUV: number[];
  26768. /**
  26769. * color array of the model
  26770. * @hidden
  26771. */
  26772. _shapeColors: number[];
  26773. /**
  26774. * indices array of the model
  26775. * @hidden
  26776. */
  26777. _indices: number[];
  26778. /**
  26779. * normals array of the model
  26780. * @hidden
  26781. */
  26782. _normals: number[];
  26783. /**
  26784. * length of the shape in the model indices array (internal use)
  26785. * @hidden
  26786. */
  26787. _indicesLength: number;
  26788. /**
  26789. * Custom position function (internal use)
  26790. * @hidden
  26791. */
  26792. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26793. /**
  26794. * Custom vertex function (internal use)
  26795. * @hidden
  26796. */
  26797. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26798. /**
  26799. * 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.
  26800. * SPS internal tool, don't use it manually.
  26801. * @hidden
  26802. */
  26803. 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>);
  26804. }
  26805. /**
  26806. * Represents a Depth Sorted Particle in the solid particle system.
  26807. */
  26808. export class DepthSortedParticle {
  26809. /**
  26810. * Index of the particle in the "indices" array
  26811. */
  26812. ind: number;
  26813. /**
  26814. * Length of the particle shape in the "indices" array
  26815. */
  26816. indicesLength: number;
  26817. /**
  26818. * Squared distance from the particle to the camera
  26819. */
  26820. sqDistance: number;
  26821. }
  26822. }
  26823. declare module "babylonjs/Collisions/meshCollisionData" {
  26824. import { Collider } from "babylonjs/Collisions/collider";
  26825. import { Vector3 } from "babylonjs/Maths/math.vector";
  26826. import { Nullable } from "babylonjs/types";
  26827. import { Observer } from "babylonjs/Misc/observable";
  26828. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26829. /**
  26830. * @hidden
  26831. */
  26832. export class _MeshCollisionData {
  26833. _checkCollisions: boolean;
  26834. _collisionMask: number;
  26835. _collisionGroup: number;
  26836. _collider: Nullable<Collider>;
  26837. _oldPositionForCollisions: Vector3;
  26838. _diffPositionForCollisions: Vector3;
  26839. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26840. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26841. }
  26842. }
  26843. declare module "babylonjs/Meshes/abstractMesh" {
  26844. import { Observable } from "babylonjs/Misc/observable";
  26845. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26846. import { Camera } from "babylonjs/Cameras/camera";
  26847. import { Scene, IDisposable } from "babylonjs/scene";
  26848. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26849. import { Node } from "babylonjs/node";
  26850. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26851. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26852. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26853. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26854. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26855. import { Material } from "babylonjs/Materials/material";
  26856. import { Light } from "babylonjs/Lights/light";
  26857. import { Skeleton } from "babylonjs/Bones/skeleton";
  26858. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26859. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26860. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26861. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26862. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26863. import { Plane } from "babylonjs/Maths/math.plane";
  26864. import { Ray } from "babylonjs/Culling/ray";
  26865. import { Collider } from "babylonjs/Collisions/collider";
  26866. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26867. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26868. /** @hidden */
  26869. class _FacetDataStorage {
  26870. facetPositions: Vector3[];
  26871. facetNormals: Vector3[];
  26872. facetPartitioning: number[][];
  26873. facetNb: number;
  26874. partitioningSubdivisions: number;
  26875. partitioningBBoxRatio: number;
  26876. facetDataEnabled: boolean;
  26877. facetParameters: any;
  26878. bbSize: Vector3;
  26879. subDiv: {
  26880. max: number;
  26881. X: number;
  26882. Y: number;
  26883. Z: number;
  26884. };
  26885. facetDepthSort: boolean;
  26886. facetDepthSortEnabled: boolean;
  26887. depthSortedIndices: IndicesArray;
  26888. depthSortedFacets: {
  26889. ind: number;
  26890. sqDistance: number;
  26891. }[];
  26892. facetDepthSortFunction: (f1: {
  26893. ind: number;
  26894. sqDistance: number;
  26895. }, f2: {
  26896. ind: number;
  26897. sqDistance: number;
  26898. }) => number;
  26899. facetDepthSortFrom: Vector3;
  26900. facetDepthSortOrigin: Vector3;
  26901. invertedMatrix: Matrix;
  26902. }
  26903. /**
  26904. * @hidden
  26905. **/
  26906. class _InternalAbstractMeshDataInfo {
  26907. _hasVertexAlpha: boolean;
  26908. _useVertexColors: boolean;
  26909. _numBoneInfluencers: number;
  26910. _applyFog: boolean;
  26911. _receiveShadows: boolean;
  26912. _facetData: _FacetDataStorage;
  26913. _visibility: number;
  26914. _skeleton: Nullable<Skeleton>;
  26915. _layerMask: number;
  26916. _computeBonesUsingShaders: boolean;
  26917. _isActive: boolean;
  26918. _onlyForInstances: boolean;
  26919. _isActiveIntermediate: boolean;
  26920. _onlyForInstancesIntermediate: boolean;
  26921. _actAsRegularMesh: boolean;
  26922. }
  26923. /**
  26924. * Class used to store all common mesh properties
  26925. */
  26926. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26927. /** No occlusion */
  26928. static OCCLUSION_TYPE_NONE: number;
  26929. /** Occlusion set to optimisitic */
  26930. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26931. /** Occlusion set to strict */
  26932. static OCCLUSION_TYPE_STRICT: number;
  26933. /** Use an accurante occlusion algorithm */
  26934. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26935. /** Use a conservative occlusion algorithm */
  26936. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26937. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26938. * Test order :
  26939. * Is the bounding sphere outside the frustum ?
  26940. * If not, are the bounding box vertices outside the frustum ?
  26941. * It not, then the cullable object is in the frustum.
  26942. */
  26943. static readonly CULLINGSTRATEGY_STANDARD: number;
  26944. /** Culling strategy : Bounding Sphere Only.
  26945. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26946. * It's also less accurate than the standard because some not visible objects can still be selected.
  26947. * Test : is the bounding sphere outside the frustum ?
  26948. * If not, then the cullable object is in the frustum.
  26949. */
  26950. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26951. /** Culling strategy : Optimistic Inclusion.
  26952. * This in an inclusion test first, then the standard exclusion test.
  26953. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26954. * 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.
  26955. * Anyway, it's as accurate as the standard strategy.
  26956. * Test :
  26957. * Is the cullable object bounding sphere center in the frustum ?
  26958. * If not, apply the default culling strategy.
  26959. */
  26960. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26961. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26962. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26963. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26964. * 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.
  26965. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26966. * Test :
  26967. * Is the cullable object bounding sphere center in the frustum ?
  26968. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26969. */
  26970. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26971. /**
  26972. * No billboard
  26973. */
  26974. static readonly BILLBOARDMODE_NONE: number;
  26975. /** Billboard on X axis */
  26976. static readonly BILLBOARDMODE_X: number;
  26977. /** Billboard on Y axis */
  26978. static readonly BILLBOARDMODE_Y: number;
  26979. /** Billboard on Z axis */
  26980. static readonly BILLBOARDMODE_Z: number;
  26981. /** Billboard on all axes */
  26982. static readonly BILLBOARDMODE_ALL: number;
  26983. /** Billboard on using position instead of orientation */
  26984. static readonly BILLBOARDMODE_USE_POSITION: number;
  26985. /** @hidden */
  26986. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26987. /**
  26988. * The culling strategy to use to check whether the mesh must be rendered or not.
  26989. * This value can be changed at any time and will be used on the next render mesh selection.
  26990. * The possible values are :
  26991. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26992. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26993. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26994. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26995. * Please read each static variable documentation to get details about the culling process.
  26996. * */
  26997. cullingStrategy: number;
  26998. /**
  26999. * Gets the number of facets in the mesh
  27000. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  27001. */
  27002. readonly facetNb: number;
  27003. /**
  27004. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  27005. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  27006. */
  27007. partitioningSubdivisions: number;
  27008. /**
  27009. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  27010. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  27011. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  27012. */
  27013. partitioningBBoxRatio: number;
  27014. /**
  27015. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  27016. * Works only for updatable meshes.
  27017. * Doesn't work with multi-materials
  27018. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  27019. */
  27020. mustDepthSortFacets: boolean;
  27021. /**
  27022. * The location (Vector3) where the facet depth sort must be computed from.
  27023. * By default, the active camera position.
  27024. * Used only when facet depth sort is enabled
  27025. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  27026. */
  27027. facetDepthSortFrom: Vector3;
  27028. /**
  27029. * gets a boolean indicating if facetData is enabled
  27030. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  27031. */
  27032. readonly isFacetDataEnabled: boolean;
  27033. /** @hidden */
  27034. _updateNonUniformScalingState(value: boolean): boolean;
  27035. /**
  27036. * An event triggered when this mesh collides with another one
  27037. */
  27038. onCollideObservable: Observable<AbstractMesh>;
  27039. /** Set a function to call when this mesh collides with another one */
  27040. onCollide: () => void;
  27041. /**
  27042. * An event triggered when the collision's position changes
  27043. */
  27044. onCollisionPositionChangeObservable: Observable<Vector3>;
  27045. /** Set a function to call when the collision's position changes */
  27046. onCollisionPositionChange: () => void;
  27047. /**
  27048. * An event triggered when material is changed
  27049. */
  27050. onMaterialChangedObservable: Observable<AbstractMesh>;
  27051. /**
  27052. * Gets or sets the orientation for POV movement & rotation
  27053. */
  27054. definedFacingForward: boolean;
  27055. /** @hidden */
  27056. _occlusionQuery: Nullable<WebGLQuery>;
  27057. /** @hidden */
  27058. _renderingGroup: Nullable<RenderingGroup>;
  27059. /**
  27060. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  27061. */
  27062. /**
  27063. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  27064. */
  27065. visibility: number;
  27066. /** Gets or sets the alpha index used to sort transparent meshes
  27067. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  27068. */
  27069. alphaIndex: number;
  27070. /**
  27071. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  27072. */
  27073. isVisible: boolean;
  27074. /**
  27075. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  27076. */
  27077. isPickable: boolean;
  27078. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  27079. showSubMeshesBoundingBox: boolean;
  27080. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  27081. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  27082. */
  27083. isBlocker: boolean;
  27084. /**
  27085. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  27086. */
  27087. enablePointerMoveEvents: boolean;
  27088. /**
  27089. * Specifies the rendering group id for this mesh (0 by default)
  27090. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  27091. */
  27092. renderingGroupId: number;
  27093. private _material;
  27094. /** Gets or sets current material */
  27095. material: Nullable<Material>;
  27096. /**
  27097. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  27098. * @see http://doc.babylonjs.com/babylon101/shadows
  27099. */
  27100. receiveShadows: boolean;
  27101. /** Defines color to use when rendering outline */
  27102. outlineColor: Color3;
  27103. /** Define width to use when rendering outline */
  27104. outlineWidth: number;
  27105. /** Defines color to use when rendering overlay */
  27106. overlayColor: Color3;
  27107. /** Defines alpha to use when rendering overlay */
  27108. overlayAlpha: number;
  27109. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  27110. hasVertexAlpha: boolean;
  27111. /** 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) */
  27112. useVertexColors: boolean;
  27113. /**
  27114. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  27115. */
  27116. computeBonesUsingShaders: boolean;
  27117. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  27118. numBoneInfluencers: number;
  27119. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  27120. applyFog: boolean;
  27121. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  27122. useOctreeForRenderingSelection: boolean;
  27123. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  27124. useOctreeForPicking: boolean;
  27125. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  27126. useOctreeForCollisions: boolean;
  27127. /**
  27128. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  27129. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  27130. */
  27131. layerMask: number;
  27132. /**
  27133. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  27134. */
  27135. alwaysSelectAsActiveMesh: boolean;
  27136. /**
  27137. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  27138. */
  27139. doNotSyncBoundingInfo: boolean;
  27140. /**
  27141. * Gets or sets the current action manager
  27142. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27143. */
  27144. actionManager: Nullable<AbstractActionManager>;
  27145. private _meshCollisionData;
  27146. /**
  27147. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  27148. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27149. */
  27150. ellipsoid: Vector3;
  27151. /**
  27152. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  27153. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27154. */
  27155. ellipsoidOffset: Vector3;
  27156. /**
  27157. * Gets or sets a collision mask used to mask collisions (default is -1).
  27158. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  27159. */
  27160. collisionMask: number;
  27161. /**
  27162. * Gets or sets the current collision group mask (-1 by default).
  27163. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  27164. */
  27165. collisionGroup: number;
  27166. /**
  27167. * Defines edge width used when edgesRenderer is enabled
  27168. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27169. */
  27170. edgesWidth: number;
  27171. /**
  27172. * Defines edge color used when edgesRenderer is enabled
  27173. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27174. */
  27175. edgesColor: Color4;
  27176. /** @hidden */
  27177. _edgesRenderer: Nullable<IEdgesRenderer>;
  27178. /** @hidden */
  27179. _masterMesh: Nullable<AbstractMesh>;
  27180. /** @hidden */
  27181. _boundingInfo: Nullable<BoundingInfo>;
  27182. /** @hidden */
  27183. _renderId: number;
  27184. /**
  27185. * Gets or sets the list of subMeshes
  27186. * @see http://doc.babylonjs.com/how_to/multi_materials
  27187. */
  27188. subMeshes: SubMesh[];
  27189. /** @hidden */
  27190. _intersectionsInProgress: AbstractMesh[];
  27191. /** @hidden */
  27192. _unIndexed: boolean;
  27193. /** @hidden */
  27194. _lightSources: Light[];
  27195. /** Gets the list of lights affecting that mesh */
  27196. readonly lightSources: Light[];
  27197. /** @hidden */
  27198. readonly _positions: Nullable<Vector3[]>;
  27199. /** @hidden */
  27200. _waitingData: {
  27201. lods: Nullable<any>;
  27202. actions: Nullable<any>;
  27203. freezeWorldMatrix: Nullable<boolean>;
  27204. };
  27205. /** @hidden */
  27206. _bonesTransformMatrices: Nullable<Float32Array>;
  27207. /** @hidden */
  27208. _transformMatrixTexture: Nullable<RawTexture>;
  27209. /**
  27210. * Gets or sets a skeleton to apply skining transformations
  27211. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  27212. */
  27213. skeleton: Nullable<Skeleton>;
  27214. /**
  27215. * An event triggered when the mesh is rebuilt.
  27216. */
  27217. onRebuildObservable: Observable<AbstractMesh>;
  27218. /**
  27219. * Creates a new AbstractMesh
  27220. * @param name defines the name of the mesh
  27221. * @param scene defines the hosting scene
  27222. */
  27223. constructor(name: string, scene?: Nullable<Scene>);
  27224. /**
  27225. * Returns the string "AbstractMesh"
  27226. * @returns "AbstractMesh"
  27227. */
  27228. getClassName(): string;
  27229. /**
  27230. * Gets a string representation of the current mesh
  27231. * @param fullDetails defines a boolean indicating if full details must be included
  27232. * @returns a string representation of the current mesh
  27233. */
  27234. toString(fullDetails?: boolean): string;
  27235. /**
  27236. * @hidden
  27237. */
  27238. protected _getEffectiveParent(): Nullable<Node>;
  27239. /** @hidden */
  27240. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27241. /** @hidden */
  27242. _rebuild(): void;
  27243. /** @hidden */
  27244. _resyncLightSources(): void;
  27245. /** @hidden */
  27246. _resyncLighSource(light: Light): void;
  27247. /** @hidden */
  27248. _unBindEffect(): void;
  27249. /** @hidden */
  27250. _removeLightSource(light: Light, dispose: boolean): void;
  27251. private _markSubMeshesAsDirty;
  27252. /** @hidden */
  27253. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  27254. /** @hidden */
  27255. _markSubMeshesAsAttributesDirty(): void;
  27256. /** @hidden */
  27257. _markSubMeshesAsMiscDirty(): void;
  27258. /**
  27259. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  27260. */
  27261. scaling: Vector3;
  27262. /**
  27263. * Returns true if the mesh is blocked. Implemented by child classes
  27264. */
  27265. readonly isBlocked: boolean;
  27266. /**
  27267. * Returns the mesh itself by default. Implemented by child classes
  27268. * @param camera defines the camera to use to pick the right LOD level
  27269. * @returns the currentAbstractMesh
  27270. */
  27271. getLOD(camera: Camera): Nullable<AbstractMesh>;
  27272. /**
  27273. * Returns 0 by default. Implemented by child classes
  27274. * @returns an integer
  27275. */
  27276. getTotalVertices(): number;
  27277. /**
  27278. * Returns a positive integer : the total number of indices in this mesh geometry.
  27279. * @returns the numner of indices or zero if the mesh has no geometry.
  27280. */
  27281. getTotalIndices(): number;
  27282. /**
  27283. * Returns null by default. Implemented by child classes
  27284. * @returns null
  27285. */
  27286. getIndices(): Nullable<IndicesArray>;
  27287. /**
  27288. * Returns the array of the requested vertex data kind. Implemented by child classes
  27289. * @param kind defines the vertex data kind to use
  27290. * @returns null
  27291. */
  27292. getVerticesData(kind: string): Nullable<FloatArray>;
  27293. /**
  27294. * Sets the vertex data of the mesh geometry for the requested `kind`.
  27295. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  27296. * Note that a new underlying VertexBuffer object is created each call.
  27297. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  27298. * @param kind defines vertex data kind:
  27299. * * VertexBuffer.PositionKind
  27300. * * VertexBuffer.UVKind
  27301. * * VertexBuffer.UV2Kind
  27302. * * VertexBuffer.UV3Kind
  27303. * * VertexBuffer.UV4Kind
  27304. * * VertexBuffer.UV5Kind
  27305. * * VertexBuffer.UV6Kind
  27306. * * VertexBuffer.ColorKind
  27307. * * VertexBuffer.MatricesIndicesKind
  27308. * * VertexBuffer.MatricesIndicesExtraKind
  27309. * * VertexBuffer.MatricesWeightsKind
  27310. * * VertexBuffer.MatricesWeightsExtraKind
  27311. * @param data defines the data source
  27312. * @param updatable defines if the data must be flagged as updatable (or static)
  27313. * @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
  27314. * @returns the current mesh
  27315. */
  27316. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  27317. /**
  27318. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  27319. * If the mesh has no geometry, it is simply returned as it is.
  27320. * @param kind defines vertex data kind:
  27321. * * VertexBuffer.PositionKind
  27322. * * VertexBuffer.UVKind
  27323. * * VertexBuffer.UV2Kind
  27324. * * VertexBuffer.UV3Kind
  27325. * * VertexBuffer.UV4Kind
  27326. * * VertexBuffer.UV5Kind
  27327. * * VertexBuffer.UV6Kind
  27328. * * VertexBuffer.ColorKind
  27329. * * VertexBuffer.MatricesIndicesKind
  27330. * * VertexBuffer.MatricesIndicesExtraKind
  27331. * * VertexBuffer.MatricesWeightsKind
  27332. * * VertexBuffer.MatricesWeightsExtraKind
  27333. * @param data defines the data source
  27334. * @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
  27335. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  27336. * @returns the current mesh
  27337. */
  27338. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  27339. /**
  27340. * Sets the mesh indices,
  27341. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  27342. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  27343. * @param totalVertices Defines the total number of vertices
  27344. * @returns the current mesh
  27345. */
  27346. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  27347. /**
  27348. * Gets a boolean indicating if specific vertex data is present
  27349. * @param kind defines the vertex data kind to use
  27350. * @returns true is data kind is present
  27351. */
  27352. isVerticesDataPresent(kind: string): boolean;
  27353. /**
  27354. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  27355. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  27356. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  27357. * @returns a BoundingInfo
  27358. */
  27359. getBoundingInfo(): BoundingInfo;
  27360. /**
  27361. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  27362. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  27363. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  27364. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  27365. * @returns the current mesh
  27366. */
  27367. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  27368. /**
  27369. * Overwrite the current bounding info
  27370. * @param boundingInfo defines the new bounding info
  27371. * @returns the current mesh
  27372. */
  27373. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  27374. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  27375. readonly useBones: boolean;
  27376. /** @hidden */
  27377. _preActivate(): void;
  27378. /** @hidden */
  27379. _preActivateForIntermediateRendering(renderId: number): void;
  27380. /** @hidden */
  27381. _activate(renderId: number, intermediateRendering: boolean): boolean;
  27382. /** @hidden */
  27383. _postActivate(): void;
  27384. /** @hidden */
  27385. _freeze(): void;
  27386. /** @hidden */
  27387. _unFreeze(): void;
  27388. /**
  27389. * Gets the current world matrix
  27390. * @returns a Matrix
  27391. */
  27392. getWorldMatrix(): Matrix;
  27393. /** @hidden */
  27394. _getWorldMatrixDeterminant(): number;
  27395. /**
  27396. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  27397. */
  27398. readonly isAnInstance: boolean;
  27399. /**
  27400. * Gets a boolean indicating if this mesh has instances
  27401. */
  27402. readonly hasInstances: boolean;
  27403. /**
  27404. * Perform relative position change from the point of view of behind the front of the mesh.
  27405. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27406. * Supports definition of mesh facing forward or backward
  27407. * @param amountRight defines the distance on the right axis
  27408. * @param amountUp defines the distance on the up axis
  27409. * @param amountForward defines the distance on the forward axis
  27410. * @returns the current mesh
  27411. */
  27412. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  27413. /**
  27414. * Calculate relative position change from the point of view of behind the front of the mesh.
  27415. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27416. * Supports definition of mesh facing forward or backward
  27417. * @param amountRight defines the distance on the right axis
  27418. * @param amountUp defines the distance on the up axis
  27419. * @param amountForward defines the distance on the forward axis
  27420. * @returns the new displacement vector
  27421. */
  27422. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  27423. /**
  27424. * Perform relative rotation change from the point of view of behind the front of the mesh.
  27425. * Supports definition of mesh facing forward or backward
  27426. * @param flipBack defines the flip
  27427. * @param twirlClockwise defines the twirl
  27428. * @param tiltRight defines the tilt
  27429. * @returns the current mesh
  27430. */
  27431. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  27432. /**
  27433. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  27434. * Supports definition of mesh facing forward or backward.
  27435. * @param flipBack defines the flip
  27436. * @param twirlClockwise defines the twirl
  27437. * @param tiltRight defines the tilt
  27438. * @returns the new rotation vector
  27439. */
  27440. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  27441. /**
  27442. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  27443. * This means the mesh underlying bounding box and sphere are recomputed.
  27444. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  27445. * @returns the current mesh
  27446. */
  27447. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  27448. /** @hidden */
  27449. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  27450. /** @hidden */
  27451. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  27452. /** @hidden */
  27453. _updateBoundingInfo(): AbstractMesh;
  27454. /** @hidden */
  27455. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  27456. /** @hidden */
  27457. protected _afterComputeWorldMatrix(): void;
  27458. /** @hidden */
  27459. readonly _effectiveMesh: AbstractMesh;
  27460. /**
  27461. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  27462. * A mesh is in the frustum if its bounding box intersects the frustum
  27463. * @param frustumPlanes defines the frustum to test
  27464. * @returns true if the mesh is in the frustum planes
  27465. */
  27466. isInFrustum(frustumPlanes: Plane[]): boolean;
  27467. /**
  27468. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  27469. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  27470. * @param frustumPlanes defines the frustum to test
  27471. * @returns true if the mesh is completely in the frustum planes
  27472. */
  27473. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  27474. /**
  27475. * True if the mesh intersects another mesh or a SolidParticle object
  27476. * @param mesh defines a target mesh or SolidParticle to test
  27477. * @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)
  27478. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  27479. * @returns true if there is an intersection
  27480. */
  27481. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  27482. /**
  27483. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  27484. * @param point defines the point to test
  27485. * @returns true if there is an intersection
  27486. */
  27487. intersectsPoint(point: Vector3): boolean;
  27488. /**
  27489. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  27490. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27491. */
  27492. checkCollisions: boolean;
  27493. /**
  27494. * Gets Collider object used to compute collisions (not physics)
  27495. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27496. */
  27497. readonly collider: Nullable<Collider>;
  27498. /**
  27499. * Move the mesh using collision engine
  27500. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27501. * @param displacement defines the requested displacement vector
  27502. * @returns the current mesh
  27503. */
  27504. moveWithCollisions(displacement: Vector3): AbstractMesh;
  27505. private _onCollisionPositionChange;
  27506. /** @hidden */
  27507. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  27508. /** @hidden */
  27509. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  27510. /** @hidden */
  27511. _checkCollision(collider: Collider): AbstractMesh;
  27512. /** @hidden */
  27513. _generatePointsArray(): boolean;
  27514. /**
  27515. * Checks if the passed Ray intersects with the mesh
  27516. * @param ray defines the ray to use
  27517. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  27518. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  27519. * @returns the picking info
  27520. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  27521. */
  27522. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  27523. /**
  27524. * Clones the current mesh
  27525. * @param name defines the mesh name
  27526. * @param newParent defines the new mesh parent
  27527. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  27528. * @returns the new mesh
  27529. */
  27530. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  27531. /**
  27532. * Disposes all the submeshes of the current meshnp
  27533. * @returns the current mesh
  27534. */
  27535. releaseSubMeshes(): AbstractMesh;
  27536. /**
  27537. * Releases resources associated with this abstract mesh.
  27538. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27539. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27540. */
  27541. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27542. /**
  27543. * Adds the passed mesh as a child to the current mesh
  27544. * @param mesh defines the child mesh
  27545. * @returns the current mesh
  27546. */
  27547. addChild(mesh: AbstractMesh): AbstractMesh;
  27548. /**
  27549. * Removes the passed mesh from the current mesh children list
  27550. * @param mesh defines the child mesh
  27551. * @returns the current mesh
  27552. */
  27553. removeChild(mesh: AbstractMesh): AbstractMesh;
  27554. /** @hidden */
  27555. private _initFacetData;
  27556. /**
  27557. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  27558. * This method can be called within the render loop.
  27559. * 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
  27560. * @returns the current mesh
  27561. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27562. */
  27563. updateFacetData(): AbstractMesh;
  27564. /**
  27565. * Returns the facetLocalNormals array.
  27566. * The normals are expressed in the mesh local spac
  27567. * @returns an array of Vector3
  27568. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27569. */
  27570. getFacetLocalNormals(): Vector3[];
  27571. /**
  27572. * Returns the facetLocalPositions array.
  27573. * The facet positions are expressed in the mesh local space
  27574. * @returns an array of Vector3
  27575. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27576. */
  27577. getFacetLocalPositions(): Vector3[];
  27578. /**
  27579. * Returns the facetLocalPartioning array
  27580. * @returns an array of array of numbers
  27581. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27582. */
  27583. getFacetLocalPartitioning(): number[][];
  27584. /**
  27585. * Returns the i-th facet position in the world system.
  27586. * This method allocates a new Vector3 per call
  27587. * @param i defines the facet index
  27588. * @returns a new Vector3
  27589. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27590. */
  27591. getFacetPosition(i: number): Vector3;
  27592. /**
  27593. * Sets the reference Vector3 with the i-th facet position in the world system
  27594. * @param i defines the facet index
  27595. * @param ref defines the target vector
  27596. * @returns the current mesh
  27597. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27598. */
  27599. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27600. /**
  27601. * Returns the i-th facet normal in the world system.
  27602. * This method allocates a new Vector3 per call
  27603. * @param i defines the facet index
  27604. * @returns a new Vector3
  27605. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27606. */
  27607. getFacetNormal(i: number): Vector3;
  27608. /**
  27609. * Sets the reference Vector3 with the i-th facet normal in the world system
  27610. * @param i defines the facet index
  27611. * @param ref defines the target vector
  27612. * @returns the current mesh
  27613. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27614. */
  27615. getFacetNormalToRef(i: number, ref: Vector3): this;
  27616. /**
  27617. * 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)
  27618. * @param x defines x coordinate
  27619. * @param y defines y coordinate
  27620. * @param z defines z coordinate
  27621. * @returns the array of facet indexes
  27622. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27623. */
  27624. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27625. /**
  27626. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27627. * @param projected sets as the (x,y,z) world projection on the facet
  27628. * @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
  27629. * @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
  27630. * @param x defines x coordinate
  27631. * @param y defines y coordinate
  27632. * @param z defines z coordinate
  27633. * @returns the face index if found (or null instead)
  27634. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27635. */
  27636. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27637. /**
  27638. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27639. * @param projected sets as the (x,y,z) local projection on the facet
  27640. * @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
  27641. * @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
  27642. * @param x defines x coordinate
  27643. * @param y defines y coordinate
  27644. * @param z defines z coordinate
  27645. * @returns the face index if found (or null instead)
  27646. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27647. */
  27648. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27649. /**
  27650. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27651. * @returns the parameters
  27652. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27653. */
  27654. getFacetDataParameters(): any;
  27655. /**
  27656. * Disables the feature FacetData and frees the related memory
  27657. * @returns the current mesh
  27658. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27659. */
  27660. disableFacetData(): AbstractMesh;
  27661. /**
  27662. * Updates the AbstractMesh indices array
  27663. * @param indices defines the data source
  27664. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27665. * @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)
  27666. * @returns the current mesh
  27667. */
  27668. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27669. /**
  27670. * Creates new normals data for the mesh
  27671. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27672. * @returns the current mesh
  27673. */
  27674. createNormals(updatable: boolean): AbstractMesh;
  27675. /**
  27676. * Align the mesh with a normal
  27677. * @param normal defines the normal to use
  27678. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27679. * @returns the current mesh
  27680. */
  27681. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27682. /** @hidden */
  27683. _checkOcclusionQuery(): boolean;
  27684. /**
  27685. * Disables the mesh edge rendering mode
  27686. * @returns the currentAbstractMesh
  27687. */
  27688. disableEdgesRendering(): AbstractMesh;
  27689. /**
  27690. * Enables the edge rendering mode on the mesh.
  27691. * This mode makes the mesh edges visible
  27692. * @param epsilon defines the maximal distance between two angles to detect a face
  27693. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27694. * @returns the currentAbstractMesh
  27695. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27696. */
  27697. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27698. }
  27699. }
  27700. declare module "babylonjs/Actions/actionEvent" {
  27701. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27702. import { Nullable } from "babylonjs/types";
  27703. import { Sprite } from "babylonjs/Sprites/sprite";
  27704. import { Scene } from "babylonjs/scene";
  27705. import { Vector2 } from "babylonjs/Maths/math.vector";
  27706. /**
  27707. * Interface used to define ActionEvent
  27708. */
  27709. export interface IActionEvent {
  27710. /** The mesh or sprite that triggered the action */
  27711. source: any;
  27712. /** The X mouse cursor position at the time of the event */
  27713. pointerX: number;
  27714. /** The Y mouse cursor position at the time of the event */
  27715. pointerY: number;
  27716. /** The mesh that is currently pointed at (can be null) */
  27717. meshUnderPointer: Nullable<AbstractMesh>;
  27718. /** the original (browser) event that triggered the ActionEvent */
  27719. sourceEvent?: any;
  27720. /** additional data for the event */
  27721. additionalData?: any;
  27722. }
  27723. /**
  27724. * ActionEvent is the event being sent when an action is triggered.
  27725. */
  27726. export class ActionEvent implements IActionEvent {
  27727. /** The mesh or sprite that triggered the action */
  27728. source: any;
  27729. /** The X mouse cursor position at the time of the event */
  27730. pointerX: number;
  27731. /** The Y mouse cursor position at the time of the event */
  27732. pointerY: number;
  27733. /** The mesh that is currently pointed at (can be null) */
  27734. meshUnderPointer: Nullable<AbstractMesh>;
  27735. /** the original (browser) event that triggered the ActionEvent */
  27736. sourceEvent?: any;
  27737. /** additional data for the event */
  27738. additionalData?: any;
  27739. /**
  27740. * Creates a new ActionEvent
  27741. * @param source The mesh or sprite that triggered the action
  27742. * @param pointerX The X mouse cursor position at the time of the event
  27743. * @param pointerY The Y mouse cursor position at the time of the event
  27744. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27745. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27746. * @param additionalData additional data for the event
  27747. */
  27748. constructor(
  27749. /** The mesh or sprite that triggered the action */
  27750. source: any,
  27751. /** The X mouse cursor position at the time of the event */
  27752. pointerX: number,
  27753. /** The Y mouse cursor position at the time of the event */
  27754. pointerY: number,
  27755. /** The mesh that is currently pointed at (can be null) */
  27756. meshUnderPointer: Nullable<AbstractMesh>,
  27757. /** the original (browser) event that triggered the ActionEvent */
  27758. sourceEvent?: any,
  27759. /** additional data for the event */
  27760. additionalData?: any);
  27761. /**
  27762. * Helper function to auto-create an ActionEvent from a source mesh.
  27763. * @param source The source mesh that triggered the event
  27764. * @param evt The original (browser) event
  27765. * @param additionalData additional data for the event
  27766. * @returns the new ActionEvent
  27767. */
  27768. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27769. /**
  27770. * Helper function to auto-create an ActionEvent from a source sprite
  27771. * @param source The source sprite that triggered the event
  27772. * @param scene Scene associated with the sprite
  27773. * @param evt The original (browser) event
  27774. * @param additionalData additional data for the event
  27775. * @returns the new ActionEvent
  27776. */
  27777. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27778. /**
  27779. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27780. * @param scene the scene where the event occurred
  27781. * @param evt The original (browser) event
  27782. * @returns the new ActionEvent
  27783. */
  27784. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27785. /**
  27786. * Helper function to auto-create an ActionEvent from a primitive
  27787. * @param prim defines the target primitive
  27788. * @param pointerPos defines the pointer position
  27789. * @param evt The original (browser) event
  27790. * @param additionalData additional data for the event
  27791. * @returns the new ActionEvent
  27792. */
  27793. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27794. }
  27795. }
  27796. declare module "babylonjs/Actions/abstractActionManager" {
  27797. import { IDisposable } from "babylonjs/scene";
  27798. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27799. import { IAction } from "babylonjs/Actions/action";
  27800. import { Nullable } from "babylonjs/types";
  27801. /**
  27802. * Abstract class used to decouple action Manager from scene and meshes.
  27803. * Do not instantiate.
  27804. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27805. */
  27806. export abstract class AbstractActionManager implements IDisposable {
  27807. /** Gets the list of active triggers */
  27808. static Triggers: {
  27809. [key: string]: number;
  27810. };
  27811. /** Gets the cursor to use when hovering items */
  27812. hoverCursor: string;
  27813. /** Gets the list of actions */
  27814. actions: IAction[];
  27815. /**
  27816. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27817. */
  27818. isRecursive: boolean;
  27819. /**
  27820. * Releases all associated resources
  27821. */
  27822. abstract dispose(): void;
  27823. /**
  27824. * Does this action manager has pointer triggers
  27825. */
  27826. abstract readonly hasPointerTriggers: boolean;
  27827. /**
  27828. * Does this action manager has pick triggers
  27829. */
  27830. abstract readonly hasPickTriggers: boolean;
  27831. /**
  27832. * Process a specific trigger
  27833. * @param trigger defines the trigger to process
  27834. * @param evt defines the event details to be processed
  27835. */
  27836. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27837. /**
  27838. * Does this action manager handles actions of any of the given triggers
  27839. * @param triggers defines the triggers to be tested
  27840. * @return a boolean indicating whether one (or more) of the triggers is handled
  27841. */
  27842. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27843. /**
  27844. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27845. * speed.
  27846. * @param triggerA defines the trigger to be tested
  27847. * @param triggerB defines the trigger to be tested
  27848. * @return a boolean indicating whether one (or more) of the triggers is handled
  27849. */
  27850. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27851. /**
  27852. * Does this action manager handles actions of a given trigger
  27853. * @param trigger defines the trigger to be tested
  27854. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27855. * @return whether the trigger is handled
  27856. */
  27857. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27858. /**
  27859. * Serialize this manager to a JSON object
  27860. * @param name defines the property name to store this manager
  27861. * @returns a JSON representation of this manager
  27862. */
  27863. abstract serialize(name: string): any;
  27864. /**
  27865. * Registers an action to this action manager
  27866. * @param action defines the action to be registered
  27867. * @return the action amended (prepared) after registration
  27868. */
  27869. abstract registerAction(action: IAction): Nullable<IAction>;
  27870. /**
  27871. * Unregisters an action to this action manager
  27872. * @param action defines the action to be unregistered
  27873. * @return a boolean indicating whether the action has been unregistered
  27874. */
  27875. abstract unregisterAction(action: IAction): Boolean;
  27876. /**
  27877. * Does exist one action manager with at least one trigger
  27878. **/
  27879. static readonly HasTriggers: boolean;
  27880. /**
  27881. * Does exist one action manager with at least one pick trigger
  27882. **/
  27883. static readonly HasPickTriggers: boolean;
  27884. /**
  27885. * Does exist one action manager that handles actions of a given trigger
  27886. * @param trigger defines the trigger to be tested
  27887. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27888. **/
  27889. static HasSpecificTrigger(trigger: number): boolean;
  27890. }
  27891. }
  27892. declare module "babylonjs/node" {
  27893. import { Scene } from "babylonjs/scene";
  27894. import { Nullable } from "babylonjs/types";
  27895. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27896. import { Engine } from "babylonjs/Engines/engine";
  27897. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27898. import { Observable } from "babylonjs/Misc/observable";
  27899. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27900. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27901. import { Animatable } from "babylonjs/Animations/animatable";
  27902. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27903. import { Animation } from "babylonjs/Animations/animation";
  27904. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27905. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27906. /**
  27907. * Defines how a node can be built from a string name.
  27908. */
  27909. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27910. /**
  27911. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27912. */
  27913. export class Node implements IBehaviorAware<Node> {
  27914. /** @hidden */
  27915. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27916. private static _NodeConstructors;
  27917. /**
  27918. * Add a new node constructor
  27919. * @param type defines the type name of the node to construct
  27920. * @param constructorFunc defines the constructor function
  27921. */
  27922. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27923. /**
  27924. * Returns a node constructor based on type name
  27925. * @param type defines the type name
  27926. * @param name defines the new node name
  27927. * @param scene defines the hosting scene
  27928. * @param options defines optional options to transmit to constructors
  27929. * @returns the new constructor or null
  27930. */
  27931. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27932. /**
  27933. * Gets or sets the name of the node
  27934. */
  27935. name: string;
  27936. /**
  27937. * Gets or sets the id of the node
  27938. */
  27939. id: string;
  27940. /**
  27941. * Gets or sets the unique id of the node
  27942. */
  27943. uniqueId: number;
  27944. /**
  27945. * Gets or sets a string used to store user defined state for the node
  27946. */
  27947. state: string;
  27948. /**
  27949. * Gets or sets an object used to store user defined information for the node
  27950. */
  27951. metadata: any;
  27952. /**
  27953. * For internal use only. Please do not use.
  27954. */
  27955. reservedDataStore: any;
  27956. /**
  27957. * List of inspectable custom properties (used by the Inspector)
  27958. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27959. */
  27960. inspectableCustomProperties: IInspectable[];
  27961. private _doNotSerialize;
  27962. /**
  27963. * Gets or sets a boolean used to define if the node must be serialized
  27964. */
  27965. doNotSerialize: boolean;
  27966. /** @hidden */
  27967. _isDisposed: boolean;
  27968. /**
  27969. * Gets a list of Animations associated with the node
  27970. */
  27971. animations: import("babylonjs/Animations/animation").Animation[];
  27972. protected _ranges: {
  27973. [name: string]: Nullable<AnimationRange>;
  27974. };
  27975. /**
  27976. * Callback raised when the node is ready to be used
  27977. */
  27978. onReady: Nullable<(node: Node) => void>;
  27979. private _isEnabled;
  27980. private _isParentEnabled;
  27981. private _isReady;
  27982. /** @hidden */
  27983. _currentRenderId: number;
  27984. private _parentUpdateId;
  27985. /** @hidden */
  27986. _childUpdateId: number;
  27987. /** @hidden */
  27988. _waitingParentId: Nullable<string>;
  27989. /** @hidden */
  27990. _scene: Scene;
  27991. /** @hidden */
  27992. _cache: any;
  27993. private _parentNode;
  27994. private _children;
  27995. /** @hidden */
  27996. _worldMatrix: Matrix;
  27997. /** @hidden */
  27998. _worldMatrixDeterminant: number;
  27999. /** @hidden */
  28000. _worldMatrixDeterminantIsDirty: boolean;
  28001. /** @hidden */
  28002. private _sceneRootNodesIndex;
  28003. /**
  28004. * Gets a boolean indicating if the node has been disposed
  28005. * @returns true if the node was disposed
  28006. */
  28007. isDisposed(): boolean;
  28008. /**
  28009. * Gets or sets the parent of the node (without keeping the current position in the scene)
  28010. * @see https://doc.babylonjs.com/how_to/parenting
  28011. */
  28012. parent: Nullable<Node>;
  28013. /** @hidden */
  28014. _addToSceneRootNodes(): void;
  28015. /** @hidden */
  28016. _removeFromSceneRootNodes(): void;
  28017. private _animationPropertiesOverride;
  28018. /**
  28019. * Gets or sets the animation properties override
  28020. */
  28021. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  28022. /**
  28023. * Gets a string idenfifying the name of the class
  28024. * @returns "Node" string
  28025. */
  28026. getClassName(): string;
  28027. /** @hidden */
  28028. readonly _isNode: boolean;
  28029. /**
  28030. * An event triggered when the mesh is disposed
  28031. */
  28032. onDisposeObservable: Observable<Node>;
  28033. private _onDisposeObserver;
  28034. /**
  28035. * Sets a callback that will be raised when the node will be disposed
  28036. */
  28037. onDispose: () => void;
  28038. /**
  28039. * Creates a new Node
  28040. * @param name the name and id to be given to this node
  28041. * @param scene the scene this node will be added to
  28042. */
  28043. constructor(name: string, scene?: Nullable<Scene>);
  28044. /**
  28045. * Gets the scene of the node
  28046. * @returns a scene
  28047. */
  28048. getScene(): Scene;
  28049. /**
  28050. * Gets the engine of the node
  28051. * @returns a Engine
  28052. */
  28053. getEngine(): Engine;
  28054. private _behaviors;
  28055. /**
  28056. * Attach a behavior to the node
  28057. * @see http://doc.babylonjs.com/features/behaviour
  28058. * @param behavior defines the behavior to attach
  28059. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  28060. * @returns the current Node
  28061. */
  28062. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  28063. /**
  28064. * Remove an attached behavior
  28065. * @see http://doc.babylonjs.com/features/behaviour
  28066. * @param behavior defines the behavior to attach
  28067. * @returns the current Node
  28068. */
  28069. removeBehavior(behavior: Behavior<Node>): Node;
  28070. /**
  28071. * Gets the list of attached behaviors
  28072. * @see http://doc.babylonjs.com/features/behaviour
  28073. */
  28074. readonly behaviors: Behavior<Node>[];
  28075. /**
  28076. * Gets an attached behavior by name
  28077. * @param name defines the name of the behavior to look for
  28078. * @see http://doc.babylonjs.com/features/behaviour
  28079. * @returns null if behavior was not found else the requested behavior
  28080. */
  28081. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  28082. /**
  28083. * Returns the latest update of the World matrix
  28084. * @returns a Matrix
  28085. */
  28086. getWorldMatrix(): Matrix;
  28087. /** @hidden */
  28088. _getWorldMatrixDeterminant(): number;
  28089. /**
  28090. * Returns directly the latest state of the mesh World matrix.
  28091. * A Matrix is returned.
  28092. */
  28093. readonly worldMatrixFromCache: Matrix;
  28094. /** @hidden */
  28095. _initCache(): void;
  28096. /** @hidden */
  28097. updateCache(force?: boolean): void;
  28098. /** @hidden */
  28099. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  28100. /** @hidden */
  28101. _updateCache(ignoreParentClass?: boolean): void;
  28102. /** @hidden */
  28103. _isSynchronized(): boolean;
  28104. /** @hidden */
  28105. _markSyncedWithParent(): void;
  28106. /** @hidden */
  28107. isSynchronizedWithParent(): boolean;
  28108. /** @hidden */
  28109. isSynchronized(): boolean;
  28110. /**
  28111. * Is this node ready to be used/rendered
  28112. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  28113. * @return true if the node is ready
  28114. */
  28115. isReady(completeCheck?: boolean): boolean;
  28116. /**
  28117. * Is this node enabled?
  28118. * 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
  28119. * @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
  28120. * @return whether this node (and its parent) is enabled
  28121. */
  28122. isEnabled(checkAncestors?: boolean): boolean;
  28123. /** @hidden */
  28124. protected _syncParentEnabledState(): void;
  28125. /**
  28126. * Set the enabled state of this node
  28127. * @param value defines the new enabled state
  28128. */
  28129. setEnabled(value: boolean): void;
  28130. /**
  28131. * Is this node a descendant of the given node?
  28132. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  28133. * @param ancestor defines the parent node to inspect
  28134. * @returns a boolean indicating if this node is a descendant of the given node
  28135. */
  28136. isDescendantOf(ancestor: Node): boolean;
  28137. /** @hidden */
  28138. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  28139. /**
  28140. * Will return all nodes that have this node as ascendant
  28141. * @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
  28142. * @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
  28143. * @return all children nodes of all types
  28144. */
  28145. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  28146. /**
  28147. * Get all child-meshes of this node
  28148. * @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)
  28149. * @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
  28150. * @returns an array of AbstractMesh
  28151. */
  28152. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  28153. /**
  28154. * Get all direct children of this node
  28155. * @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
  28156. * @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)
  28157. * @returns an array of Node
  28158. */
  28159. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  28160. /** @hidden */
  28161. _setReady(state: boolean): void;
  28162. /**
  28163. * Get an animation by name
  28164. * @param name defines the name of the animation to look for
  28165. * @returns null if not found else the requested animation
  28166. */
  28167. getAnimationByName(name: string): Nullable<Animation>;
  28168. /**
  28169. * Creates an animation range for this node
  28170. * @param name defines the name of the range
  28171. * @param from defines the starting key
  28172. * @param to defines the end key
  28173. */
  28174. createAnimationRange(name: string, from: number, to: number): void;
  28175. /**
  28176. * Delete a specific animation range
  28177. * @param name defines the name of the range to delete
  28178. * @param deleteFrames defines if animation frames from the range must be deleted as well
  28179. */
  28180. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  28181. /**
  28182. * Get an animation range by name
  28183. * @param name defines the name of the animation range to look for
  28184. * @returns null if not found else the requested animation range
  28185. */
  28186. getAnimationRange(name: string): Nullable<AnimationRange>;
  28187. /**
  28188. * Gets the list of all animation ranges defined on this node
  28189. * @returns an array
  28190. */
  28191. getAnimationRanges(): Nullable<AnimationRange>[];
  28192. /**
  28193. * Will start the animation sequence
  28194. * @param name defines the range frames for animation sequence
  28195. * @param loop defines if the animation should loop (false by default)
  28196. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  28197. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  28198. * @returns the object created for this animation. If range does not exist, it will return null
  28199. */
  28200. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  28201. /**
  28202. * Serialize animation ranges into a JSON compatible object
  28203. * @returns serialization object
  28204. */
  28205. serializeAnimationRanges(): any;
  28206. /**
  28207. * Computes the world matrix of the node
  28208. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  28209. * @returns the world matrix
  28210. */
  28211. computeWorldMatrix(force?: boolean): Matrix;
  28212. /**
  28213. * Releases resources associated with this node.
  28214. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  28215. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  28216. */
  28217. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  28218. /**
  28219. * Parse animation range data from a serialization object and store them into a given node
  28220. * @param node defines where to store the animation ranges
  28221. * @param parsedNode defines the serialization object to read data from
  28222. * @param scene defines the hosting scene
  28223. */
  28224. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  28225. /**
  28226. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  28227. * @param includeDescendants Include bounding info from descendants as well (true by default)
  28228. * @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
  28229. * @returns the new bounding vectors
  28230. */
  28231. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  28232. min: Vector3;
  28233. max: Vector3;
  28234. };
  28235. }
  28236. }
  28237. declare module "babylonjs/Animations/animation" {
  28238. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  28239. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  28240. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  28241. import { Nullable } from "babylonjs/types";
  28242. import { Scene } from "babylonjs/scene";
  28243. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  28244. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28245. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  28246. import { Node } from "babylonjs/node";
  28247. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28248. import { Size } from "babylonjs/Maths/math.size";
  28249. import { Animatable } from "babylonjs/Animations/animatable";
  28250. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  28251. /**
  28252. * @hidden
  28253. */
  28254. export class _IAnimationState {
  28255. key: number;
  28256. repeatCount: number;
  28257. workValue?: any;
  28258. loopMode?: number;
  28259. offsetValue?: any;
  28260. highLimitValue?: any;
  28261. }
  28262. /**
  28263. * Class used to store any kind of animation
  28264. */
  28265. export class Animation {
  28266. /**Name of the animation */
  28267. name: string;
  28268. /**Property to animate */
  28269. targetProperty: string;
  28270. /**The frames per second of the animation */
  28271. framePerSecond: number;
  28272. /**The data type of the animation */
  28273. dataType: number;
  28274. /**The loop mode of the animation */
  28275. loopMode?: number | undefined;
  28276. /**Specifies if blending should be enabled */
  28277. enableBlending?: boolean | undefined;
  28278. /**
  28279. * Use matrix interpolation instead of using direct key value when animating matrices
  28280. */
  28281. static AllowMatricesInterpolation: boolean;
  28282. /**
  28283. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  28284. */
  28285. static AllowMatrixDecomposeForInterpolation: boolean;
  28286. /**
  28287. * Stores the key frames of the animation
  28288. */
  28289. private _keys;
  28290. /**
  28291. * Stores the easing function of the animation
  28292. */
  28293. private _easingFunction;
  28294. /**
  28295. * @hidden Internal use only
  28296. */
  28297. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  28298. /**
  28299. * The set of event that will be linked to this animation
  28300. */
  28301. private _events;
  28302. /**
  28303. * Stores an array of target property paths
  28304. */
  28305. targetPropertyPath: string[];
  28306. /**
  28307. * Stores the blending speed of the animation
  28308. */
  28309. blendingSpeed: number;
  28310. /**
  28311. * Stores the animation ranges for the animation
  28312. */
  28313. private _ranges;
  28314. /**
  28315. * @hidden Internal use
  28316. */
  28317. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  28318. /**
  28319. * Sets up an animation
  28320. * @param property The property to animate
  28321. * @param animationType The animation type to apply
  28322. * @param framePerSecond The frames per second of the animation
  28323. * @param easingFunction The easing function used in the animation
  28324. * @returns The created animation
  28325. */
  28326. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  28327. /**
  28328. * Create and start an animation on a node
  28329. * @param name defines the name of the global animation that will be run on all nodes
  28330. * @param node defines the root node where the animation will take place
  28331. * @param targetProperty defines property to animate
  28332. * @param framePerSecond defines the number of frame per second yo use
  28333. * @param totalFrame defines the number of frames in total
  28334. * @param from defines the initial value
  28335. * @param to defines the final value
  28336. * @param loopMode defines which loop mode you want to use (off by default)
  28337. * @param easingFunction defines the easing function to use (linear by default)
  28338. * @param onAnimationEnd defines the callback to call when animation end
  28339. * @returns the animatable created for this animation
  28340. */
  28341. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28342. /**
  28343. * Create and start an animation on a node and its descendants
  28344. * @param name defines the name of the global animation that will be run on all nodes
  28345. * @param node defines the root node where the animation will take place
  28346. * @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
  28347. * @param targetProperty defines property to animate
  28348. * @param framePerSecond defines the number of frame per second to use
  28349. * @param totalFrame defines the number of frames in total
  28350. * @param from defines the initial value
  28351. * @param to defines the final value
  28352. * @param loopMode defines which loop mode you want to use (off by default)
  28353. * @param easingFunction defines the easing function to use (linear by default)
  28354. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  28355. * @returns the list of animatables created for all nodes
  28356. * @example https://www.babylonjs-playground.com/#MH0VLI
  28357. */
  28358. 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[]>;
  28359. /**
  28360. * Creates a new animation, merges it with the existing animations and starts it
  28361. * @param name Name of the animation
  28362. * @param node Node which contains the scene that begins the animations
  28363. * @param targetProperty Specifies which property to animate
  28364. * @param framePerSecond The frames per second of the animation
  28365. * @param totalFrame The total number of frames
  28366. * @param from The frame at the beginning of the animation
  28367. * @param to The frame at the end of the animation
  28368. * @param loopMode Specifies the loop mode of the animation
  28369. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  28370. * @param onAnimationEnd Callback to run once the animation is complete
  28371. * @returns Nullable animation
  28372. */
  28373. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28374. /**
  28375. * Transition property of an host to the target Value
  28376. * @param property The property to transition
  28377. * @param targetValue The target Value of the property
  28378. * @param host The object where the property to animate belongs
  28379. * @param scene Scene used to run the animation
  28380. * @param frameRate Framerate (in frame/s) to use
  28381. * @param transition The transition type we want to use
  28382. * @param duration The duration of the animation, in milliseconds
  28383. * @param onAnimationEnd Callback trigger at the end of the animation
  28384. * @returns Nullable animation
  28385. */
  28386. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  28387. /**
  28388. * Return the array of runtime animations currently using this animation
  28389. */
  28390. readonly runtimeAnimations: RuntimeAnimation[];
  28391. /**
  28392. * Specifies if any of the runtime animations are currently running
  28393. */
  28394. readonly hasRunningRuntimeAnimations: boolean;
  28395. /**
  28396. * Initializes the animation
  28397. * @param name Name of the animation
  28398. * @param targetProperty Property to animate
  28399. * @param framePerSecond The frames per second of the animation
  28400. * @param dataType The data type of the animation
  28401. * @param loopMode The loop mode of the animation
  28402. * @param enableBlending Specifies if blending should be enabled
  28403. */
  28404. constructor(
  28405. /**Name of the animation */
  28406. name: string,
  28407. /**Property to animate */
  28408. targetProperty: string,
  28409. /**The frames per second of the animation */
  28410. framePerSecond: number,
  28411. /**The data type of the animation */
  28412. dataType: number,
  28413. /**The loop mode of the animation */
  28414. loopMode?: number | undefined,
  28415. /**Specifies if blending should be enabled */
  28416. enableBlending?: boolean | undefined);
  28417. /**
  28418. * Converts the animation to a string
  28419. * @param fullDetails support for multiple levels of logging within scene loading
  28420. * @returns String form of the animation
  28421. */
  28422. toString(fullDetails?: boolean): string;
  28423. /**
  28424. * Add an event to this animation
  28425. * @param event Event to add
  28426. */
  28427. addEvent(event: AnimationEvent): void;
  28428. /**
  28429. * Remove all events found at the given frame
  28430. * @param frame The frame to remove events from
  28431. */
  28432. removeEvents(frame: number): void;
  28433. /**
  28434. * Retrieves all the events from the animation
  28435. * @returns Events from the animation
  28436. */
  28437. getEvents(): AnimationEvent[];
  28438. /**
  28439. * Creates an animation range
  28440. * @param name Name of the animation range
  28441. * @param from Starting frame of the animation range
  28442. * @param to Ending frame of the animation
  28443. */
  28444. createRange(name: string, from: number, to: number): void;
  28445. /**
  28446. * Deletes an animation range by name
  28447. * @param name Name of the animation range to delete
  28448. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  28449. */
  28450. deleteRange(name: string, deleteFrames?: boolean): void;
  28451. /**
  28452. * Gets the animation range by name, or null if not defined
  28453. * @param name Name of the animation range
  28454. * @returns Nullable animation range
  28455. */
  28456. getRange(name: string): Nullable<AnimationRange>;
  28457. /**
  28458. * Gets the key frames from the animation
  28459. * @returns The key frames of the animation
  28460. */
  28461. getKeys(): Array<IAnimationKey>;
  28462. /**
  28463. * Gets the highest frame rate of the animation
  28464. * @returns Highest frame rate of the animation
  28465. */
  28466. getHighestFrame(): number;
  28467. /**
  28468. * Gets the easing function of the animation
  28469. * @returns Easing function of the animation
  28470. */
  28471. getEasingFunction(): IEasingFunction;
  28472. /**
  28473. * Sets the easing function of the animation
  28474. * @param easingFunction A custom mathematical formula for animation
  28475. */
  28476. setEasingFunction(easingFunction: EasingFunction): void;
  28477. /**
  28478. * Interpolates a scalar linearly
  28479. * @param startValue Start value of the animation curve
  28480. * @param endValue End value of the animation curve
  28481. * @param gradient Scalar amount to interpolate
  28482. * @returns Interpolated scalar value
  28483. */
  28484. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  28485. /**
  28486. * Interpolates a scalar cubically
  28487. * @param startValue Start value of the animation curve
  28488. * @param outTangent End tangent of the animation
  28489. * @param endValue End value of the animation curve
  28490. * @param inTangent Start tangent of the animation curve
  28491. * @param gradient Scalar amount to interpolate
  28492. * @returns Interpolated scalar value
  28493. */
  28494. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  28495. /**
  28496. * Interpolates a quaternion using a spherical linear interpolation
  28497. * @param startValue Start value of the animation curve
  28498. * @param endValue End value of the animation curve
  28499. * @param gradient Scalar amount to interpolate
  28500. * @returns Interpolated quaternion value
  28501. */
  28502. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  28503. /**
  28504. * Interpolates a quaternion cubically
  28505. * @param startValue Start value of the animation curve
  28506. * @param outTangent End tangent of the animation curve
  28507. * @param endValue End value of the animation curve
  28508. * @param inTangent Start tangent of the animation curve
  28509. * @param gradient Scalar amount to interpolate
  28510. * @returns Interpolated quaternion value
  28511. */
  28512. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  28513. /**
  28514. * Interpolates a Vector3 linearl
  28515. * @param startValue Start value of the animation curve
  28516. * @param endValue End value of the animation curve
  28517. * @param gradient Scalar amount to interpolate
  28518. * @returns Interpolated scalar value
  28519. */
  28520. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  28521. /**
  28522. * Interpolates a Vector3 cubically
  28523. * @param startValue Start value of the animation curve
  28524. * @param outTangent End tangent of the animation
  28525. * @param endValue End value of the animation curve
  28526. * @param inTangent Start tangent of the animation curve
  28527. * @param gradient Scalar amount to interpolate
  28528. * @returns InterpolatedVector3 value
  28529. */
  28530. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  28531. /**
  28532. * Interpolates a Vector2 linearly
  28533. * @param startValue Start value of the animation curve
  28534. * @param endValue End value of the animation curve
  28535. * @param gradient Scalar amount to interpolate
  28536. * @returns Interpolated Vector2 value
  28537. */
  28538. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  28539. /**
  28540. * Interpolates a Vector2 cubically
  28541. * @param startValue Start value of the animation curve
  28542. * @param outTangent End tangent of the animation
  28543. * @param endValue End value of the animation curve
  28544. * @param inTangent Start tangent of the animation curve
  28545. * @param gradient Scalar amount to interpolate
  28546. * @returns Interpolated Vector2 value
  28547. */
  28548. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  28549. /**
  28550. * Interpolates a size linearly
  28551. * @param startValue Start value of the animation curve
  28552. * @param endValue End value of the animation curve
  28553. * @param gradient Scalar amount to interpolate
  28554. * @returns Interpolated Size value
  28555. */
  28556. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  28557. /**
  28558. * Interpolates a Color3 linearly
  28559. * @param startValue Start value of the animation curve
  28560. * @param endValue End value of the animation curve
  28561. * @param gradient Scalar amount to interpolate
  28562. * @returns Interpolated Color3 value
  28563. */
  28564. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  28565. /**
  28566. * Interpolates a Color4 linearly
  28567. * @param startValue Start value of the animation curve
  28568. * @param endValue End value of the animation curve
  28569. * @param gradient Scalar amount to interpolate
  28570. * @returns Interpolated Color3 value
  28571. */
  28572. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  28573. /**
  28574. * @hidden Internal use only
  28575. */
  28576. _getKeyValue(value: any): any;
  28577. /**
  28578. * @hidden Internal use only
  28579. */
  28580. _interpolate(currentFrame: number, state: _IAnimationState): any;
  28581. /**
  28582. * Defines the function to use to interpolate matrices
  28583. * @param startValue defines the start matrix
  28584. * @param endValue defines the end matrix
  28585. * @param gradient defines the gradient between both matrices
  28586. * @param result defines an optional target matrix where to store the interpolation
  28587. * @returns the interpolated matrix
  28588. */
  28589. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28590. /**
  28591. * Makes a copy of the animation
  28592. * @returns Cloned animation
  28593. */
  28594. clone(): Animation;
  28595. /**
  28596. * Sets the key frames of the animation
  28597. * @param values The animation key frames to set
  28598. */
  28599. setKeys(values: Array<IAnimationKey>): void;
  28600. /**
  28601. * Serializes the animation to an object
  28602. * @returns Serialized object
  28603. */
  28604. serialize(): any;
  28605. /**
  28606. * Float animation type
  28607. */
  28608. static readonly ANIMATIONTYPE_FLOAT: number;
  28609. /**
  28610. * Vector3 animation type
  28611. */
  28612. static readonly ANIMATIONTYPE_VECTOR3: number;
  28613. /**
  28614. * Quaternion animation type
  28615. */
  28616. static readonly ANIMATIONTYPE_QUATERNION: number;
  28617. /**
  28618. * Matrix animation type
  28619. */
  28620. static readonly ANIMATIONTYPE_MATRIX: number;
  28621. /**
  28622. * Color3 animation type
  28623. */
  28624. static readonly ANIMATIONTYPE_COLOR3: number;
  28625. /**
  28626. * Color3 animation type
  28627. */
  28628. static readonly ANIMATIONTYPE_COLOR4: number;
  28629. /**
  28630. * Vector2 animation type
  28631. */
  28632. static readonly ANIMATIONTYPE_VECTOR2: number;
  28633. /**
  28634. * Size animation type
  28635. */
  28636. static readonly ANIMATIONTYPE_SIZE: number;
  28637. /**
  28638. * Relative Loop Mode
  28639. */
  28640. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28641. /**
  28642. * Cycle Loop Mode
  28643. */
  28644. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28645. /**
  28646. * Constant Loop Mode
  28647. */
  28648. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28649. /** @hidden */
  28650. static _UniversalLerp(left: any, right: any, amount: number): any;
  28651. /**
  28652. * Parses an animation object and creates an animation
  28653. * @param parsedAnimation Parsed animation object
  28654. * @returns Animation object
  28655. */
  28656. static Parse(parsedAnimation: any): Animation;
  28657. /**
  28658. * Appends the serialized animations from the source animations
  28659. * @param source Source containing the animations
  28660. * @param destination Target to store the animations
  28661. */
  28662. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28663. }
  28664. }
  28665. declare module "babylonjs/Animations/animatable.interface" {
  28666. import { Nullable } from "babylonjs/types";
  28667. import { Animation } from "babylonjs/Animations/animation";
  28668. /**
  28669. * Interface containing an array of animations
  28670. */
  28671. export interface IAnimatable {
  28672. /**
  28673. * Array of animations
  28674. */
  28675. animations: Nullable<Array<Animation>>;
  28676. }
  28677. }
  28678. declare module "babylonjs/Materials/fresnelParameters" {
  28679. import { Color3 } from "babylonjs/Maths/math.color";
  28680. /**
  28681. * This represents all the required information to add a fresnel effect on a material:
  28682. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28683. */
  28684. export class FresnelParameters {
  28685. private _isEnabled;
  28686. /**
  28687. * Define if the fresnel effect is enable or not.
  28688. */
  28689. isEnabled: boolean;
  28690. /**
  28691. * Define the color used on edges (grazing angle)
  28692. */
  28693. leftColor: Color3;
  28694. /**
  28695. * Define the color used on center
  28696. */
  28697. rightColor: Color3;
  28698. /**
  28699. * Define bias applied to computed fresnel term
  28700. */
  28701. bias: number;
  28702. /**
  28703. * Defined the power exponent applied to fresnel term
  28704. */
  28705. power: number;
  28706. /**
  28707. * Clones the current fresnel and its valuues
  28708. * @returns a clone fresnel configuration
  28709. */
  28710. clone(): FresnelParameters;
  28711. /**
  28712. * Serializes the current fresnel parameters to a JSON representation.
  28713. * @return the JSON serialization
  28714. */
  28715. serialize(): any;
  28716. /**
  28717. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28718. * @param parsedFresnelParameters Define the JSON representation
  28719. * @returns the parsed parameters
  28720. */
  28721. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28722. }
  28723. }
  28724. declare module "babylonjs/Misc/decorators" {
  28725. import { Nullable } from "babylonjs/types";
  28726. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28727. import { Scene } from "babylonjs/scene";
  28728. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28729. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28730. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28731. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28732. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28733. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28734. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28735. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28736. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28737. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28738. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28739. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28740. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28741. /**
  28742. * Decorator used to define property that can be serialized as reference to a camera
  28743. * @param sourceName defines the name of the property to decorate
  28744. */
  28745. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28746. /**
  28747. * Class used to help serialization objects
  28748. */
  28749. export class SerializationHelper {
  28750. /** @hidden */
  28751. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28752. /** @hidden */
  28753. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28754. /** @hidden */
  28755. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28756. /** @hidden */
  28757. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28758. /**
  28759. * Appends the serialized animations from the source animations
  28760. * @param source Source containing the animations
  28761. * @param destination Target to store the animations
  28762. */
  28763. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28764. /**
  28765. * Static function used to serialized a specific entity
  28766. * @param entity defines the entity to serialize
  28767. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28768. * @returns a JSON compatible object representing the serialization of the entity
  28769. */
  28770. static Serialize<T>(entity: T, serializationObject?: any): any;
  28771. /**
  28772. * Creates a new entity from a serialization data object
  28773. * @param creationFunction defines a function used to instanciated the new entity
  28774. * @param source defines the source serialization data
  28775. * @param scene defines the hosting scene
  28776. * @param rootUrl defines the root url for resources
  28777. * @returns a new entity
  28778. */
  28779. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28780. /**
  28781. * Clones an object
  28782. * @param creationFunction defines the function used to instanciate the new object
  28783. * @param source defines the source object
  28784. * @returns the cloned object
  28785. */
  28786. static Clone<T>(creationFunction: () => T, source: T): T;
  28787. /**
  28788. * Instanciates a new object based on a source one (some data will be shared between both object)
  28789. * @param creationFunction defines the function used to instanciate the new object
  28790. * @param source defines the source object
  28791. * @returns the new object
  28792. */
  28793. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28794. }
  28795. }
  28796. declare module "babylonjs/Misc/guid" {
  28797. /**
  28798. * Class used to manipulate GUIDs
  28799. */
  28800. export class GUID {
  28801. /**
  28802. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28803. * Be aware Math.random() could cause collisions, but:
  28804. * "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"
  28805. * @returns a pseudo random id
  28806. */
  28807. static RandomId(): string;
  28808. }
  28809. }
  28810. declare module "babylonjs/Materials/Textures/baseTexture" {
  28811. import { Observable } from "babylonjs/Misc/observable";
  28812. import { Nullable } from "babylonjs/types";
  28813. import { Scene } from "babylonjs/scene";
  28814. import { Matrix } from "babylonjs/Maths/math.vector";
  28815. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28816. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28817. import { ISize } from "babylonjs/Maths/math.size";
  28818. /**
  28819. * Base class of all the textures in babylon.
  28820. * It groups all the common properties the materials, post process, lights... might need
  28821. * in order to make a correct use of the texture.
  28822. */
  28823. export class BaseTexture implements IAnimatable {
  28824. /**
  28825. * Default anisotropic filtering level for the application.
  28826. * It is set to 4 as a good tradeoff between perf and quality.
  28827. */
  28828. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28829. /**
  28830. * Gets or sets the unique id of the texture
  28831. */
  28832. uniqueId: number;
  28833. /**
  28834. * Define the name of the texture.
  28835. */
  28836. name: string;
  28837. /**
  28838. * Gets or sets an object used to store user defined information.
  28839. */
  28840. metadata: any;
  28841. /**
  28842. * For internal use only. Please do not use.
  28843. */
  28844. reservedDataStore: any;
  28845. private _hasAlpha;
  28846. /**
  28847. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28848. */
  28849. hasAlpha: boolean;
  28850. /**
  28851. * Defines if the alpha value should be determined via the rgb values.
  28852. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28853. */
  28854. getAlphaFromRGB: boolean;
  28855. /**
  28856. * Intensity or strength of the texture.
  28857. * It is commonly used by materials to fine tune the intensity of the texture
  28858. */
  28859. level: number;
  28860. /**
  28861. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28862. * This is part of the texture as textures usually maps to one uv set.
  28863. */
  28864. coordinatesIndex: number;
  28865. private _coordinatesMode;
  28866. /**
  28867. * How a texture is mapped.
  28868. *
  28869. * | Value | Type | Description |
  28870. * | ----- | ----------------------------------- | ----------- |
  28871. * | 0 | EXPLICIT_MODE | |
  28872. * | 1 | SPHERICAL_MODE | |
  28873. * | 2 | PLANAR_MODE | |
  28874. * | 3 | CUBIC_MODE | |
  28875. * | 4 | PROJECTION_MODE | |
  28876. * | 5 | SKYBOX_MODE | |
  28877. * | 6 | INVCUBIC_MODE | |
  28878. * | 7 | EQUIRECTANGULAR_MODE | |
  28879. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28880. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28881. */
  28882. coordinatesMode: number;
  28883. /**
  28884. * | Value | Type | Description |
  28885. * | ----- | ------------------ | ----------- |
  28886. * | 0 | CLAMP_ADDRESSMODE | |
  28887. * | 1 | WRAP_ADDRESSMODE | |
  28888. * | 2 | MIRROR_ADDRESSMODE | |
  28889. */
  28890. wrapU: number;
  28891. /**
  28892. * | Value | Type | Description |
  28893. * | ----- | ------------------ | ----------- |
  28894. * | 0 | CLAMP_ADDRESSMODE | |
  28895. * | 1 | WRAP_ADDRESSMODE | |
  28896. * | 2 | MIRROR_ADDRESSMODE | |
  28897. */
  28898. wrapV: number;
  28899. /**
  28900. * | Value | Type | Description |
  28901. * | ----- | ------------------ | ----------- |
  28902. * | 0 | CLAMP_ADDRESSMODE | |
  28903. * | 1 | WRAP_ADDRESSMODE | |
  28904. * | 2 | MIRROR_ADDRESSMODE | |
  28905. */
  28906. wrapR: number;
  28907. /**
  28908. * With compliant hardware and browser (supporting anisotropic filtering)
  28909. * this defines the level of anisotropic filtering in the texture.
  28910. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28911. */
  28912. anisotropicFilteringLevel: number;
  28913. /**
  28914. * Define if the texture is a cube texture or if false a 2d texture.
  28915. */
  28916. isCube: boolean;
  28917. /**
  28918. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28919. */
  28920. is3D: boolean;
  28921. /**
  28922. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  28923. */
  28924. is2DArray: boolean;
  28925. /**
  28926. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28927. * HDR texture are usually stored in linear space.
  28928. * This only impacts the PBR and Background materials
  28929. */
  28930. gammaSpace: boolean;
  28931. /**
  28932. * Gets or sets whether or not the texture contains RGBD data.
  28933. */
  28934. isRGBD: boolean;
  28935. /**
  28936. * Is Z inverted in the texture (useful in a cube texture).
  28937. */
  28938. invertZ: boolean;
  28939. /**
  28940. * Are mip maps generated for this texture or not.
  28941. */
  28942. readonly noMipmap: boolean;
  28943. /**
  28944. * @hidden
  28945. */
  28946. lodLevelInAlpha: boolean;
  28947. /**
  28948. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28949. */
  28950. lodGenerationOffset: number;
  28951. /**
  28952. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28953. */
  28954. lodGenerationScale: number;
  28955. /**
  28956. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28957. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28958. * average roughness values.
  28959. */
  28960. linearSpecularLOD: boolean;
  28961. /**
  28962. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28963. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28964. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28965. */
  28966. irradianceTexture: Nullable<BaseTexture>;
  28967. /**
  28968. * Define if the texture is a render target.
  28969. */
  28970. isRenderTarget: boolean;
  28971. /**
  28972. * Define the unique id of the texture in the scene.
  28973. */
  28974. readonly uid: string;
  28975. /**
  28976. * Return a string representation of the texture.
  28977. * @returns the texture as a string
  28978. */
  28979. toString(): string;
  28980. /**
  28981. * Get the class name of the texture.
  28982. * @returns "BaseTexture"
  28983. */
  28984. getClassName(): string;
  28985. /**
  28986. * Define the list of animation attached to the texture.
  28987. */
  28988. animations: import("babylonjs/Animations/animation").Animation[];
  28989. /**
  28990. * An event triggered when the texture is disposed.
  28991. */
  28992. onDisposeObservable: Observable<BaseTexture>;
  28993. private _onDisposeObserver;
  28994. /**
  28995. * Callback triggered when the texture has been disposed.
  28996. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28997. */
  28998. onDispose: () => void;
  28999. /**
  29000. * Define the current state of the loading sequence when in delayed load mode.
  29001. */
  29002. delayLoadState: number;
  29003. private _scene;
  29004. /** @hidden */
  29005. _texture: Nullable<InternalTexture>;
  29006. private _uid;
  29007. /**
  29008. * Define if the texture is preventinga material to render or not.
  29009. * If not and the texture is not ready, the engine will use a default black texture instead.
  29010. */
  29011. readonly isBlocking: boolean;
  29012. /**
  29013. * Instantiates a new BaseTexture.
  29014. * Base class of all the textures in babylon.
  29015. * It groups all the common properties the materials, post process, lights... might need
  29016. * in order to make a correct use of the texture.
  29017. * @param scene Define the scene the texture blongs to
  29018. */
  29019. constructor(scene: Nullable<Scene>);
  29020. /**
  29021. * Get the scene the texture belongs to.
  29022. * @returns the scene or null if undefined
  29023. */
  29024. getScene(): Nullable<Scene>;
  29025. /**
  29026. * Get the texture transform matrix used to offset tile the texture for istance.
  29027. * @returns the transformation matrix
  29028. */
  29029. getTextureMatrix(): Matrix;
  29030. /**
  29031. * Get the texture reflection matrix used to rotate/transform the reflection.
  29032. * @returns the reflection matrix
  29033. */
  29034. getReflectionTextureMatrix(): Matrix;
  29035. /**
  29036. * Get the underlying lower level texture from Babylon.
  29037. * @returns the insternal texture
  29038. */
  29039. getInternalTexture(): Nullable<InternalTexture>;
  29040. /**
  29041. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  29042. * @returns true if ready or not blocking
  29043. */
  29044. isReadyOrNotBlocking(): boolean;
  29045. /**
  29046. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  29047. * @returns true if fully ready
  29048. */
  29049. isReady(): boolean;
  29050. private _cachedSize;
  29051. /**
  29052. * Get the size of the texture.
  29053. * @returns the texture size.
  29054. */
  29055. getSize(): ISize;
  29056. /**
  29057. * Get the base size of the texture.
  29058. * It can be different from the size if the texture has been resized for POT for instance
  29059. * @returns the base size
  29060. */
  29061. getBaseSize(): ISize;
  29062. /**
  29063. * Update the sampling mode of the texture.
  29064. * Default is Trilinear mode.
  29065. *
  29066. * | Value | Type | Description |
  29067. * | ----- | ------------------ | ----------- |
  29068. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  29069. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  29070. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  29071. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  29072. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  29073. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  29074. * | 7 | NEAREST_LINEAR | |
  29075. * | 8 | NEAREST_NEAREST | |
  29076. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  29077. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  29078. * | 11 | LINEAR_LINEAR | |
  29079. * | 12 | LINEAR_NEAREST | |
  29080. *
  29081. * > _mag_: magnification filter (close to the viewer)
  29082. * > _min_: minification filter (far from the viewer)
  29083. * > _mip_: filter used between mip map levels
  29084. *@param samplingMode Define the new sampling mode of the texture
  29085. */
  29086. updateSamplingMode(samplingMode: number): void;
  29087. /**
  29088. * Scales the texture if is `canRescale()`
  29089. * @param ratio the resize factor we want to use to rescale
  29090. */
  29091. scale(ratio: number): void;
  29092. /**
  29093. * Get if the texture can rescale.
  29094. */
  29095. readonly canRescale: boolean;
  29096. /** @hidden */
  29097. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  29098. /** @hidden */
  29099. _rebuild(): void;
  29100. /**
  29101. * Triggers the load sequence in delayed load mode.
  29102. */
  29103. delayLoad(): void;
  29104. /**
  29105. * Clones the texture.
  29106. * @returns the cloned texture
  29107. */
  29108. clone(): Nullable<BaseTexture>;
  29109. /**
  29110. * Get the texture underlying type (INT, FLOAT...)
  29111. */
  29112. readonly textureType: number;
  29113. /**
  29114. * Get the texture underlying format (RGB, RGBA...)
  29115. */
  29116. readonly textureFormat: number;
  29117. /**
  29118. * Indicates that textures need to be re-calculated for all materials
  29119. */
  29120. protected _markAllSubMeshesAsTexturesDirty(): void;
  29121. /**
  29122. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  29123. * This will returns an RGBA array buffer containing either in values (0-255) or
  29124. * float values (0-1) depending of the underlying buffer type.
  29125. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  29126. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  29127. * @param buffer defines a user defined buffer to fill with data (can be null)
  29128. * @returns The Array buffer containing the pixels data.
  29129. */
  29130. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  29131. /**
  29132. * Release and destroy the underlying lower level texture aka internalTexture.
  29133. */
  29134. releaseInternalTexture(): void;
  29135. /** @hidden */
  29136. readonly _lodTextureHigh: Nullable<BaseTexture>;
  29137. /** @hidden */
  29138. readonly _lodTextureMid: Nullable<BaseTexture>;
  29139. /** @hidden */
  29140. readonly _lodTextureLow: Nullable<BaseTexture>;
  29141. /**
  29142. * Dispose the texture and release its associated resources.
  29143. */
  29144. dispose(): void;
  29145. /**
  29146. * Serialize the texture into a JSON representation that can be parsed later on.
  29147. * @returns the JSON representation of the texture
  29148. */
  29149. serialize(): any;
  29150. /**
  29151. * Helper function to be called back once a list of texture contains only ready textures.
  29152. * @param textures Define the list of textures to wait for
  29153. * @param callback Define the callback triggered once the entire list will be ready
  29154. */
  29155. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  29156. }
  29157. }
  29158. declare module "babylonjs/Materials/effect" {
  29159. import { Observable } from "babylonjs/Misc/observable";
  29160. import { Nullable } from "babylonjs/types";
  29161. import { IDisposable } from "babylonjs/scene";
  29162. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  29163. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29164. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  29165. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  29166. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  29167. import { Engine } from "babylonjs/Engines/engine";
  29168. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29169. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29170. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  29171. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  29172. /**
  29173. * Options to be used when creating an effect.
  29174. */
  29175. export interface IEffectCreationOptions {
  29176. /**
  29177. * Atrributes that will be used in the shader.
  29178. */
  29179. attributes: string[];
  29180. /**
  29181. * Uniform varible names that will be set in the shader.
  29182. */
  29183. uniformsNames: string[];
  29184. /**
  29185. * Uniform buffer varible names that will be set in the shader.
  29186. */
  29187. uniformBuffersNames: string[];
  29188. /**
  29189. * Sampler texture variable names that will be set in the shader.
  29190. */
  29191. samplers: string[];
  29192. /**
  29193. * Define statements that will be set in the shader.
  29194. */
  29195. defines: any;
  29196. /**
  29197. * Possible fallbacks for this effect to improve performance when needed.
  29198. */
  29199. fallbacks: Nullable<IEffectFallbacks>;
  29200. /**
  29201. * Callback that will be called when the shader is compiled.
  29202. */
  29203. onCompiled: Nullable<(effect: Effect) => void>;
  29204. /**
  29205. * Callback that will be called if an error occurs during shader compilation.
  29206. */
  29207. onError: Nullable<(effect: Effect, errors: string) => void>;
  29208. /**
  29209. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29210. */
  29211. indexParameters?: any;
  29212. /**
  29213. * Max number of lights that can be used in the shader.
  29214. */
  29215. maxSimultaneousLights?: number;
  29216. /**
  29217. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29218. */
  29219. transformFeedbackVaryings?: Nullable<string[]>;
  29220. }
  29221. /**
  29222. * Effect containing vertex and fragment shader that can be executed on an object.
  29223. */
  29224. export class Effect implements IDisposable {
  29225. /**
  29226. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29227. */
  29228. static ShadersRepository: string;
  29229. /**
  29230. * Name of the effect.
  29231. */
  29232. name: any;
  29233. /**
  29234. * String container all the define statements that should be set on the shader.
  29235. */
  29236. defines: string;
  29237. /**
  29238. * Callback that will be called when the shader is compiled.
  29239. */
  29240. onCompiled: Nullable<(effect: Effect) => void>;
  29241. /**
  29242. * Callback that will be called if an error occurs during shader compilation.
  29243. */
  29244. onError: Nullable<(effect: Effect, errors: string) => void>;
  29245. /**
  29246. * Callback that will be called when effect is bound.
  29247. */
  29248. onBind: Nullable<(effect: Effect) => void>;
  29249. /**
  29250. * Unique ID of the effect.
  29251. */
  29252. uniqueId: number;
  29253. /**
  29254. * Observable that will be called when the shader is compiled.
  29255. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29256. */
  29257. onCompileObservable: Observable<Effect>;
  29258. /**
  29259. * Observable that will be called if an error occurs during shader compilation.
  29260. */
  29261. onErrorObservable: Observable<Effect>;
  29262. /** @hidden */
  29263. _onBindObservable: Nullable<Observable<Effect>>;
  29264. /**
  29265. * Observable that will be called when effect is bound.
  29266. */
  29267. readonly onBindObservable: Observable<Effect>;
  29268. /** @hidden */
  29269. _bonesComputationForcedToCPU: boolean;
  29270. private static _uniqueIdSeed;
  29271. private _engine;
  29272. private _uniformBuffersNames;
  29273. private _uniformsNames;
  29274. private _samplerList;
  29275. private _samplers;
  29276. private _isReady;
  29277. private _compilationError;
  29278. private _allFallbacksProcessed;
  29279. private _attributesNames;
  29280. private _attributes;
  29281. private _uniforms;
  29282. /**
  29283. * Key for the effect.
  29284. * @hidden
  29285. */
  29286. _key: string;
  29287. private _indexParameters;
  29288. private _fallbacks;
  29289. private _vertexSourceCode;
  29290. private _fragmentSourceCode;
  29291. private _vertexSourceCodeOverride;
  29292. private _fragmentSourceCodeOverride;
  29293. private _transformFeedbackVaryings;
  29294. /**
  29295. * Compiled shader to webGL program.
  29296. * @hidden
  29297. */
  29298. _pipelineContext: Nullable<IPipelineContext>;
  29299. private _valueCache;
  29300. private static _baseCache;
  29301. /**
  29302. * Instantiates an effect.
  29303. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29304. * @param baseName Name of the effect.
  29305. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29306. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29307. * @param samplers List of sampler variables that will be passed to the shader.
  29308. * @param engine Engine to be used to render the effect
  29309. * @param defines Define statements to be added to the shader.
  29310. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29311. * @param onCompiled Callback that will be called when the shader is compiled.
  29312. * @param onError Callback that will be called if an error occurs during shader compilation.
  29313. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29314. */
  29315. 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);
  29316. private _useFinalCode;
  29317. /**
  29318. * Unique key for this effect
  29319. */
  29320. readonly key: string;
  29321. /**
  29322. * If the effect has been compiled and prepared.
  29323. * @returns if the effect is compiled and prepared.
  29324. */
  29325. isReady(): boolean;
  29326. private _isReadyInternal;
  29327. /**
  29328. * The engine the effect was initialized with.
  29329. * @returns the engine.
  29330. */
  29331. getEngine(): Engine;
  29332. /**
  29333. * The pipeline context for this effect
  29334. * @returns the associated pipeline context
  29335. */
  29336. getPipelineContext(): Nullable<IPipelineContext>;
  29337. /**
  29338. * The set of names of attribute variables for the shader.
  29339. * @returns An array of attribute names.
  29340. */
  29341. getAttributesNames(): string[];
  29342. /**
  29343. * Returns the attribute at the given index.
  29344. * @param index The index of the attribute.
  29345. * @returns The location of the attribute.
  29346. */
  29347. getAttributeLocation(index: number): number;
  29348. /**
  29349. * Returns the attribute based on the name of the variable.
  29350. * @param name of the attribute to look up.
  29351. * @returns the attribute location.
  29352. */
  29353. getAttributeLocationByName(name: string): number;
  29354. /**
  29355. * The number of attributes.
  29356. * @returns the numnber of attributes.
  29357. */
  29358. getAttributesCount(): number;
  29359. /**
  29360. * Gets the index of a uniform variable.
  29361. * @param uniformName of the uniform to look up.
  29362. * @returns the index.
  29363. */
  29364. getUniformIndex(uniformName: string): number;
  29365. /**
  29366. * Returns the attribute based on the name of the variable.
  29367. * @param uniformName of the uniform to look up.
  29368. * @returns the location of the uniform.
  29369. */
  29370. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29371. /**
  29372. * Returns an array of sampler variable names
  29373. * @returns The array of sampler variable neames.
  29374. */
  29375. getSamplers(): string[];
  29376. /**
  29377. * The error from the last compilation.
  29378. * @returns the error string.
  29379. */
  29380. getCompilationError(): string;
  29381. /**
  29382. * Gets a boolean indicating that all fallbacks were used during compilation
  29383. * @returns true if all fallbacks were used
  29384. */
  29385. allFallbacksProcessed(): boolean;
  29386. /**
  29387. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29388. * @param func The callback to be used.
  29389. */
  29390. executeWhenCompiled(func: (effect: Effect) => void): void;
  29391. private _checkIsReady;
  29392. private _loadShader;
  29393. /**
  29394. * Recompiles the webGL program
  29395. * @param vertexSourceCode The source code for the vertex shader.
  29396. * @param fragmentSourceCode The source code for the fragment shader.
  29397. * @param onCompiled Callback called when completed.
  29398. * @param onError Callback called on error.
  29399. * @hidden
  29400. */
  29401. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29402. /**
  29403. * Prepares the effect
  29404. * @hidden
  29405. */
  29406. _prepareEffect(): void;
  29407. private _processCompilationErrors;
  29408. /**
  29409. * Checks if the effect is supported. (Must be called after compilation)
  29410. */
  29411. readonly isSupported: boolean;
  29412. /**
  29413. * Binds a texture to the engine to be used as output of the shader.
  29414. * @param channel Name of the output variable.
  29415. * @param texture Texture to bind.
  29416. * @hidden
  29417. */
  29418. _bindTexture(channel: string, texture: InternalTexture): void;
  29419. /**
  29420. * Sets a texture on the engine to be used in the shader.
  29421. * @param channel Name of the sampler variable.
  29422. * @param texture Texture to set.
  29423. */
  29424. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29425. /**
  29426. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29427. * @param channel Name of the sampler variable.
  29428. * @param texture Texture to set.
  29429. */
  29430. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29431. /**
  29432. * Sets an array of textures on the engine to be used in the shader.
  29433. * @param channel Name of the variable.
  29434. * @param textures Textures to set.
  29435. */
  29436. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29437. /**
  29438. * 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)
  29439. * @param channel Name of the sampler variable.
  29440. * @param postProcess Post process to get the input texture from.
  29441. */
  29442. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29443. /**
  29444. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29445. * 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)
  29446. * @param channel Name of the sampler variable.
  29447. * @param postProcess Post process to get the output texture from.
  29448. */
  29449. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29450. /** @hidden */
  29451. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29452. /** @hidden */
  29453. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29454. /** @hidden */
  29455. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29456. /** @hidden */
  29457. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29458. /**
  29459. * Binds a buffer to a uniform.
  29460. * @param buffer Buffer to bind.
  29461. * @param name Name of the uniform variable to bind to.
  29462. */
  29463. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29464. /**
  29465. * Binds block to a uniform.
  29466. * @param blockName Name of the block to bind.
  29467. * @param index Index to bind.
  29468. */
  29469. bindUniformBlock(blockName: string, index: number): void;
  29470. /**
  29471. * Sets an interger value on a uniform variable.
  29472. * @param uniformName Name of the variable.
  29473. * @param value Value to be set.
  29474. * @returns this effect.
  29475. */
  29476. setInt(uniformName: string, value: number): Effect;
  29477. /**
  29478. * Sets an int array on a uniform variable.
  29479. * @param uniformName Name of the variable.
  29480. * @param array array to be set.
  29481. * @returns this effect.
  29482. */
  29483. setIntArray(uniformName: string, array: Int32Array): Effect;
  29484. /**
  29485. * 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)
  29486. * @param uniformName Name of the variable.
  29487. * @param array array to be set.
  29488. * @returns this effect.
  29489. */
  29490. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29491. /**
  29492. * 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)
  29493. * @param uniformName Name of the variable.
  29494. * @param array array to be set.
  29495. * @returns this effect.
  29496. */
  29497. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29498. /**
  29499. * 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)
  29500. * @param uniformName Name of the variable.
  29501. * @param array array to be set.
  29502. * @returns this effect.
  29503. */
  29504. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29505. /**
  29506. * Sets an float array on a uniform variable.
  29507. * @param uniformName Name of the variable.
  29508. * @param array array to be set.
  29509. * @returns this effect.
  29510. */
  29511. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29512. /**
  29513. * 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)
  29514. * @param uniformName Name of the variable.
  29515. * @param array array to be set.
  29516. * @returns this effect.
  29517. */
  29518. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29519. /**
  29520. * 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)
  29521. * @param uniformName Name of the variable.
  29522. * @param array array to be set.
  29523. * @returns this effect.
  29524. */
  29525. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29526. /**
  29527. * 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)
  29528. * @param uniformName Name of the variable.
  29529. * @param array array to be set.
  29530. * @returns this effect.
  29531. */
  29532. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29533. /**
  29534. * Sets an array on a uniform variable.
  29535. * @param uniformName Name of the variable.
  29536. * @param array array to be set.
  29537. * @returns this effect.
  29538. */
  29539. setArray(uniformName: string, array: number[]): Effect;
  29540. /**
  29541. * 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)
  29542. * @param uniformName Name of the variable.
  29543. * @param array array to be set.
  29544. * @returns this effect.
  29545. */
  29546. setArray2(uniformName: string, array: number[]): Effect;
  29547. /**
  29548. * 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)
  29549. * @param uniformName Name of the variable.
  29550. * @param array array to be set.
  29551. * @returns this effect.
  29552. */
  29553. setArray3(uniformName: string, array: number[]): Effect;
  29554. /**
  29555. * 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)
  29556. * @param uniformName Name of the variable.
  29557. * @param array array to be set.
  29558. * @returns this effect.
  29559. */
  29560. setArray4(uniformName: string, array: number[]): Effect;
  29561. /**
  29562. * Sets matrices on a uniform variable.
  29563. * @param uniformName Name of the variable.
  29564. * @param matrices matrices to be set.
  29565. * @returns this effect.
  29566. */
  29567. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29568. /**
  29569. * Sets matrix on a uniform variable.
  29570. * @param uniformName Name of the variable.
  29571. * @param matrix matrix to be set.
  29572. * @returns this effect.
  29573. */
  29574. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29575. /**
  29576. * 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)
  29577. * @param uniformName Name of the variable.
  29578. * @param matrix matrix to be set.
  29579. * @returns this effect.
  29580. */
  29581. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29582. /**
  29583. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29584. * @param uniformName Name of the variable.
  29585. * @param matrix matrix to be set.
  29586. * @returns this effect.
  29587. */
  29588. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29589. /**
  29590. * Sets a float on a uniform variable.
  29591. * @param uniformName Name of the variable.
  29592. * @param value value to be set.
  29593. * @returns this effect.
  29594. */
  29595. setFloat(uniformName: string, value: number): Effect;
  29596. /**
  29597. * Sets a boolean on a uniform variable.
  29598. * @param uniformName Name of the variable.
  29599. * @param bool value to be set.
  29600. * @returns this effect.
  29601. */
  29602. setBool(uniformName: string, bool: boolean): Effect;
  29603. /**
  29604. * Sets a Vector2 on a uniform variable.
  29605. * @param uniformName Name of the variable.
  29606. * @param vector2 vector2 to be set.
  29607. * @returns this effect.
  29608. */
  29609. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29610. /**
  29611. * Sets a float2 on a uniform variable.
  29612. * @param uniformName Name of the variable.
  29613. * @param x First float in float2.
  29614. * @param y Second float in float2.
  29615. * @returns this effect.
  29616. */
  29617. setFloat2(uniformName: string, x: number, y: number): Effect;
  29618. /**
  29619. * Sets a Vector3 on a uniform variable.
  29620. * @param uniformName Name of the variable.
  29621. * @param vector3 Value to be set.
  29622. * @returns this effect.
  29623. */
  29624. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29625. /**
  29626. * Sets a float3 on a uniform variable.
  29627. * @param uniformName Name of the variable.
  29628. * @param x First float in float3.
  29629. * @param y Second float in float3.
  29630. * @param z Third float in float3.
  29631. * @returns this effect.
  29632. */
  29633. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29634. /**
  29635. * Sets a Vector4 on a uniform variable.
  29636. * @param uniformName Name of the variable.
  29637. * @param vector4 Value to be set.
  29638. * @returns this effect.
  29639. */
  29640. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29641. /**
  29642. * Sets a float4 on a uniform variable.
  29643. * @param uniformName Name of the variable.
  29644. * @param x First float in float4.
  29645. * @param y Second float in float4.
  29646. * @param z Third float in float4.
  29647. * @param w Fourth float in float4.
  29648. * @returns this effect.
  29649. */
  29650. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29651. /**
  29652. * Sets a Color3 on a uniform variable.
  29653. * @param uniformName Name of the variable.
  29654. * @param color3 Value to be set.
  29655. * @returns this effect.
  29656. */
  29657. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29658. /**
  29659. * Sets a Color4 on a uniform variable.
  29660. * @param uniformName Name of the variable.
  29661. * @param color3 Value to be set.
  29662. * @param alpha Alpha value to be set.
  29663. * @returns this effect.
  29664. */
  29665. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29666. /**
  29667. * Sets a Color4 on a uniform variable
  29668. * @param uniformName defines the name of the variable
  29669. * @param color4 defines the value to be set
  29670. * @returns this effect.
  29671. */
  29672. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29673. /** Release all associated resources */
  29674. dispose(): void;
  29675. /**
  29676. * This function will add a new shader to the shader store
  29677. * @param name the name of the shader
  29678. * @param pixelShader optional pixel shader content
  29679. * @param vertexShader optional vertex shader content
  29680. */
  29681. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29682. /**
  29683. * Store of each shader (The can be looked up using effect.key)
  29684. */
  29685. static ShadersStore: {
  29686. [key: string]: string;
  29687. };
  29688. /**
  29689. * Store of each included file for a shader (The can be looked up using effect.key)
  29690. */
  29691. static IncludesShadersStore: {
  29692. [key: string]: string;
  29693. };
  29694. /**
  29695. * Resets the cache of effects.
  29696. */
  29697. static ResetCache(): void;
  29698. }
  29699. }
  29700. declare module "babylonjs/Engines/engineCapabilities" {
  29701. /**
  29702. * Interface used to describe the capabilities of the engine relatively to the current browser
  29703. */
  29704. export interface EngineCapabilities {
  29705. /** Maximum textures units per fragment shader */
  29706. maxTexturesImageUnits: number;
  29707. /** Maximum texture units per vertex shader */
  29708. maxVertexTextureImageUnits: number;
  29709. /** Maximum textures units in the entire pipeline */
  29710. maxCombinedTexturesImageUnits: number;
  29711. /** Maximum texture size */
  29712. maxTextureSize: number;
  29713. /** Maximum cube texture size */
  29714. maxCubemapTextureSize: number;
  29715. /** Maximum render texture size */
  29716. maxRenderTextureSize: number;
  29717. /** Maximum number of vertex attributes */
  29718. maxVertexAttribs: number;
  29719. /** Maximum number of varyings */
  29720. maxVaryingVectors: number;
  29721. /** Maximum number of uniforms per vertex shader */
  29722. maxVertexUniformVectors: number;
  29723. /** Maximum number of uniforms per fragment shader */
  29724. maxFragmentUniformVectors: number;
  29725. /** Defines if standard derivates (dx/dy) are supported */
  29726. standardDerivatives: boolean;
  29727. /** Defines if s3tc texture compression is supported */
  29728. s3tc?: WEBGL_compressed_texture_s3tc;
  29729. /** Defines if pvrtc texture compression is supported */
  29730. pvrtc: any;
  29731. /** Defines if etc1 texture compression is supported */
  29732. etc1: any;
  29733. /** Defines if etc2 texture compression is supported */
  29734. etc2: any;
  29735. /** Defines if astc texture compression is supported */
  29736. astc: any;
  29737. /** Defines if float textures are supported */
  29738. textureFloat: boolean;
  29739. /** Defines if vertex array objects are supported */
  29740. vertexArrayObject: boolean;
  29741. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  29742. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  29743. /** Gets the maximum level of anisotropy supported */
  29744. maxAnisotropy: number;
  29745. /** Defines if instancing is supported */
  29746. instancedArrays: boolean;
  29747. /** Defines if 32 bits indices are supported */
  29748. uintIndices: boolean;
  29749. /** Defines if high precision shaders are supported */
  29750. highPrecisionShaderSupported: boolean;
  29751. /** Defines if depth reading in the fragment shader is supported */
  29752. fragmentDepthSupported: boolean;
  29753. /** Defines if float texture linear filtering is supported*/
  29754. textureFloatLinearFiltering: boolean;
  29755. /** Defines if rendering to float textures is supported */
  29756. textureFloatRender: boolean;
  29757. /** Defines if half float textures are supported*/
  29758. textureHalfFloat: boolean;
  29759. /** Defines if half float texture linear filtering is supported*/
  29760. textureHalfFloatLinearFiltering: boolean;
  29761. /** Defines if rendering to half float textures is supported */
  29762. textureHalfFloatRender: boolean;
  29763. /** Defines if textureLOD shader command is supported */
  29764. textureLOD: boolean;
  29765. /** Defines if draw buffers extension is supported */
  29766. drawBuffersExtension: boolean;
  29767. /** Defines if depth textures are supported */
  29768. depthTextureExtension: boolean;
  29769. /** Defines if float color buffer are supported */
  29770. colorBufferFloat: boolean;
  29771. /** Gets disjoint timer query extension (null if not supported) */
  29772. timerQuery?: EXT_disjoint_timer_query;
  29773. /** Defines if timestamp can be used with timer query */
  29774. canUseTimestampForTimerQuery: boolean;
  29775. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  29776. multiview?: any;
  29777. /** Function used to let the system compiles shaders in background */
  29778. parallelShaderCompile?: {
  29779. COMPLETION_STATUS_KHR: number;
  29780. };
  29781. /** Max number of texture samples for MSAA */
  29782. maxMSAASamples: number;
  29783. /** Defines if the blend min max extension is supported */
  29784. blendMinMax: boolean;
  29785. }
  29786. }
  29787. declare module "babylonjs/States/depthCullingState" {
  29788. import { Nullable } from "babylonjs/types";
  29789. /**
  29790. * @hidden
  29791. **/
  29792. export class DepthCullingState {
  29793. private _isDepthTestDirty;
  29794. private _isDepthMaskDirty;
  29795. private _isDepthFuncDirty;
  29796. private _isCullFaceDirty;
  29797. private _isCullDirty;
  29798. private _isZOffsetDirty;
  29799. private _isFrontFaceDirty;
  29800. private _depthTest;
  29801. private _depthMask;
  29802. private _depthFunc;
  29803. private _cull;
  29804. private _cullFace;
  29805. private _zOffset;
  29806. private _frontFace;
  29807. /**
  29808. * Initializes the state.
  29809. */
  29810. constructor();
  29811. readonly isDirty: boolean;
  29812. zOffset: number;
  29813. cullFace: Nullable<number>;
  29814. cull: Nullable<boolean>;
  29815. depthFunc: Nullable<number>;
  29816. depthMask: boolean;
  29817. depthTest: boolean;
  29818. frontFace: Nullable<number>;
  29819. reset(): void;
  29820. apply(gl: WebGLRenderingContext): void;
  29821. }
  29822. }
  29823. declare module "babylonjs/States/stencilState" {
  29824. /**
  29825. * @hidden
  29826. **/
  29827. export class StencilState {
  29828. /** 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 */
  29829. static readonly ALWAYS: number;
  29830. /** Passed to stencilOperation to specify that stencil value must be kept */
  29831. static readonly KEEP: number;
  29832. /** Passed to stencilOperation to specify that stencil value must be replaced */
  29833. static readonly REPLACE: number;
  29834. private _isStencilTestDirty;
  29835. private _isStencilMaskDirty;
  29836. private _isStencilFuncDirty;
  29837. private _isStencilOpDirty;
  29838. private _stencilTest;
  29839. private _stencilMask;
  29840. private _stencilFunc;
  29841. private _stencilFuncRef;
  29842. private _stencilFuncMask;
  29843. private _stencilOpStencilFail;
  29844. private _stencilOpDepthFail;
  29845. private _stencilOpStencilDepthPass;
  29846. readonly isDirty: boolean;
  29847. stencilFunc: number;
  29848. stencilFuncRef: number;
  29849. stencilFuncMask: number;
  29850. stencilOpStencilFail: number;
  29851. stencilOpDepthFail: number;
  29852. stencilOpStencilDepthPass: number;
  29853. stencilMask: number;
  29854. stencilTest: boolean;
  29855. constructor();
  29856. reset(): void;
  29857. apply(gl: WebGLRenderingContext): void;
  29858. }
  29859. }
  29860. declare module "babylonjs/States/alphaCullingState" {
  29861. /**
  29862. * @hidden
  29863. **/
  29864. export class AlphaState {
  29865. private _isAlphaBlendDirty;
  29866. private _isBlendFunctionParametersDirty;
  29867. private _isBlendEquationParametersDirty;
  29868. private _isBlendConstantsDirty;
  29869. private _alphaBlend;
  29870. private _blendFunctionParameters;
  29871. private _blendEquationParameters;
  29872. private _blendConstants;
  29873. /**
  29874. * Initializes the state.
  29875. */
  29876. constructor();
  29877. readonly isDirty: boolean;
  29878. alphaBlend: boolean;
  29879. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  29880. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  29881. setAlphaEquationParameters(rgb: number, alpha: number): void;
  29882. reset(): void;
  29883. apply(gl: WebGLRenderingContext): void;
  29884. }
  29885. }
  29886. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  29887. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  29888. /** @hidden */
  29889. export class WebGL2ShaderProcessor implements IShaderProcessor {
  29890. attributeProcessor(attribute: string): string;
  29891. varyingProcessor(varying: string, isFragment: boolean): string;
  29892. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  29893. }
  29894. }
  29895. declare module "babylonjs/Engines/instancingAttributeInfo" {
  29896. /**
  29897. * Interface for attribute information associated with buffer instanciation
  29898. */
  29899. export interface InstancingAttributeInfo {
  29900. /**
  29901. * Index/offset of the attribute in the vertex shader
  29902. */
  29903. index: number;
  29904. /**
  29905. * size of the attribute, 1, 2, 3 or 4
  29906. */
  29907. attributeSize: number;
  29908. /**
  29909. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  29910. * default is FLOAT
  29911. */
  29912. attributeType: number;
  29913. /**
  29914. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  29915. */
  29916. normalized: boolean;
  29917. /**
  29918. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  29919. */
  29920. offset: number;
  29921. /**
  29922. * Name of the GLSL attribute, for debugging purpose only
  29923. */
  29924. attributeName: string;
  29925. }
  29926. }
  29927. declare module "babylonjs/Engines/Extensions/engine.videoTexture" {
  29928. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29929. import { Nullable } from "babylonjs/types";
  29930. module "babylonjs/Engines/thinEngine" {
  29931. interface ThinEngine {
  29932. /**
  29933. * Update a video texture
  29934. * @param texture defines the texture to update
  29935. * @param video defines the video element to use
  29936. * @param invertY defines if data must be stored with Y axis inverted
  29937. */
  29938. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  29939. }
  29940. }
  29941. }
  29942. declare module "babylonjs/Materials/Textures/videoTexture" {
  29943. import { Observable } from "babylonjs/Misc/observable";
  29944. import { Nullable } from "babylonjs/types";
  29945. import { Scene } from "babylonjs/scene";
  29946. import { Texture } from "babylonjs/Materials/Textures/texture";
  29947. import "babylonjs/Engines/Extensions/engine.videoTexture";
  29948. /**
  29949. * Settings for finer control over video usage
  29950. */
  29951. export interface VideoTextureSettings {
  29952. /**
  29953. * Applies `autoplay` to video, if specified
  29954. */
  29955. autoPlay?: boolean;
  29956. /**
  29957. * Applies `loop` to video, if specified
  29958. */
  29959. loop?: boolean;
  29960. /**
  29961. * Automatically updates internal texture from video at every frame in the render loop
  29962. */
  29963. autoUpdateTexture: boolean;
  29964. /**
  29965. * Image src displayed during the video loading or until the user interacts with the video.
  29966. */
  29967. poster?: string;
  29968. }
  29969. /**
  29970. * If you want to display a video in your scene, this is the special texture for that.
  29971. * This special texture works similar to other textures, with the exception of a few parameters.
  29972. * @see https://doc.babylonjs.com/how_to/video_texture
  29973. */
  29974. export class VideoTexture extends Texture {
  29975. /**
  29976. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  29977. */
  29978. readonly autoUpdateTexture: boolean;
  29979. /**
  29980. * The video instance used by the texture internally
  29981. */
  29982. readonly video: HTMLVideoElement;
  29983. private _onUserActionRequestedObservable;
  29984. /**
  29985. * Event triggerd when a dom action is required by the user to play the video.
  29986. * This happens due to recent changes in browser policies preventing video to auto start.
  29987. */
  29988. readonly onUserActionRequestedObservable: Observable<Texture>;
  29989. private _generateMipMaps;
  29990. private _engine;
  29991. private _stillImageCaptured;
  29992. private _displayingPosterTexture;
  29993. private _settings;
  29994. private _createInternalTextureOnEvent;
  29995. private _frameId;
  29996. /**
  29997. * Creates a video texture.
  29998. * If you want to display a video in your scene, this is the special texture for that.
  29999. * This special texture works similar to other textures, with the exception of a few parameters.
  30000. * @see https://doc.babylonjs.com/how_to/video_texture
  30001. * @param name optional name, will detect from video source, if not defined
  30002. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30003. * @param scene is obviously the current scene.
  30004. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30005. * @param invertY is false by default but can be used to invert video on Y axis
  30006. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30007. * @param settings allows finer control over video usage
  30008. */
  30009. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30010. private _getName;
  30011. private _getVideo;
  30012. private _createInternalTexture;
  30013. private reset;
  30014. /**
  30015. * @hidden Internal method to initiate `update`.
  30016. */
  30017. _rebuild(): void;
  30018. /**
  30019. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30020. */
  30021. update(): void;
  30022. /**
  30023. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30024. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30025. */
  30026. updateTexture(isVisible: boolean): void;
  30027. protected _updateInternalTexture: () => void;
  30028. /**
  30029. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30030. * @param url New url.
  30031. */
  30032. updateURL(url: string): void;
  30033. /**
  30034. * Dispose the texture and release its associated resources.
  30035. */
  30036. dispose(): void;
  30037. /**
  30038. * Creates a video texture straight from a stream.
  30039. * @param scene Define the scene the texture should be created in
  30040. * @param stream Define the stream the texture should be created from
  30041. * @returns The created video texture as a promise
  30042. */
  30043. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30044. /**
  30045. * Creates a video texture straight from your WebCam video feed.
  30046. * @param scene Define the scene the texture should be created in
  30047. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30048. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30049. * @returns The created video texture as a promise
  30050. */
  30051. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30052. minWidth: number;
  30053. maxWidth: number;
  30054. minHeight: number;
  30055. maxHeight: number;
  30056. deviceId: string;
  30057. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30058. /**
  30059. * Creates a video texture straight from your WebCam video feed.
  30060. * @param scene Define the scene the texture should be created in
  30061. * @param onReady Define a callback to triggered once the texture will be ready
  30062. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30063. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30064. */
  30065. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30066. minWidth: number;
  30067. maxWidth: number;
  30068. minHeight: number;
  30069. maxHeight: number;
  30070. deviceId: string;
  30071. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30072. }
  30073. }
  30074. declare module "babylonjs/Engines/thinEngine" {
  30075. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30076. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  30077. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30078. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30079. import { Nullable, DataArray, IndicesArray } from "babylonjs/types";
  30080. import { EngineCapabilities } from "babylonjs/Engines/engineCapabilities";
  30081. import { Observable } from "babylonjs/Misc/observable";
  30082. import { DepthCullingState } from "babylonjs/States/depthCullingState";
  30083. import { StencilState } from "babylonjs/States/stencilState";
  30084. import { AlphaState } from "babylonjs/States/alphaCullingState";
  30085. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30086. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30087. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30088. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30089. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30090. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30091. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30092. import { InstancingAttributeInfo } from "babylonjs/Engines/instancingAttributeInfo";
  30093. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30094. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30095. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  30096. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  30097. /**
  30098. * Defines the interface used by objects working like Scene
  30099. * @hidden
  30100. */
  30101. interface ISceneLike {
  30102. _addPendingData(data: any): void;
  30103. _removePendingData(data: any): void;
  30104. offlineProvider: IOfflineProvider;
  30105. }
  30106. /** Interface defining initialization parameters for Engine class */
  30107. export interface EngineOptions extends WebGLContextAttributes {
  30108. /**
  30109. * Defines if the engine should no exceed a specified device ratio
  30110. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30111. */
  30112. limitDeviceRatio?: number;
  30113. /**
  30114. * Defines if webvr should be enabled automatically
  30115. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30116. */
  30117. autoEnableWebVR?: boolean;
  30118. /**
  30119. * Defines if webgl2 should be turned off even if supported
  30120. * @see http://doc.babylonjs.com/features/webgl2
  30121. */
  30122. disableWebGL2Support?: boolean;
  30123. /**
  30124. * Defines if webaudio should be initialized as well
  30125. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30126. */
  30127. audioEngine?: boolean;
  30128. /**
  30129. * Defines if animations should run using a deterministic lock step
  30130. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30131. */
  30132. deterministicLockstep?: boolean;
  30133. /** Defines the maximum steps to use with deterministic lock step mode */
  30134. lockstepMaxSteps?: number;
  30135. /**
  30136. * Defines that engine should ignore context lost events
  30137. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30138. */
  30139. doNotHandleContextLost?: boolean;
  30140. /**
  30141. * Defines that engine should ignore modifying touch action attribute and style
  30142. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30143. */
  30144. doNotHandleTouchAction?: boolean;
  30145. /**
  30146. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30147. */
  30148. useHighPrecisionFloats?: boolean;
  30149. }
  30150. /**
  30151. * The base engine class (root of all engines)
  30152. */
  30153. export class ThinEngine {
  30154. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30155. static ExceptionList: ({
  30156. key: string;
  30157. capture: string;
  30158. captureConstraint: number;
  30159. targets: string[];
  30160. } | {
  30161. key: string;
  30162. capture: null;
  30163. captureConstraint: null;
  30164. targets: string[];
  30165. })[];
  30166. /** @hidden */
  30167. static _TextureLoaders: IInternalTextureLoader[];
  30168. /**
  30169. * Returns the current npm package of the sdk
  30170. */
  30171. static readonly NpmPackage: string;
  30172. /**
  30173. * Returns the current version of the framework
  30174. */
  30175. static readonly Version: string;
  30176. /**
  30177. * Returns a string describing the current engine
  30178. */
  30179. readonly description: string;
  30180. /**
  30181. * Gets or sets the epsilon value used by collision engine
  30182. */
  30183. static CollisionsEpsilon: number;
  30184. /**
  30185. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30186. */
  30187. static ShadersRepository: string;
  30188. /** @hidden */
  30189. _shaderProcessor: IShaderProcessor;
  30190. /**
  30191. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30192. */
  30193. forcePOTTextures: boolean;
  30194. /**
  30195. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30196. */
  30197. isFullscreen: boolean;
  30198. /**
  30199. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30200. */
  30201. cullBackFaces: boolean;
  30202. /**
  30203. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30204. */
  30205. renderEvenInBackground: boolean;
  30206. /**
  30207. * Gets or sets a boolean indicating that cache can be kept between frames
  30208. */
  30209. preventCacheWipeBetweenFrames: boolean;
  30210. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30211. validateShaderPrograms: boolean;
  30212. /**
  30213. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30214. */
  30215. disableUniformBuffers: boolean;
  30216. /** @hidden */
  30217. _uniformBuffers: UniformBuffer[];
  30218. /**
  30219. * Gets a boolean indicating that the engine supports uniform buffers
  30220. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30221. */
  30222. readonly supportsUniformBuffers: boolean;
  30223. /** @hidden */
  30224. _gl: WebGLRenderingContext;
  30225. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  30226. protected _windowIsBackground: boolean;
  30227. protected _webGLVersion: number;
  30228. protected _creationOptions: EngineOptions;
  30229. protected _highPrecisionShadersAllowed: boolean;
  30230. /** @hidden */
  30231. readonly _shouldUseHighPrecisionShader: boolean;
  30232. /**
  30233. * Gets a boolean indicating that only power of 2 textures are supported
  30234. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30235. */
  30236. readonly needPOTTextures: boolean;
  30237. /** @hidden */
  30238. _badOS: boolean;
  30239. /** @hidden */
  30240. _badDesktopOS: boolean;
  30241. private _hardwareScalingLevel;
  30242. /** @hidden */
  30243. _caps: EngineCapabilities;
  30244. private _isStencilEnable;
  30245. protected _colorWrite: boolean;
  30246. private _glVersion;
  30247. private _glRenderer;
  30248. private _glVendor;
  30249. /** @hidden */
  30250. _videoTextureSupported: boolean;
  30251. protected _renderingQueueLaunched: boolean;
  30252. protected _activeRenderLoops: (() => void)[];
  30253. /**
  30254. * Observable signaled when a context lost event is raised
  30255. */
  30256. onContextLostObservable: Observable<ThinEngine>;
  30257. /**
  30258. * Observable signaled when a context restored event is raised
  30259. */
  30260. onContextRestoredObservable: Observable<ThinEngine>;
  30261. private _onContextLost;
  30262. private _onContextRestored;
  30263. protected _contextWasLost: boolean;
  30264. /** @hidden */
  30265. _doNotHandleContextLost: boolean;
  30266. /**
  30267. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30268. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30269. */
  30270. doNotHandleContextLost: boolean;
  30271. /**
  30272. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30273. */
  30274. disableVertexArrayObjects: boolean;
  30275. /** @hidden */
  30276. protected _depthCullingState: DepthCullingState;
  30277. /** @hidden */
  30278. protected _stencilState: StencilState;
  30279. /** @hidden */
  30280. protected _alphaState: AlphaState;
  30281. /** @hidden */
  30282. _internalTexturesCache: InternalTexture[];
  30283. /** @hidden */
  30284. protected _activeChannel: number;
  30285. private _currentTextureChannel;
  30286. /** @hidden */
  30287. protected _boundTexturesCache: {
  30288. [key: string]: Nullable<InternalTexture>;
  30289. };
  30290. /** @hidden */
  30291. protected _currentEffect: Nullable<Effect>;
  30292. /** @hidden */
  30293. protected _currentProgram: Nullable<WebGLProgram>;
  30294. private _compiledEffects;
  30295. private _vertexAttribArraysEnabled;
  30296. /** @hidden */
  30297. protected _cachedViewport: Nullable<IViewportLike>;
  30298. private _cachedVertexArrayObject;
  30299. /** @hidden */
  30300. protected _cachedVertexBuffers: any;
  30301. /** @hidden */
  30302. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  30303. /** @hidden */
  30304. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  30305. /** @hidden */
  30306. _currentRenderTarget: Nullable<InternalTexture>;
  30307. private _uintIndicesCurrentlySet;
  30308. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  30309. /** @hidden */
  30310. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  30311. private _currentBufferPointers;
  30312. private _currentInstanceLocations;
  30313. private _currentInstanceBuffers;
  30314. private _textureUnits;
  30315. /** @hidden */
  30316. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  30317. /** @hidden */
  30318. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  30319. /** @hidden */
  30320. _boundRenderFunction: any;
  30321. private _vaoRecordInProgress;
  30322. private _mustWipeVertexAttributes;
  30323. private _emptyTexture;
  30324. private _emptyCubeTexture;
  30325. private _emptyTexture3D;
  30326. private _emptyTexture2DArray;
  30327. /** @hidden */
  30328. _frameHandler: number;
  30329. private _nextFreeTextureSlots;
  30330. private _maxSimultaneousTextures;
  30331. private _activeRequests;
  30332. protected _texturesSupported: string[];
  30333. /** @hidden */
  30334. _textureFormatInUse: Nullable<string>;
  30335. protected readonly _supportsHardwareTextureRescaling: boolean;
  30336. /**
  30337. * Gets the list of texture formats supported
  30338. */
  30339. readonly texturesSupported: Array<string>;
  30340. /**
  30341. * Gets the list of texture formats in use
  30342. */
  30343. readonly textureFormatInUse: Nullable<string>;
  30344. /**
  30345. * Gets the current viewport
  30346. */
  30347. readonly currentViewport: Nullable<IViewportLike>;
  30348. /**
  30349. * Gets the default empty texture
  30350. */
  30351. readonly emptyTexture: InternalTexture;
  30352. /**
  30353. * Gets the default empty 3D texture
  30354. */
  30355. readonly emptyTexture3D: InternalTexture;
  30356. /**
  30357. * Gets the default empty 2D array texture
  30358. */
  30359. readonly emptyTexture2DArray: InternalTexture;
  30360. /**
  30361. * Gets the default empty cube texture
  30362. */
  30363. readonly emptyCubeTexture: InternalTexture;
  30364. /**
  30365. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  30366. */
  30367. readonly premultipliedAlpha: boolean;
  30368. /**
  30369. * Observable event triggered before each texture is initialized
  30370. */
  30371. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30372. /**
  30373. * Creates a new engine
  30374. * @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
  30375. * @param antialias defines enable antialiasing (default: false)
  30376. * @param options defines further options to be sent to the getContext() function
  30377. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  30378. */
  30379. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  30380. private _rebuildInternalTextures;
  30381. private _rebuildEffects;
  30382. /**
  30383. * Gets a boolean indicating if all created effects are ready
  30384. * @returns true if all effects are ready
  30385. */
  30386. areAllEffectsReady(): boolean;
  30387. protected _rebuildBuffers(): void;
  30388. private _initGLContext;
  30389. /**
  30390. * Gets version of the current webGL context
  30391. */
  30392. readonly webGLVersion: number;
  30393. /**
  30394. * Gets a string idenfifying the name of the class
  30395. * @returns "Engine" string
  30396. */
  30397. getClassName(): string;
  30398. /**
  30399. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  30400. */
  30401. readonly isStencilEnable: boolean;
  30402. /** @hidden */
  30403. _prepareWorkingCanvas(): void;
  30404. /**
  30405. * Reset the texture cache to empty state
  30406. */
  30407. resetTextureCache(): void;
  30408. /**
  30409. * Gets an object containing information about the current webGL context
  30410. * @returns an object containing the vender, the renderer and the version of the current webGL context
  30411. */
  30412. getGlInfo(): {
  30413. vendor: string;
  30414. renderer: string;
  30415. version: string;
  30416. };
  30417. /**
  30418. * Defines the hardware scaling level.
  30419. * By default the hardware scaling level is computed from the window device ratio.
  30420. * 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.
  30421. * @param level defines the level to use
  30422. */
  30423. setHardwareScalingLevel(level: number): void;
  30424. /**
  30425. * Gets the current hardware scaling level.
  30426. * By default the hardware scaling level is computed from the window device ratio.
  30427. * 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.
  30428. * @returns a number indicating the current hardware scaling level
  30429. */
  30430. getHardwareScalingLevel(): number;
  30431. /**
  30432. * Gets the list of loaded textures
  30433. * @returns an array containing all loaded textures
  30434. */
  30435. getLoadedTexturesCache(): InternalTexture[];
  30436. /**
  30437. * Gets the object containing all engine capabilities
  30438. * @returns the EngineCapabilities object
  30439. */
  30440. getCaps(): EngineCapabilities;
  30441. /**
  30442. * stop executing a render loop function and remove it from the execution array
  30443. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  30444. */
  30445. stopRenderLoop(renderFunction?: () => void): void;
  30446. /** @hidden */
  30447. _renderLoop(): void;
  30448. /**
  30449. * Gets the HTML canvas attached with the current webGL context
  30450. * @returns a HTML canvas
  30451. */
  30452. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  30453. /**
  30454. * Gets host window
  30455. * @returns the host window object
  30456. */
  30457. getHostWindow(): Nullable<Window>;
  30458. /**
  30459. * Gets the current render width
  30460. * @param useScreen defines if screen size must be used (or the current render target if any)
  30461. * @returns a number defining the current render width
  30462. */
  30463. getRenderWidth(useScreen?: boolean): number;
  30464. /**
  30465. * Gets the current render height
  30466. * @param useScreen defines if screen size must be used (or the current render target if any)
  30467. * @returns a number defining the current render height
  30468. */
  30469. getRenderHeight(useScreen?: boolean): number;
  30470. /**
  30471. * Can be used to override the current requestAnimationFrame requester.
  30472. * @hidden
  30473. */
  30474. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  30475. /**
  30476. * Register and execute a render loop. The engine can have more than one render function
  30477. * @param renderFunction defines the function to continuously execute
  30478. */
  30479. runRenderLoop(renderFunction: () => void): void;
  30480. /**
  30481. * Clear the current render buffer or the current render target (if any is set up)
  30482. * @param color defines the color to use
  30483. * @param backBuffer defines if the back buffer must be cleared
  30484. * @param depth defines if the depth buffer must be cleared
  30485. * @param stencil defines if the stencil buffer must be cleared
  30486. */
  30487. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  30488. private _viewportCached;
  30489. /** @hidden */
  30490. _viewport(x: number, y: number, width: number, height: number): void;
  30491. /**
  30492. * Set the WebGL's viewport
  30493. * @param viewport defines the viewport element to be used
  30494. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  30495. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  30496. */
  30497. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  30498. /**
  30499. * Begin a new frame
  30500. */
  30501. beginFrame(): void;
  30502. /**
  30503. * Enf the current frame
  30504. */
  30505. endFrame(): void;
  30506. /**
  30507. * Resize the view according to the canvas' size
  30508. */
  30509. resize(): void;
  30510. /**
  30511. * Force a specific size of the canvas
  30512. * @param width defines the new canvas' width
  30513. * @param height defines the new canvas' height
  30514. */
  30515. setSize(width: number, height: number): void;
  30516. /**
  30517. * Binds the frame buffer to the specified texture.
  30518. * @param texture The texture to render to or null for the default canvas
  30519. * @param faceIndex The face of the texture to render to in case of cube texture
  30520. * @param requiredWidth The width of the target to render to
  30521. * @param requiredHeight The height of the target to render to
  30522. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  30523. * @param depthStencilTexture The depth stencil texture to use to render
  30524. * @param lodLevel defines le lod level to bind to the frame buffer
  30525. */
  30526. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  30527. /** @hidden */
  30528. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  30529. /**
  30530. * Unbind the current render target texture from the webGL context
  30531. * @param texture defines the render target texture to unbind
  30532. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  30533. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  30534. */
  30535. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  30536. /**
  30537. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  30538. */
  30539. flushFramebuffer(): void;
  30540. /**
  30541. * Unbind the current render target and bind the default framebuffer
  30542. */
  30543. restoreDefaultFramebuffer(): void;
  30544. /** @hidden */
  30545. protected _resetVertexBufferBinding(): void;
  30546. /**
  30547. * Creates a vertex buffer
  30548. * @param data the data for the vertex buffer
  30549. * @returns the new WebGL static buffer
  30550. */
  30551. createVertexBuffer(data: DataArray): DataBuffer;
  30552. private _createVertexBuffer;
  30553. /**
  30554. * Creates a dynamic vertex buffer
  30555. * @param data the data for the dynamic vertex buffer
  30556. * @returns the new WebGL dynamic buffer
  30557. */
  30558. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  30559. protected _resetIndexBufferBinding(): void;
  30560. /**
  30561. * Creates a new index buffer
  30562. * @param indices defines the content of the index buffer
  30563. * @param updatable defines if the index buffer must be updatable
  30564. * @returns a new webGL buffer
  30565. */
  30566. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  30567. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  30568. /**
  30569. * Bind a webGL buffer to the webGL context
  30570. * @param buffer defines the buffer to bind
  30571. */
  30572. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  30573. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  30574. private bindBuffer;
  30575. /**
  30576. * update the bound buffer with the given data
  30577. * @param data defines the data to update
  30578. */
  30579. updateArrayBuffer(data: Float32Array): void;
  30580. private _vertexAttribPointer;
  30581. private _bindIndexBufferWithCache;
  30582. private _bindVertexBuffersAttributes;
  30583. /**
  30584. * Records a vertex array object
  30585. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30586. * @param vertexBuffers defines the list of vertex buffers to store
  30587. * @param indexBuffer defines the index buffer to store
  30588. * @param effect defines the effect to store
  30589. * @returns the new vertex array object
  30590. */
  30591. recordVertexArrayObject(vertexBuffers: {
  30592. [key: string]: VertexBuffer;
  30593. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  30594. /**
  30595. * Bind a specific vertex array object
  30596. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30597. * @param vertexArrayObject defines the vertex array object to bind
  30598. * @param indexBuffer defines the index buffer to bind
  30599. */
  30600. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  30601. /**
  30602. * Bind webGl buffers directly to the webGL context
  30603. * @param vertexBuffer defines the vertex buffer to bind
  30604. * @param indexBuffer defines the index buffer to bind
  30605. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  30606. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  30607. * @param effect defines the effect associated with the vertex buffer
  30608. */
  30609. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  30610. private _unbindVertexArrayObject;
  30611. /**
  30612. * Bind a list of vertex buffers to the webGL context
  30613. * @param vertexBuffers defines the list of vertex buffers to bind
  30614. * @param indexBuffer defines the index buffer to bind
  30615. * @param effect defines the effect associated with the vertex buffers
  30616. */
  30617. bindBuffers(vertexBuffers: {
  30618. [key: string]: Nullable<VertexBuffer>;
  30619. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  30620. /**
  30621. * Unbind all instance attributes
  30622. */
  30623. unbindInstanceAttributes(): void;
  30624. /**
  30625. * Release and free the memory of a vertex array object
  30626. * @param vao defines the vertex array object to delete
  30627. */
  30628. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  30629. /** @hidden */
  30630. _releaseBuffer(buffer: DataBuffer): boolean;
  30631. protected _deleteBuffer(buffer: DataBuffer): void;
  30632. /**
  30633. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  30634. * @param instancesBuffer defines the webGL buffer to update and bind
  30635. * @param data defines the data to store in the buffer
  30636. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  30637. */
  30638. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  30639. /**
  30640. * Apply all cached states (depth, culling, stencil and alpha)
  30641. */
  30642. applyStates(): void;
  30643. /**
  30644. * Send a draw order
  30645. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30646. * @param indexStart defines the starting index
  30647. * @param indexCount defines the number of index to draw
  30648. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30649. */
  30650. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  30651. /**
  30652. * Draw a list of points
  30653. * @param verticesStart defines the index of first vertex to draw
  30654. * @param verticesCount defines the count of vertices to draw
  30655. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30656. */
  30657. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30658. /**
  30659. * Draw a list of unindexed primitives
  30660. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30661. * @param verticesStart defines the index of first vertex to draw
  30662. * @param verticesCount defines the count of vertices to draw
  30663. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30664. */
  30665. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30666. /**
  30667. * Draw a list of indexed primitives
  30668. * @param fillMode defines the primitive to use
  30669. * @param indexStart defines the starting index
  30670. * @param indexCount defines the number of index to draw
  30671. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30672. */
  30673. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  30674. /**
  30675. * Draw a list of unindexed primitives
  30676. * @param fillMode defines the primitive to use
  30677. * @param verticesStart defines the index of first vertex to draw
  30678. * @param verticesCount defines the count of vertices to draw
  30679. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30680. */
  30681. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30682. private _drawMode;
  30683. /** @hidden */
  30684. protected _reportDrawCall(): void;
  30685. /** @hidden */
  30686. _releaseEffect(effect: Effect): void;
  30687. /** @hidden */
  30688. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  30689. /**
  30690. * Create a new effect (used to store vertex/fragment shaders)
  30691. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  30692. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  30693. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  30694. * @param samplers defines an array of string used to represent textures
  30695. * @param defines defines the string containing the defines to use to compile the shaders
  30696. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  30697. * @param onCompiled defines a function to call when the effect creation is successful
  30698. * @param onError defines a function to call when the effect creation has failed
  30699. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  30700. * @returns the new Effect
  30701. */
  30702. 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;
  30703. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  30704. private _compileShader;
  30705. private _compileRawShader;
  30706. /**
  30707. * Directly creates a webGL program
  30708. * @param pipelineContext defines the pipeline context to attach to
  30709. * @param vertexCode defines the vertex shader code to use
  30710. * @param fragmentCode defines the fragment shader code to use
  30711. * @param context defines the webGL context to use (if not set, the current one will be used)
  30712. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30713. * @returns the new webGL program
  30714. */
  30715. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30716. /**
  30717. * Creates a webGL program
  30718. * @param pipelineContext defines the pipeline context to attach to
  30719. * @param vertexCode defines the vertex shader code to use
  30720. * @param fragmentCode defines the fragment shader code to use
  30721. * @param defines defines the string containing the defines to use to compile the shaders
  30722. * @param context defines the webGL context to use (if not set, the current one will be used)
  30723. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30724. * @returns the new webGL program
  30725. */
  30726. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30727. /**
  30728. * Creates a new pipeline context
  30729. * @returns the new pipeline
  30730. */
  30731. createPipelineContext(): IPipelineContext;
  30732. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30733. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  30734. /** @hidden */
  30735. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  30736. /** @hidden */
  30737. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  30738. /** @hidden */
  30739. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  30740. /**
  30741. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  30742. * @param pipelineContext defines the pipeline context to use
  30743. * @param uniformsNames defines the list of uniform names
  30744. * @returns an array of webGL uniform locations
  30745. */
  30746. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  30747. /**
  30748. * Gets the lsit of active attributes for a given webGL program
  30749. * @param pipelineContext defines the pipeline context to use
  30750. * @param attributesNames defines the list of attribute names to get
  30751. * @returns an array of indices indicating the offset of each attribute
  30752. */
  30753. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  30754. /**
  30755. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  30756. * @param effect defines the effect to activate
  30757. */
  30758. enableEffect(effect: Nullable<Effect>): void;
  30759. /**
  30760. * Set the value of an uniform to a number (int)
  30761. * @param uniform defines the webGL uniform location where to store the value
  30762. * @param value defines the int number to store
  30763. */
  30764. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30765. /**
  30766. * Set the value of an uniform to an array of int32
  30767. * @param uniform defines the webGL uniform location where to store the value
  30768. * @param array defines the array of int32 to store
  30769. */
  30770. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30771. /**
  30772. * Set the value of an uniform to an array of int32 (stored as vec2)
  30773. * @param uniform defines the webGL uniform location where to store the value
  30774. * @param array defines the array of int32 to store
  30775. */
  30776. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30777. /**
  30778. * Set the value of an uniform to an array of int32 (stored as vec3)
  30779. * @param uniform defines the webGL uniform location where to store the value
  30780. * @param array defines the array of int32 to store
  30781. */
  30782. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30783. /**
  30784. * Set the value of an uniform to an array of int32 (stored as vec4)
  30785. * @param uniform defines the webGL uniform location where to store the value
  30786. * @param array defines the array of int32 to store
  30787. */
  30788. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30789. /**
  30790. * Set the value of an uniform to an array of number
  30791. * @param uniform defines the webGL uniform location where to store the value
  30792. * @param array defines the array of number to store
  30793. */
  30794. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30795. /**
  30796. * Set the value of an uniform to an array of number (stored as vec2)
  30797. * @param uniform defines the webGL uniform location where to store the value
  30798. * @param array defines the array of number to store
  30799. */
  30800. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30801. /**
  30802. * Set the value of an uniform to an array of number (stored as vec3)
  30803. * @param uniform defines the webGL uniform location where to store the value
  30804. * @param array defines the array of number to store
  30805. */
  30806. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30807. /**
  30808. * Set the value of an uniform to an array of number (stored as vec4)
  30809. * @param uniform defines the webGL uniform location where to store the value
  30810. * @param array defines the array of number to store
  30811. */
  30812. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30813. /**
  30814. * Set the value of an uniform to an array of float32 (stored as matrices)
  30815. * @param uniform defines the webGL uniform location where to store the value
  30816. * @param matrices defines the array of float32 to store
  30817. */
  30818. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  30819. /**
  30820. * Set the value of an uniform to a matrix (3x3)
  30821. * @param uniform defines the webGL uniform location where to store the value
  30822. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  30823. */
  30824. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30825. /**
  30826. * Set the value of an uniform to a matrix (2x2)
  30827. * @param uniform defines the webGL uniform location where to store the value
  30828. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  30829. */
  30830. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30831. /**
  30832. * Set the value of an uniform to a number (float)
  30833. * @param uniform defines the webGL uniform location where to store the value
  30834. * @param value defines the float number to store
  30835. */
  30836. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30837. /**
  30838. * Set the value of an uniform to a vec2
  30839. * @param uniform defines the webGL uniform location where to store the value
  30840. * @param x defines the 1st component of the value
  30841. * @param y defines the 2nd component of the value
  30842. */
  30843. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  30844. /**
  30845. * Set the value of an uniform to a vec3
  30846. * @param uniform defines the webGL uniform location where to store the value
  30847. * @param x defines the 1st component of the value
  30848. * @param y defines the 2nd component of the value
  30849. * @param z defines the 3rd component of the value
  30850. */
  30851. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  30852. /**
  30853. * Set the value of an uniform to a vec4
  30854. * @param uniform defines the webGL uniform location where to store the value
  30855. * @param x defines the 1st component of the value
  30856. * @param y defines the 2nd component of the value
  30857. * @param z defines the 3rd component of the value
  30858. * @param w defines the 4th component of the value
  30859. */
  30860. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  30861. /**
  30862. * Gets the depth culling state manager
  30863. */
  30864. readonly depthCullingState: DepthCullingState;
  30865. /**
  30866. * Gets the alpha state manager
  30867. */
  30868. readonly alphaState: AlphaState;
  30869. /**
  30870. * Gets the stencil state manager
  30871. */
  30872. readonly stencilState: StencilState;
  30873. /**
  30874. * Clears the list of texture accessible through engine.
  30875. * This can help preventing texture load conflict due to name collision.
  30876. */
  30877. clearInternalTexturesCache(): void;
  30878. /**
  30879. * Force the entire cache to be cleared
  30880. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  30881. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  30882. */
  30883. wipeCaches(bruteForce?: boolean): void;
  30884. /** @hidden */
  30885. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  30886. min: number;
  30887. mag: number;
  30888. };
  30889. /** @hidden */
  30890. _createTexture(): WebGLTexture;
  30891. /**
  30892. * Usually called from Texture.ts.
  30893. * Passed information to create a WebGLTexture
  30894. * @param urlArg defines a value which contains one of the following:
  30895. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  30896. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  30897. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  30898. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  30899. * @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)
  30900. * @param scene needed for loading to the correct scene
  30901. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  30902. * @param onLoad optional callback to be called upon successful completion
  30903. * @param onError optional callback to be called upon failure
  30904. * @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
  30905. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  30906. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  30907. * @param forcedExtension defines the extension to use to pick the right loader
  30908. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  30909. * @param mimeType defines an optional mime type
  30910. * @returns a InternalTexture for assignment back into BABYLON.Texture
  30911. */
  30912. 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;
  30913. /**
  30914. * @hidden
  30915. */
  30916. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  30917. /**
  30918. * Creates a raw texture
  30919. * @param data defines the data to store in the texture
  30920. * @param width defines the width of the texture
  30921. * @param height defines the height of the texture
  30922. * @param format defines the format of the data
  30923. * @param generateMipMaps defines if the engine should generate the mip levels
  30924. * @param invertY defines if data must be stored with Y axis inverted
  30925. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  30926. * @param compression defines the compression used (null by default)
  30927. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  30928. * @returns the raw texture inside an InternalTexture
  30929. */
  30930. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  30931. /**
  30932. * Creates a new raw cube texture
  30933. * @param data defines the array of data to use to create each face
  30934. * @param size defines the size of the textures
  30935. * @param format defines the format of the data
  30936. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  30937. * @param generateMipMaps defines if the engine should generate the mip levels
  30938. * @param invertY defines if data must be stored with Y axis inverted
  30939. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  30940. * @param compression defines the compression used (null by default)
  30941. * @returns the cube texture as an InternalTexture
  30942. */
  30943. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  30944. /**
  30945. * Creates a new raw 3D texture
  30946. * @param data defines the data used to create the texture
  30947. * @param width defines the width of the texture
  30948. * @param height defines the height of the texture
  30949. * @param depth defines the depth of the texture
  30950. * @param format defines the format of the texture
  30951. * @param generateMipMaps defines if the engine must generate mip levels
  30952. * @param invertY defines if data must be stored with Y axis inverted
  30953. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  30954. * @param compression defines the compressed used (can be null)
  30955. * @param textureType defines the compressed used (can be null)
  30956. * @returns a new raw 3D texture (stored in an InternalTexture)
  30957. */
  30958. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  30959. /**
  30960. * Creates a new raw 2D array texture
  30961. * @param data defines the data used to create the texture
  30962. * @param width defines the width of the texture
  30963. * @param height defines the height of the texture
  30964. * @param depth defines the number of layers of the texture
  30965. * @param format defines the format of the texture
  30966. * @param generateMipMaps defines if the engine must generate mip levels
  30967. * @param invertY defines if data must be stored with Y axis inverted
  30968. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  30969. * @param compression defines the compressed used (can be null)
  30970. * @param textureType defines the compressed used (can be null)
  30971. * @returns a new raw 2D array texture (stored in an InternalTexture)
  30972. */
  30973. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  30974. private _unpackFlipYCached;
  30975. /**
  30976. * In case you are sharing the context with other applications, it might
  30977. * be interested to not cache the unpack flip y state to ensure a consistent
  30978. * value would be set.
  30979. */
  30980. enableUnpackFlipYCached: boolean;
  30981. /** @hidden */
  30982. _unpackFlipY(value: boolean): void;
  30983. /** @hidden */
  30984. _getUnpackAlignement(): number;
  30985. /**
  30986. * Update the sampling mode of a given texture
  30987. * @param samplingMode defines the required sampling mode
  30988. * @param texture defines the texture to update
  30989. */
  30990. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  30991. /** @hidden */
  30992. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  30993. width: number;
  30994. height: number;
  30995. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  30996. /** @hidden */
  30997. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  30998. /** @hidden */
  30999. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  31000. /** @hidden */
  31001. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  31002. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  31003. private _prepareWebGLTexture;
  31004. /** @hidden */
  31005. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  31006. /** @hidden */
  31007. _releaseFramebufferObjects(texture: InternalTexture): void;
  31008. /** @hidden */
  31009. _releaseTexture(texture: InternalTexture): void;
  31010. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  31011. protected _setProgram(program: WebGLProgram): void;
  31012. protected _boundUniforms: {
  31013. [key: number]: WebGLUniformLocation;
  31014. };
  31015. /**
  31016. * Binds an effect to the webGL context
  31017. * @param effect defines the effect to bind
  31018. */
  31019. bindSamplers(effect: Effect): void;
  31020. private _activateCurrentTexture;
  31021. /** @hidden */
  31022. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  31023. /** @hidden */
  31024. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  31025. /**
  31026. * Unbind all textures from the webGL context
  31027. */
  31028. unbindAllTextures(): void;
  31029. /**
  31030. * Sets a texture to the according uniform.
  31031. * @param channel The texture channel
  31032. * @param uniform The uniform to set
  31033. * @param texture The texture to apply
  31034. */
  31035. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  31036. private _bindSamplerUniformToChannel;
  31037. private _getTextureWrapMode;
  31038. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  31039. /**
  31040. * Sets an array of texture to the webGL context
  31041. * @param channel defines the channel where the texture array must be set
  31042. * @param uniform defines the associated uniform location
  31043. * @param textures defines the array of textures to bind
  31044. */
  31045. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  31046. /** @hidden */
  31047. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  31048. private _setTextureParameterFloat;
  31049. private _setTextureParameterInteger;
  31050. /**
  31051. * Unbind all vertex attributes from the webGL context
  31052. */
  31053. unbindAllAttributes(): void;
  31054. /**
  31055. * 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
  31056. */
  31057. releaseEffects(): void;
  31058. /**
  31059. * Dispose and release all associated resources
  31060. */
  31061. dispose(): void;
  31062. /**
  31063. * Attach a new callback raised when context lost event is fired
  31064. * @param callback defines the callback to call
  31065. */
  31066. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  31067. /**
  31068. * Attach a new callback raised when context restored event is fired
  31069. * @param callback defines the callback to call
  31070. */
  31071. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  31072. /**
  31073. * Get the current error code of the webGL context
  31074. * @returns the error code
  31075. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  31076. */
  31077. getError(): number;
  31078. private _canRenderToFloatFramebuffer;
  31079. private _canRenderToHalfFloatFramebuffer;
  31080. private _canRenderToFramebuffer;
  31081. /** @hidden */
  31082. _getWebGLTextureType(type: number): number;
  31083. /** @hidden */
  31084. _getInternalFormat(format: number): number;
  31085. /** @hidden */
  31086. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  31087. /** @hidden */
  31088. _getRGBAMultiSampleBufferFormat(type: number): number;
  31089. /** @hidden */
  31090. _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;
  31091. /**
  31092. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  31093. * @returns true if the engine can be created
  31094. * @ignorenaming
  31095. */
  31096. static isSupported(): boolean;
  31097. /**
  31098. * Find the next highest power of two.
  31099. * @param x Number to start search from.
  31100. * @return Next highest power of two.
  31101. */
  31102. static CeilingPOT(x: number): number;
  31103. /**
  31104. * Find the next lowest power of two.
  31105. * @param x Number to start search from.
  31106. * @return Next lowest power of two.
  31107. */
  31108. static FloorPOT(x: number): number;
  31109. /**
  31110. * Find the nearest power of two.
  31111. * @param x Number to start search from.
  31112. * @return Next nearest power of two.
  31113. */
  31114. static NearestPOT(x: number): number;
  31115. /**
  31116. * Get the closest exponent of two
  31117. * @param value defines the value to approximate
  31118. * @param max defines the maximum value to return
  31119. * @param mode defines how to define the closest value
  31120. * @returns closest exponent of two of the given value
  31121. */
  31122. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  31123. /**
  31124. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  31125. * @param func - the function to be called
  31126. * @param requester - the object that will request the next frame. Falls back to window.
  31127. * @returns frame number
  31128. */
  31129. static QueueNewFrame(func: () => void, requester?: any): number;
  31130. }
  31131. }
  31132. declare module "babylonjs/Maths/sphericalPolynomial" {
  31133. import { Vector3 } from "babylonjs/Maths/math.vector";
  31134. import { Color3 } from "babylonjs/Maths/math.color";
  31135. /**
  31136. * Class representing spherical harmonics coefficients to the 3rd degree
  31137. */
  31138. export class SphericalHarmonics {
  31139. /**
  31140. * Defines whether or not the harmonics have been prescaled for rendering.
  31141. */
  31142. preScaled: boolean;
  31143. /**
  31144. * The l0,0 coefficients of the spherical harmonics
  31145. */
  31146. l00: Vector3;
  31147. /**
  31148. * The l1,-1 coefficients of the spherical harmonics
  31149. */
  31150. l1_1: Vector3;
  31151. /**
  31152. * The l1,0 coefficients of the spherical harmonics
  31153. */
  31154. l10: Vector3;
  31155. /**
  31156. * The l1,1 coefficients of the spherical harmonics
  31157. */
  31158. l11: Vector3;
  31159. /**
  31160. * The l2,-2 coefficients of the spherical harmonics
  31161. */
  31162. l2_2: Vector3;
  31163. /**
  31164. * The l2,-1 coefficients of the spherical harmonics
  31165. */
  31166. l2_1: Vector3;
  31167. /**
  31168. * The l2,0 coefficients of the spherical harmonics
  31169. */
  31170. l20: Vector3;
  31171. /**
  31172. * The l2,1 coefficients of the spherical harmonics
  31173. */
  31174. l21: Vector3;
  31175. /**
  31176. * The l2,2 coefficients of the spherical harmonics
  31177. */
  31178. l22: Vector3;
  31179. /**
  31180. * Adds a light to the spherical harmonics
  31181. * @param direction the direction of the light
  31182. * @param color the color of the light
  31183. * @param deltaSolidAngle the delta solid angle of the light
  31184. */
  31185. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  31186. /**
  31187. * Scales the spherical harmonics by the given amount
  31188. * @param scale the amount to scale
  31189. */
  31190. scaleInPlace(scale: number): void;
  31191. /**
  31192. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  31193. *
  31194. * ```
  31195. * E_lm = A_l * L_lm
  31196. * ```
  31197. *
  31198. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  31199. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  31200. * the scaling factors are given in equation 9.
  31201. */
  31202. convertIncidentRadianceToIrradiance(): void;
  31203. /**
  31204. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  31205. *
  31206. * ```
  31207. * L = (1/pi) * E * rho
  31208. * ```
  31209. *
  31210. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  31211. */
  31212. convertIrradianceToLambertianRadiance(): void;
  31213. /**
  31214. * Integrates the reconstruction coefficients directly in to the SH preventing further
  31215. * required operations at run time.
  31216. *
  31217. * This is simply done by scaling back the SH with Ylm constants parameter.
  31218. * The trigonometric part being applied by the shader at run time.
  31219. */
  31220. preScaleForRendering(): void;
  31221. /**
  31222. * Constructs a spherical harmonics from an array.
  31223. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  31224. * @returns the spherical harmonics
  31225. */
  31226. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  31227. /**
  31228. * Gets the spherical harmonics from polynomial
  31229. * @param polynomial the spherical polynomial
  31230. * @returns the spherical harmonics
  31231. */
  31232. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  31233. }
  31234. /**
  31235. * Class representing spherical polynomial coefficients to the 3rd degree
  31236. */
  31237. export class SphericalPolynomial {
  31238. private _harmonics;
  31239. /**
  31240. * The spherical harmonics used to create the polynomials.
  31241. */
  31242. readonly preScaledHarmonics: SphericalHarmonics;
  31243. /**
  31244. * The x coefficients of the spherical polynomial
  31245. */
  31246. x: Vector3;
  31247. /**
  31248. * The y coefficients of the spherical polynomial
  31249. */
  31250. y: Vector3;
  31251. /**
  31252. * The z coefficients of the spherical polynomial
  31253. */
  31254. z: Vector3;
  31255. /**
  31256. * The xx coefficients of the spherical polynomial
  31257. */
  31258. xx: Vector3;
  31259. /**
  31260. * The yy coefficients of the spherical polynomial
  31261. */
  31262. yy: Vector3;
  31263. /**
  31264. * The zz coefficients of the spherical polynomial
  31265. */
  31266. zz: Vector3;
  31267. /**
  31268. * The xy coefficients of the spherical polynomial
  31269. */
  31270. xy: Vector3;
  31271. /**
  31272. * The yz coefficients of the spherical polynomial
  31273. */
  31274. yz: Vector3;
  31275. /**
  31276. * The zx coefficients of the spherical polynomial
  31277. */
  31278. zx: Vector3;
  31279. /**
  31280. * Adds an ambient color to the spherical polynomial
  31281. * @param color the color to add
  31282. */
  31283. addAmbient(color: Color3): void;
  31284. /**
  31285. * Scales the spherical polynomial by the given amount
  31286. * @param scale the amount to scale
  31287. */
  31288. scaleInPlace(scale: number): void;
  31289. /**
  31290. * Gets the spherical polynomial from harmonics
  31291. * @param harmonics the spherical harmonics
  31292. * @returns the spherical polynomial
  31293. */
  31294. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  31295. /**
  31296. * Constructs a spherical polynomial from an array.
  31297. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  31298. * @returns the spherical polynomial
  31299. */
  31300. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  31301. }
  31302. }
  31303. declare module "babylonjs/Materials/Textures/internalTexture" {
  31304. import { Observable } from "babylonjs/Misc/observable";
  31305. import { Nullable, int } from "babylonjs/types";
  31306. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  31307. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  31308. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  31309. /**
  31310. * Defines the source of the internal texture
  31311. */
  31312. export enum InternalTextureSource {
  31313. /**
  31314. * The source of the texture data is unknown
  31315. */
  31316. Unknown = 0,
  31317. /**
  31318. * Texture data comes from an URL
  31319. */
  31320. Url = 1,
  31321. /**
  31322. * Texture data is only used for temporary storage
  31323. */
  31324. Temp = 2,
  31325. /**
  31326. * Texture data comes from raw data (ArrayBuffer)
  31327. */
  31328. Raw = 3,
  31329. /**
  31330. * Texture content is dynamic (video or dynamic texture)
  31331. */
  31332. Dynamic = 4,
  31333. /**
  31334. * Texture content is generated by rendering to it
  31335. */
  31336. RenderTarget = 5,
  31337. /**
  31338. * Texture content is part of a multi render target process
  31339. */
  31340. MultiRenderTarget = 6,
  31341. /**
  31342. * Texture data comes from a cube data file
  31343. */
  31344. Cube = 7,
  31345. /**
  31346. * Texture data comes from a raw cube data
  31347. */
  31348. CubeRaw = 8,
  31349. /**
  31350. * Texture data come from a prefiltered cube data file
  31351. */
  31352. CubePrefiltered = 9,
  31353. /**
  31354. * Texture content is raw 3D data
  31355. */
  31356. Raw3D = 10,
  31357. /**
  31358. * Texture content is raw 2D array data
  31359. */
  31360. Raw2DArray = 11,
  31361. /**
  31362. * Texture content is a depth texture
  31363. */
  31364. Depth = 12,
  31365. /**
  31366. * Texture data comes from a raw cube data encoded with RGBD
  31367. */
  31368. CubeRawRGBD = 13
  31369. }
  31370. /**
  31371. * Class used to store data associated with WebGL texture data for the engine
  31372. * This class should not be used directly
  31373. */
  31374. export class InternalTexture {
  31375. /** @hidden */
  31376. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<import("babylonjs/Maths/sphericalPolynomial").SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  31377. /**
  31378. * Defines if the texture is ready
  31379. */
  31380. isReady: boolean;
  31381. /**
  31382. * Defines if the texture is a cube texture
  31383. */
  31384. isCube: boolean;
  31385. /**
  31386. * Defines if the texture contains 3D data
  31387. */
  31388. is3D: boolean;
  31389. /**
  31390. * Defines if the texture contains 2D array data
  31391. */
  31392. is2DArray: boolean;
  31393. /**
  31394. * Defines if the texture contains multiview data
  31395. */
  31396. isMultiview: boolean;
  31397. /**
  31398. * Gets the URL used to load this texture
  31399. */
  31400. url: string;
  31401. /**
  31402. * Gets the sampling mode of the texture
  31403. */
  31404. samplingMode: number;
  31405. /**
  31406. * Gets a boolean indicating if the texture needs mipmaps generation
  31407. */
  31408. generateMipMaps: boolean;
  31409. /**
  31410. * Gets the number of samples used by the texture (WebGL2+ only)
  31411. */
  31412. samples: number;
  31413. /**
  31414. * Gets the type of the texture (int, float...)
  31415. */
  31416. type: number;
  31417. /**
  31418. * Gets the format of the texture (RGB, RGBA...)
  31419. */
  31420. format: number;
  31421. /**
  31422. * Observable called when the texture is loaded
  31423. */
  31424. onLoadedObservable: Observable<InternalTexture>;
  31425. /**
  31426. * Gets the width of the texture
  31427. */
  31428. width: number;
  31429. /**
  31430. * Gets the height of the texture
  31431. */
  31432. height: number;
  31433. /**
  31434. * Gets the depth of the texture
  31435. */
  31436. depth: number;
  31437. /**
  31438. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  31439. */
  31440. baseWidth: number;
  31441. /**
  31442. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  31443. */
  31444. baseHeight: number;
  31445. /**
  31446. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  31447. */
  31448. baseDepth: number;
  31449. /**
  31450. * Gets a boolean indicating if the texture is inverted on Y axis
  31451. */
  31452. invertY: boolean;
  31453. /** @hidden */
  31454. _invertVScale: boolean;
  31455. /** @hidden */
  31456. _associatedChannel: number;
  31457. /** @hidden */
  31458. _source: InternalTextureSource;
  31459. /** @hidden */
  31460. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  31461. /** @hidden */
  31462. _bufferView: Nullable<ArrayBufferView>;
  31463. /** @hidden */
  31464. _bufferViewArray: Nullable<ArrayBufferView[]>;
  31465. /** @hidden */
  31466. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  31467. /** @hidden */
  31468. _size: number;
  31469. /** @hidden */
  31470. _extension: string;
  31471. /** @hidden */
  31472. _files: Nullable<string[]>;
  31473. /** @hidden */
  31474. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  31475. /** @hidden */
  31476. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  31477. /** @hidden */
  31478. _framebuffer: Nullable<WebGLFramebuffer>;
  31479. /** @hidden */
  31480. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  31481. /** @hidden */
  31482. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  31483. /** @hidden */
  31484. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  31485. /** @hidden */
  31486. _attachments: Nullable<number[]>;
  31487. /** @hidden */
  31488. _cachedCoordinatesMode: Nullable<number>;
  31489. /** @hidden */
  31490. _cachedWrapU: Nullable<number>;
  31491. /** @hidden */
  31492. _cachedWrapV: Nullable<number>;
  31493. /** @hidden */
  31494. _cachedWrapR: Nullable<number>;
  31495. /** @hidden */
  31496. _cachedAnisotropicFilteringLevel: Nullable<number>;
  31497. /** @hidden */
  31498. _isDisabled: boolean;
  31499. /** @hidden */
  31500. _compression: Nullable<string>;
  31501. /** @hidden */
  31502. _generateStencilBuffer: boolean;
  31503. /** @hidden */
  31504. _generateDepthBuffer: boolean;
  31505. /** @hidden */
  31506. _comparisonFunction: number;
  31507. /** @hidden */
  31508. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  31509. /** @hidden */
  31510. _lodGenerationScale: number;
  31511. /** @hidden */
  31512. _lodGenerationOffset: number;
  31513. /** @hidden */
  31514. _colorTextureArray: Nullable<WebGLTexture>;
  31515. /** @hidden */
  31516. _depthStencilTextureArray: Nullable<WebGLTexture>;
  31517. /** @hidden */
  31518. _lodTextureHigh: Nullable<BaseTexture>;
  31519. /** @hidden */
  31520. _lodTextureMid: Nullable<BaseTexture>;
  31521. /** @hidden */
  31522. _lodTextureLow: Nullable<BaseTexture>;
  31523. /** @hidden */
  31524. _isRGBD: boolean;
  31525. /** @hidden */
  31526. _linearSpecularLOD: boolean;
  31527. /** @hidden */
  31528. _irradianceTexture: Nullable<BaseTexture>;
  31529. /** @hidden */
  31530. _webGLTexture: Nullable<WebGLTexture>;
  31531. /** @hidden */
  31532. _references: number;
  31533. private _engine;
  31534. /**
  31535. * Gets the Engine the texture belongs to.
  31536. * @returns The babylon engine
  31537. */
  31538. getEngine(): ThinEngine;
  31539. /**
  31540. * Gets the data source type of the texture
  31541. */
  31542. readonly source: InternalTextureSource;
  31543. /**
  31544. * Creates a new InternalTexture
  31545. * @param engine defines the engine to use
  31546. * @param source defines the type of data that will be used
  31547. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31548. */
  31549. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  31550. /**
  31551. * Increments the number of references (ie. the number of Texture that point to it)
  31552. */
  31553. incrementReferences(): void;
  31554. /**
  31555. * Change the size of the texture (not the size of the content)
  31556. * @param width defines the new width
  31557. * @param height defines the new height
  31558. * @param depth defines the new depth (1 by default)
  31559. */
  31560. updateSize(width: int, height: int, depth?: int): void;
  31561. /** @hidden */
  31562. _rebuild(): void;
  31563. /** @hidden */
  31564. _swapAndDie(target: InternalTexture): void;
  31565. /**
  31566. * Dispose the current allocated resources
  31567. */
  31568. dispose(): void;
  31569. }
  31570. }
  31571. declare module "babylonjs/Audio/analyser" {
  31572. import { Scene } from "babylonjs/scene";
  31573. /**
  31574. * Class used to work with sound analyzer using fast fourier transform (FFT)
  31575. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31576. */
  31577. export class Analyser {
  31578. /**
  31579. * Gets or sets the smoothing
  31580. * @ignorenaming
  31581. */
  31582. SMOOTHING: number;
  31583. /**
  31584. * Gets or sets the FFT table size
  31585. * @ignorenaming
  31586. */
  31587. FFT_SIZE: number;
  31588. /**
  31589. * Gets or sets the bar graph amplitude
  31590. * @ignorenaming
  31591. */
  31592. BARGRAPHAMPLITUDE: number;
  31593. /**
  31594. * Gets or sets the position of the debug canvas
  31595. * @ignorenaming
  31596. */
  31597. DEBUGCANVASPOS: {
  31598. x: number;
  31599. y: number;
  31600. };
  31601. /**
  31602. * Gets or sets the debug canvas size
  31603. * @ignorenaming
  31604. */
  31605. DEBUGCANVASSIZE: {
  31606. width: number;
  31607. height: number;
  31608. };
  31609. private _byteFreqs;
  31610. private _byteTime;
  31611. private _floatFreqs;
  31612. private _webAudioAnalyser;
  31613. private _debugCanvas;
  31614. private _debugCanvasContext;
  31615. private _scene;
  31616. private _registerFunc;
  31617. private _audioEngine;
  31618. /**
  31619. * Creates a new analyser
  31620. * @param scene defines hosting scene
  31621. */
  31622. constructor(scene: Scene);
  31623. /**
  31624. * Get the number of data values you will have to play with for the visualization
  31625. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  31626. * @returns a number
  31627. */
  31628. getFrequencyBinCount(): number;
  31629. /**
  31630. * Gets the current frequency data as a byte array
  31631. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31632. * @returns a Uint8Array
  31633. */
  31634. getByteFrequencyData(): Uint8Array;
  31635. /**
  31636. * Gets the current waveform as a byte array
  31637. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  31638. * @returns a Uint8Array
  31639. */
  31640. getByteTimeDomainData(): Uint8Array;
  31641. /**
  31642. * Gets the current frequency data as a float array
  31643. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31644. * @returns a Float32Array
  31645. */
  31646. getFloatFrequencyData(): Float32Array;
  31647. /**
  31648. * Renders the debug canvas
  31649. */
  31650. drawDebugCanvas(): void;
  31651. /**
  31652. * Stops rendering the debug canvas and removes it
  31653. */
  31654. stopDebugCanvas(): void;
  31655. /**
  31656. * Connects two audio nodes
  31657. * @param inputAudioNode defines first node to connect
  31658. * @param outputAudioNode defines second node to connect
  31659. */
  31660. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  31661. /**
  31662. * Releases all associated resources
  31663. */
  31664. dispose(): void;
  31665. }
  31666. }
  31667. declare module "babylonjs/Audio/audioEngine" {
  31668. import { IDisposable } from "babylonjs/scene";
  31669. import { Analyser } from "babylonjs/Audio/analyser";
  31670. import { Nullable } from "babylonjs/types";
  31671. import { Observable } from "babylonjs/Misc/observable";
  31672. /**
  31673. * This represents an audio engine and it is responsible
  31674. * to play, synchronize and analyse sounds throughout the application.
  31675. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31676. */
  31677. export interface IAudioEngine extends IDisposable {
  31678. /**
  31679. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31680. */
  31681. readonly canUseWebAudio: boolean;
  31682. /**
  31683. * Gets the current AudioContext if available.
  31684. */
  31685. readonly audioContext: Nullable<AudioContext>;
  31686. /**
  31687. * The master gain node defines the global audio volume of your audio engine.
  31688. */
  31689. readonly masterGain: GainNode;
  31690. /**
  31691. * Gets whether or not mp3 are supported by your browser.
  31692. */
  31693. readonly isMP3supported: boolean;
  31694. /**
  31695. * Gets whether or not ogg are supported by your browser.
  31696. */
  31697. readonly isOGGsupported: boolean;
  31698. /**
  31699. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31700. * @ignoreNaming
  31701. */
  31702. WarnedWebAudioUnsupported: boolean;
  31703. /**
  31704. * Defines if the audio engine relies on a custom unlocked button.
  31705. * In this case, the embedded button will not be displayed.
  31706. */
  31707. useCustomUnlockedButton: boolean;
  31708. /**
  31709. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  31710. */
  31711. readonly unlocked: boolean;
  31712. /**
  31713. * Event raised when audio has been unlocked on the browser.
  31714. */
  31715. onAudioUnlockedObservable: Observable<AudioEngine>;
  31716. /**
  31717. * Event raised when audio has been locked on the browser.
  31718. */
  31719. onAudioLockedObservable: Observable<AudioEngine>;
  31720. /**
  31721. * Flags the audio engine in Locked state.
  31722. * This happens due to new browser policies preventing audio to autoplay.
  31723. */
  31724. lock(): void;
  31725. /**
  31726. * Unlocks the audio engine once a user action has been done on the dom.
  31727. * This is helpful to resume play once browser policies have been satisfied.
  31728. */
  31729. unlock(): void;
  31730. }
  31731. /**
  31732. * This represents the default audio engine used in babylon.
  31733. * It is responsible to play, synchronize and analyse sounds throughout the application.
  31734. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31735. */
  31736. export class AudioEngine implements IAudioEngine {
  31737. private _audioContext;
  31738. private _audioContextInitialized;
  31739. private _muteButton;
  31740. private _hostElement;
  31741. /**
  31742. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31743. */
  31744. canUseWebAudio: boolean;
  31745. /**
  31746. * The master gain node defines the global audio volume of your audio engine.
  31747. */
  31748. masterGain: GainNode;
  31749. /**
  31750. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31751. * @ignoreNaming
  31752. */
  31753. WarnedWebAudioUnsupported: boolean;
  31754. /**
  31755. * Gets whether or not mp3 are supported by your browser.
  31756. */
  31757. isMP3supported: boolean;
  31758. /**
  31759. * Gets whether or not ogg are supported by your browser.
  31760. */
  31761. isOGGsupported: boolean;
  31762. /**
  31763. * Gets whether audio has been unlocked on the device.
  31764. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  31765. * a user interaction has happened.
  31766. */
  31767. unlocked: boolean;
  31768. /**
  31769. * Defines if the audio engine relies on a custom unlocked button.
  31770. * In this case, the embedded button will not be displayed.
  31771. */
  31772. useCustomUnlockedButton: boolean;
  31773. /**
  31774. * Event raised when audio has been unlocked on the browser.
  31775. */
  31776. onAudioUnlockedObservable: Observable<AudioEngine>;
  31777. /**
  31778. * Event raised when audio has been locked on the browser.
  31779. */
  31780. onAudioLockedObservable: Observable<AudioEngine>;
  31781. /**
  31782. * Gets the current AudioContext if available.
  31783. */
  31784. readonly audioContext: Nullable<AudioContext>;
  31785. private _connectedAnalyser;
  31786. /**
  31787. * Instantiates a new audio engine.
  31788. *
  31789. * There should be only one per page as some browsers restrict the number
  31790. * of audio contexts you can create.
  31791. * @param hostElement defines the host element where to display the mute icon if necessary
  31792. */
  31793. constructor(hostElement?: Nullable<HTMLElement>);
  31794. /**
  31795. * Flags the audio engine in Locked state.
  31796. * This happens due to new browser policies preventing audio to autoplay.
  31797. */
  31798. lock(): void;
  31799. /**
  31800. * Unlocks the audio engine once a user action has been done on the dom.
  31801. * This is helpful to resume play once browser policies have been satisfied.
  31802. */
  31803. unlock(): void;
  31804. private _resumeAudioContext;
  31805. private _initializeAudioContext;
  31806. private _tryToRun;
  31807. private _triggerRunningState;
  31808. private _triggerSuspendedState;
  31809. private _displayMuteButton;
  31810. private _moveButtonToTopLeft;
  31811. private _onResize;
  31812. private _hideMuteButton;
  31813. /**
  31814. * Destroy and release the resources associated with the audio ccontext.
  31815. */
  31816. dispose(): void;
  31817. /**
  31818. * Gets the global volume sets on the master gain.
  31819. * @returns the global volume if set or -1 otherwise
  31820. */
  31821. getGlobalVolume(): number;
  31822. /**
  31823. * Sets the global volume of your experience (sets on the master gain).
  31824. * @param newVolume Defines the new global volume of the application
  31825. */
  31826. setGlobalVolume(newVolume: number): void;
  31827. /**
  31828. * Connect the audio engine to an audio analyser allowing some amazing
  31829. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  31830. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  31831. * @param analyser The analyser to connect to the engine
  31832. */
  31833. connectToAnalyser(analyser: Analyser): void;
  31834. }
  31835. }
  31836. declare module "babylonjs/Loading/loadingScreen" {
  31837. /**
  31838. * Interface used to present a loading screen while loading a scene
  31839. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31840. */
  31841. export interface ILoadingScreen {
  31842. /**
  31843. * Function called to display the loading screen
  31844. */
  31845. displayLoadingUI: () => void;
  31846. /**
  31847. * Function called to hide the loading screen
  31848. */
  31849. hideLoadingUI: () => void;
  31850. /**
  31851. * Gets or sets the color to use for the background
  31852. */
  31853. loadingUIBackgroundColor: string;
  31854. /**
  31855. * Gets or sets the text to display while loading
  31856. */
  31857. loadingUIText: string;
  31858. }
  31859. /**
  31860. * Class used for the default loading screen
  31861. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31862. */
  31863. export class DefaultLoadingScreen implements ILoadingScreen {
  31864. private _renderingCanvas;
  31865. private _loadingText;
  31866. private _loadingDivBackgroundColor;
  31867. private _loadingDiv;
  31868. private _loadingTextDiv;
  31869. /** Gets or sets the logo url to use for the default loading screen */
  31870. static DefaultLogoUrl: string;
  31871. /** Gets or sets the spinner url to use for the default loading screen */
  31872. static DefaultSpinnerUrl: string;
  31873. /**
  31874. * Creates a new default loading screen
  31875. * @param _renderingCanvas defines the canvas used to render the scene
  31876. * @param _loadingText defines the default text to display
  31877. * @param _loadingDivBackgroundColor defines the default background color
  31878. */
  31879. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  31880. /**
  31881. * Function called to display the loading screen
  31882. */
  31883. displayLoadingUI(): void;
  31884. /**
  31885. * Function called to hide the loading screen
  31886. */
  31887. hideLoadingUI(): void;
  31888. /**
  31889. * Gets or sets the text to display while loading
  31890. */
  31891. loadingUIText: string;
  31892. /**
  31893. * Gets or sets the color to use for the background
  31894. */
  31895. loadingUIBackgroundColor: string;
  31896. private _resizeLoadingUI;
  31897. }
  31898. }
  31899. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  31900. /**
  31901. * Interface for any object that can request an animation frame
  31902. */
  31903. export interface ICustomAnimationFrameRequester {
  31904. /**
  31905. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  31906. */
  31907. renderFunction?: Function;
  31908. /**
  31909. * Called to request the next frame to render to
  31910. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  31911. */
  31912. requestAnimationFrame: Function;
  31913. /**
  31914. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  31915. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  31916. */
  31917. requestID?: number;
  31918. }
  31919. }
  31920. declare module "babylonjs/Misc/performanceMonitor" {
  31921. /**
  31922. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  31923. */
  31924. export class PerformanceMonitor {
  31925. private _enabled;
  31926. private _rollingFrameTime;
  31927. private _lastFrameTimeMs;
  31928. /**
  31929. * constructor
  31930. * @param frameSampleSize The number of samples required to saturate the sliding window
  31931. */
  31932. constructor(frameSampleSize?: number);
  31933. /**
  31934. * Samples current frame
  31935. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  31936. */
  31937. sampleFrame(timeMs?: number): void;
  31938. /**
  31939. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  31940. */
  31941. readonly averageFrameTime: number;
  31942. /**
  31943. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  31944. */
  31945. readonly averageFrameTimeVariance: number;
  31946. /**
  31947. * Returns the frame time of the most recent frame
  31948. */
  31949. readonly instantaneousFrameTime: number;
  31950. /**
  31951. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  31952. */
  31953. readonly averageFPS: number;
  31954. /**
  31955. * Returns the average framerate in frames per second using the most recent frame time
  31956. */
  31957. readonly instantaneousFPS: number;
  31958. /**
  31959. * Returns true if enough samples have been taken to completely fill the sliding window
  31960. */
  31961. readonly isSaturated: boolean;
  31962. /**
  31963. * Enables contributions to the sliding window sample set
  31964. */
  31965. enable(): void;
  31966. /**
  31967. * Disables contributions to the sliding window sample set
  31968. * Samples will not be interpolated over the disabled period
  31969. */
  31970. disable(): void;
  31971. /**
  31972. * Returns true if sampling is enabled
  31973. */
  31974. readonly isEnabled: boolean;
  31975. /**
  31976. * Resets performance monitor
  31977. */
  31978. reset(): void;
  31979. }
  31980. /**
  31981. * RollingAverage
  31982. *
  31983. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  31984. */
  31985. export class RollingAverage {
  31986. /**
  31987. * Current average
  31988. */
  31989. average: number;
  31990. /**
  31991. * Current variance
  31992. */
  31993. variance: number;
  31994. protected _samples: Array<number>;
  31995. protected _sampleCount: number;
  31996. protected _pos: number;
  31997. protected _m2: number;
  31998. /**
  31999. * constructor
  32000. * @param length The number of samples required to saturate the sliding window
  32001. */
  32002. constructor(length: number);
  32003. /**
  32004. * Adds a sample to the sample set
  32005. * @param v The sample value
  32006. */
  32007. add(v: number): void;
  32008. /**
  32009. * Returns previously added values or null if outside of history or outside the sliding window domain
  32010. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  32011. * @return Value previously recorded with add() or null if outside of range
  32012. */
  32013. history(i: number): number;
  32014. /**
  32015. * Returns true if enough samples have been taken to completely fill the sliding window
  32016. * @return true if sample-set saturated
  32017. */
  32018. isSaturated(): boolean;
  32019. /**
  32020. * Resets the rolling average (equivalent to 0 samples taken so far)
  32021. */
  32022. reset(): void;
  32023. /**
  32024. * Wraps a value around the sample range boundaries
  32025. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  32026. * @return Wrapped position in sample range
  32027. */
  32028. protected _wrapPosition(i: number): number;
  32029. }
  32030. }
  32031. declare module "babylonjs/Misc/perfCounter" {
  32032. /**
  32033. * This class is used to track a performance counter which is number based.
  32034. * The user has access to many properties which give statistics of different nature.
  32035. *
  32036. * The implementer can track two kinds of Performance Counter: time and count.
  32037. * 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.
  32038. * 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.
  32039. */
  32040. export class PerfCounter {
  32041. /**
  32042. * Gets or sets a global boolean to turn on and off all the counters
  32043. */
  32044. static Enabled: boolean;
  32045. /**
  32046. * Returns the smallest value ever
  32047. */
  32048. readonly min: number;
  32049. /**
  32050. * Returns the biggest value ever
  32051. */
  32052. readonly max: number;
  32053. /**
  32054. * Returns the average value since the performance counter is running
  32055. */
  32056. readonly average: number;
  32057. /**
  32058. * Returns the average value of the last second the counter was monitored
  32059. */
  32060. readonly lastSecAverage: number;
  32061. /**
  32062. * Returns the current value
  32063. */
  32064. readonly current: number;
  32065. /**
  32066. * Gets the accumulated total
  32067. */
  32068. readonly total: number;
  32069. /**
  32070. * Gets the total value count
  32071. */
  32072. readonly count: number;
  32073. /**
  32074. * Creates a new counter
  32075. */
  32076. constructor();
  32077. /**
  32078. * Call this method to start monitoring a new frame.
  32079. * 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.
  32080. */
  32081. fetchNewFrame(): void;
  32082. /**
  32083. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  32084. * @param newCount the count value to add to the monitored count
  32085. * @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.
  32086. */
  32087. addCount(newCount: number, fetchResult: boolean): void;
  32088. /**
  32089. * Start monitoring this performance counter
  32090. */
  32091. beginMonitoring(): void;
  32092. /**
  32093. * Compute the time lapsed since the previous beginMonitoring() call.
  32094. * @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
  32095. */
  32096. endMonitoring(newFrame?: boolean): void;
  32097. private _fetchResult;
  32098. private _startMonitoringTime;
  32099. private _min;
  32100. private _max;
  32101. private _average;
  32102. private _current;
  32103. private _totalValueCount;
  32104. private _totalAccumulated;
  32105. private _lastSecAverage;
  32106. private _lastSecAccumulated;
  32107. private _lastSecTime;
  32108. private _lastSecValueCount;
  32109. }
  32110. }
  32111. declare module "babylonjs/Engines/engine" {
  32112. import { Observable } from "babylonjs/Misc/observable";
  32113. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  32114. import { Scene } from "babylonjs/scene";
  32115. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  32116. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  32117. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32118. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  32119. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  32120. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  32121. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  32122. import { ThinEngine, EngineOptions } from "babylonjs/Engines/thinEngine";
  32123. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  32124. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  32125. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  32126. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  32127. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  32128. import { Material } from "babylonjs/Materials/material";
  32129. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  32130. /**
  32131. * Defines the interface used by display changed events
  32132. */
  32133. export interface IDisplayChangedEventArgs {
  32134. /** Gets the vrDisplay object (if any) */
  32135. vrDisplay: Nullable<any>;
  32136. /** Gets a boolean indicating if webVR is supported */
  32137. vrSupported: boolean;
  32138. }
  32139. /**
  32140. * Defines the interface used by objects containing a viewport (like a camera)
  32141. */
  32142. interface IViewportOwnerLike {
  32143. /**
  32144. * Gets or sets the viewport
  32145. */
  32146. viewport: IViewportLike;
  32147. }
  32148. /**
  32149. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  32150. */
  32151. export class Engine extends ThinEngine {
  32152. /** Defines that alpha blending is disabled */
  32153. static readonly ALPHA_DISABLE: number;
  32154. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  32155. static readonly ALPHA_ADD: number;
  32156. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  32157. static readonly ALPHA_COMBINE: number;
  32158. /** Defines that alpha blending to DEST - SRC * DEST */
  32159. static readonly ALPHA_SUBTRACT: number;
  32160. /** Defines that alpha blending to SRC * DEST */
  32161. static readonly ALPHA_MULTIPLY: number;
  32162. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  32163. static readonly ALPHA_MAXIMIZED: number;
  32164. /** Defines that alpha blending to SRC + DEST */
  32165. static readonly ALPHA_ONEONE: number;
  32166. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  32167. static readonly ALPHA_PREMULTIPLIED: number;
  32168. /**
  32169. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  32170. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  32171. */
  32172. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  32173. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  32174. static readonly ALPHA_INTERPOLATE: number;
  32175. /**
  32176. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  32177. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  32178. */
  32179. static readonly ALPHA_SCREENMODE: number;
  32180. /** Defines that the ressource is not delayed*/
  32181. static readonly DELAYLOADSTATE_NONE: number;
  32182. /** Defines that the ressource was successfully delay loaded */
  32183. static readonly DELAYLOADSTATE_LOADED: number;
  32184. /** Defines that the ressource is currently delay loading */
  32185. static readonly DELAYLOADSTATE_LOADING: number;
  32186. /** Defines that the ressource is delayed and has not started loading */
  32187. static readonly DELAYLOADSTATE_NOTLOADED: number;
  32188. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  32189. static readonly NEVER: number;
  32190. /** 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 */
  32191. static readonly ALWAYS: number;
  32192. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  32193. static readonly LESS: number;
  32194. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  32195. static readonly EQUAL: number;
  32196. /** 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 */
  32197. static readonly LEQUAL: number;
  32198. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  32199. static readonly GREATER: number;
  32200. /** 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 */
  32201. static readonly GEQUAL: number;
  32202. /** 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 */
  32203. static readonly NOTEQUAL: number;
  32204. /** Passed to stencilOperation to specify that stencil value must be kept */
  32205. static readonly KEEP: number;
  32206. /** Passed to stencilOperation to specify that stencil value must be replaced */
  32207. static readonly REPLACE: number;
  32208. /** Passed to stencilOperation to specify that stencil value must be incremented */
  32209. static readonly INCR: number;
  32210. /** Passed to stencilOperation to specify that stencil value must be decremented */
  32211. static readonly DECR: number;
  32212. /** Passed to stencilOperation to specify that stencil value must be inverted */
  32213. static readonly INVERT: number;
  32214. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  32215. static readonly INCR_WRAP: number;
  32216. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  32217. static readonly DECR_WRAP: number;
  32218. /** Texture is not repeating outside of 0..1 UVs */
  32219. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  32220. /** Texture is repeating outside of 0..1 UVs */
  32221. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  32222. /** Texture is repeating and mirrored */
  32223. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  32224. /** ALPHA */
  32225. static readonly TEXTUREFORMAT_ALPHA: number;
  32226. /** LUMINANCE */
  32227. static readonly TEXTUREFORMAT_LUMINANCE: number;
  32228. /** LUMINANCE_ALPHA */
  32229. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  32230. /** RGB */
  32231. static readonly TEXTUREFORMAT_RGB: number;
  32232. /** RGBA */
  32233. static readonly TEXTUREFORMAT_RGBA: number;
  32234. /** RED */
  32235. static readonly TEXTUREFORMAT_RED: number;
  32236. /** RED (2nd reference) */
  32237. static readonly TEXTUREFORMAT_R: number;
  32238. /** RG */
  32239. static readonly TEXTUREFORMAT_RG: number;
  32240. /** RED_INTEGER */
  32241. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  32242. /** RED_INTEGER (2nd reference) */
  32243. static readonly TEXTUREFORMAT_R_INTEGER: number;
  32244. /** RG_INTEGER */
  32245. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  32246. /** RGB_INTEGER */
  32247. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  32248. /** RGBA_INTEGER */
  32249. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  32250. /** UNSIGNED_BYTE */
  32251. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  32252. /** UNSIGNED_BYTE (2nd reference) */
  32253. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  32254. /** FLOAT */
  32255. static readonly TEXTURETYPE_FLOAT: number;
  32256. /** HALF_FLOAT */
  32257. static readonly TEXTURETYPE_HALF_FLOAT: number;
  32258. /** BYTE */
  32259. static readonly TEXTURETYPE_BYTE: number;
  32260. /** SHORT */
  32261. static readonly TEXTURETYPE_SHORT: number;
  32262. /** UNSIGNED_SHORT */
  32263. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  32264. /** INT */
  32265. static readonly TEXTURETYPE_INT: number;
  32266. /** UNSIGNED_INT */
  32267. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  32268. /** UNSIGNED_SHORT_4_4_4_4 */
  32269. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  32270. /** UNSIGNED_SHORT_5_5_5_1 */
  32271. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  32272. /** UNSIGNED_SHORT_5_6_5 */
  32273. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  32274. /** UNSIGNED_INT_2_10_10_10_REV */
  32275. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  32276. /** UNSIGNED_INT_24_8 */
  32277. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  32278. /** UNSIGNED_INT_10F_11F_11F_REV */
  32279. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  32280. /** UNSIGNED_INT_5_9_9_9_REV */
  32281. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  32282. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  32283. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  32284. /** nearest is mag = nearest and min = nearest and mip = linear */
  32285. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  32286. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32287. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  32288. /** Trilinear is mag = linear and min = linear and mip = linear */
  32289. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  32290. /** nearest is mag = nearest and min = nearest and mip = linear */
  32291. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  32292. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32293. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  32294. /** Trilinear is mag = linear and min = linear and mip = linear */
  32295. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  32296. /** mag = nearest and min = nearest and mip = nearest */
  32297. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  32298. /** mag = nearest and min = linear and mip = nearest */
  32299. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  32300. /** mag = nearest and min = linear and mip = linear */
  32301. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  32302. /** mag = nearest and min = linear and mip = none */
  32303. static readonly TEXTURE_NEAREST_LINEAR: number;
  32304. /** mag = nearest and min = nearest and mip = none */
  32305. static readonly TEXTURE_NEAREST_NEAREST: number;
  32306. /** mag = linear and min = nearest and mip = nearest */
  32307. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  32308. /** mag = linear and min = nearest and mip = linear */
  32309. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  32310. /** mag = linear and min = linear and mip = none */
  32311. static readonly TEXTURE_LINEAR_LINEAR: number;
  32312. /** mag = linear and min = nearest and mip = none */
  32313. static readonly TEXTURE_LINEAR_NEAREST: number;
  32314. /** Explicit coordinates mode */
  32315. static readonly TEXTURE_EXPLICIT_MODE: number;
  32316. /** Spherical coordinates mode */
  32317. static readonly TEXTURE_SPHERICAL_MODE: number;
  32318. /** Planar coordinates mode */
  32319. static readonly TEXTURE_PLANAR_MODE: number;
  32320. /** Cubic coordinates mode */
  32321. static readonly TEXTURE_CUBIC_MODE: number;
  32322. /** Projection coordinates mode */
  32323. static readonly TEXTURE_PROJECTION_MODE: number;
  32324. /** Skybox coordinates mode */
  32325. static readonly TEXTURE_SKYBOX_MODE: number;
  32326. /** Inverse Cubic coordinates mode */
  32327. static readonly TEXTURE_INVCUBIC_MODE: number;
  32328. /** Equirectangular coordinates mode */
  32329. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  32330. /** Equirectangular Fixed coordinates mode */
  32331. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  32332. /** Equirectangular Fixed Mirrored coordinates mode */
  32333. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  32334. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  32335. static readonly SCALEMODE_FLOOR: number;
  32336. /** Defines that texture rescaling will look for the nearest power of 2 size */
  32337. static readonly SCALEMODE_NEAREST: number;
  32338. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  32339. static readonly SCALEMODE_CEILING: number;
  32340. /**
  32341. * Returns the current npm package of the sdk
  32342. */
  32343. static readonly NpmPackage: string;
  32344. /**
  32345. * Returns the current version of the framework
  32346. */
  32347. static readonly Version: string;
  32348. /** Gets the list of created engines */
  32349. static readonly Instances: Engine[];
  32350. /**
  32351. * Gets the latest created engine
  32352. */
  32353. static readonly LastCreatedEngine: Nullable<Engine>;
  32354. /**
  32355. * Gets the latest created scene
  32356. */
  32357. static readonly LastCreatedScene: Nullable<Scene>;
  32358. /**
  32359. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  32360. * @param flag defines which part of the materials must be marked as dirty
  32361. * @param predicate defines a predicate used to filter which materials should be affected
  32362. */
  32363. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  32364. /**
  32365. * Method called to create the default loading screen.
  32366. * This can be overriden in your own app.
  32367. * @param canvas The rendering canvas element
  32368. * @returns The loading screen
  32369. */
  32370. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  32371. /**
  32372. * Method called to create the default rescale post process on each engine.
  32373. */
  32374. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  32375. /**
  32376. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  32377. **/
  32378. enableOfflineSupport: boolean;
  32379. /**
  32380. * 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)
  32381. **/
  32382. disableManifestCheck: boolean;
  32383. /**
  32384. * Gets the list of created scenes
  32385. */
  32386. scenes: Scene[];
  32387. /**
  32388. * Event raised when a new scene is created
  32389. */
  32390. onNewSceneAddedObservable: Observable<Scene>;
  32391. /**
  32392. * Gets the list of created postprocesses
  32393. */
  32394. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  32395. /**
  32396. * Gets a boolean indicating if the pointer is currently locked
  32397. */
  32398. isPointerLock: boolean;
  32399. /**
  32400. * Observable event triggered each time the rendering canvas is resized
  32401. */
  32402. onResizeObservable: Observable<Engine>;
  32403. /**
  32404. * Observable event triggered each time the canvas loses focus
  32405. */
  32406. onCanvasBlurObservable: Observable<Engine>;
  32407. /**
  32408. * Observable event triggered each time the canvas gains focus
  32409. */
  32410. onCanvasFocusObservable: Observable<Engine>;
  32411. /**
  32412. * Observable event triggered each time the canvas receives pointerout event
  32413. */
  32414. onCanvasPointerOutObservable: Observable<PointerEvent>;
  32415. /**
  32416. * Observable raised when the engine begins a new frame
  32417. */
  32418. onBeginFrameObservable: Observable<Engine>;
  32419. /**
  32420. * If set, will be used to request the next animation frame for the render loop
  32421. */
  32422. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  32423. /**
  32424. * Observable raised when the engine ends the current frame
  32425. */
  32426. onEndFrameObservable: Observable<Engine>;
  32427. /**
  32428. * Observable raised when the engine is about to compile a shader
  32429. */
  32430. onBeforeShaderCompilationObservable: Observable<Engine>;
  32431. /**
  32432. * Observable raised when the engine has jsut compiled a shader
  32433. */
  32434. onAfterShaderCompilationObservable: Observable<Engine>;
  32435. /**
  32436. * Gets the audio engine
  32437. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  32438. * @ignorenaming
  32439. */
  32440. static audioEngine: IAudioEngine;
  32441. /**
  32442. * Default AudioEngine factory responsible of creating the Audio Engine.
  32443. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  32444. */
  32445. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  32446. /**
  32447. * Default offline support factory responsible of creating a tool used to store data locally.
  32448. * By default, this will create a Database object if the workload has been embedded.
  32449. */
  32450. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  32451. private _loadingScreen;
  32452. private _pointerLockRequested;
  32453. private _dummyFramebuffer;
  32454. private _rescalePostProcess;
  32455. /** @hidden */
  32456. protected _alphaMode: number;
  32457. /** @hidden */
  32458. protected _alphaEquation: number;
  32459. private _deterministicLockstep;
  32460. private _lockstepMaxSteps;
  32461. protected readonly _supportsHardwareTextureRescaling: boolean;
  32462. private _fps;
  32463. private _deltaTime;
  32464. /** @hidden */
  32465. _drawCalls: PerfCounter;
  32466. /**
  32467. * Turn this value on if you want to pause FPS computation when in background
  32468. */
  32469. disablePerformanceMonitorInBackground: boolean;
  32470. private _performanceMonitor;
  32471. /**
  32472. * Gets the performance monitor attached to this engine
  32473. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  32474. */
  32475. readonly performanceMonitor: PerformanceMonitor;
  32476. private _onFocus;
  32477. private _onBlur;
  32478. private _onCanvasPointerOut;
  32479. private _onCanvasBlur;
  32480. private _onCanvasFocus;
  32481. private _onFullscreenChange;
  32482. private _onPointerLockChange;
  32483. /**
  32484. * Gets the HTML element used to attach event listeners
  32485. * @returns a HTML element
  32486. */
  32487. getInputElement(): Nullable<HTMLElement>;
  32488. /**
  32489. * Creates a new engine
  32490. * @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
  32491. * @param antialias defines enable antialiasing (default: false)
  32492. * @param options defines further options to be sent to the getContext() function
  32493. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  32494. */
  32495. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  32496. /**
  32497. * Gets current aspect ratio
  32498. * @param viewportOwner defines the camera to use to get the aspect ratio
  32499. * @param useScreen defines if screen size must be used (or the current render target if any)
  32500. * @returns a number defining the aspect ratio
  32501. */
  32502. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  32503. /**
  32504. * Gets current screen aspect ratio
  32505. * @returns a number defining the aspect ratio
  32506. */
  32507. getScreenAspectRatio(): number;
  32508. /**
  32509. * Gets host document
  32510. * @returns the host document object
  32511. */
  32512. getHostDocument(): Document;
  32513. /**
  32514. * Gets the client rect of the HTML canvas attached with the current webGL context
  32515. * @returns a client rectanglee
  32516. */
  32517. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  32518. /**
  32519. * Gets the client rect of the HTML element used for events
  32520. * @returns a client rectanglee
  32521. */
  32522. getInputElementClientRect(): Nullable<ClientRect>;
  32523. /**
  32524. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  32525. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32526. * @returns true if engine is in deterministic lock step mode
  32527. */
  32528. isDeterministicLockStep(): boolean;
  32529. /**
  32530. * Gets the max steps when engine is running in deterministic lock step
  32531. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32532. * @returns the max steps
  32533. */
  32534. getLockstepMaxSteps(): number;
  32535. /**
  32536. * Force the mipmap generation for the given render target texture
  32537. * @param texture defines the render target texture to use
  32538. */
  32539. generateMipMapsForCubemap(texture: InternalTexture): void;
  32540. /** States */
  32541. /**
  32542. * Set various states to the webGL context
  32543. * @param culling defines backface culling state
  32544. * @param zOffset defines the value to apply to zOffset (0 by default)
  32545. * @param force defines if states must be applied even if cache is up to date
  32546. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32547. */
  32548. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32549. /**
  32550. * Set the z offset to apply to current rendering
  32551. * @param value defines the offset to apply
  32552. */
  32553. setZOffset(value: number): void;
  32554. /**
  32555. * Gets the current value of the zOffset
  32556. * @returns the current zOffset state
  32557. */
  32558. getZOffset(): number;
  32559. /**
  32560. * Enable or disable depth buffering
  32561. * @param enable defines the state to set
  32562. */
  32563. setDepthBuffer(enable: boolean): void;
  32564. /**
  32565. * Gets a boolean indicating if depth writing is enabled
  32566. * @returns the current depth writing state
  32567. */
  32568. getDepthWrite(): boolean;
  32569. /**
  32570. * Enable or disable depth writing
  32571. * @param enable defines the state to set
  32572. */
  32573. setDepthWrite(enable: boolean): void;
  32574. /**
  32575. * Enable or disable color writing
  32576. * @param enable defines the state to set
  32577. */
  32578. setColorWrite(enable: boolean): void;
  32579. /**
  32580. * Gets a boolean indicating if color writing is enabled
  32581. * @returns the current color writing state
  32582. */
  32583. getColorWrite(): boolean;
  32584. /**
  32585. * Sets alpha constants used by some alpha blending modes
  32586. * @param r defines the red component
  32587. * @param g defines the green component
  32588. * @param b defines the blue component
  32589. * @param a defines the alpha component
  32590. */
  32591. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32592. /**
  32593. * Sets the current alpha mode
  32594. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32595. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32596. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32597. */
  32598. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32599. /**
  32600. * Gets the current alpha mode
  32601. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32602. * @returns the current alpha mode
  32603. */
  32604. getAlphaMode(): number;
  32605. /**
  32606. * Sets the current alpha equation
  32607. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  32608. */
  32609. setAlphaEquation(equation: number): void;
  32610. /**
  32611. * Gets the current alpha equation.
  32612. * @returns the current alpha equation
  32613. */
  32614. getAlphaEquation(): number;
  32615. /**
  32616. * Gets a boolean indicating if stencil buffer is enabled
  32617. * @returns the current stencil buffer state
  32618. */
  32619. getStencilBuffer(): boolean;
  32620. /**
  32621. * Enable or disable the stencil buffer
  32622. * @param enable defines if the stencil buffer must be enabled or disabled
  32623. */
  32624. setStencilBuffer(enable: boolean): void;
  32625. /**
  32626. * Gets the current stencil mask
  32627. * @returns a number defining the new stencil mask to use
  32628. */
  32629. getStencilMask(): number;
  32630. /**
  32631. * Sets the current stencil mask
  32632. * @param mask defines the new stencil mask to use
  32633. */
  32634. setStencilMask(mask: number): void;
  32635. /**
  32636. * Gets the current stencil function
  32637. * @returns a number defining the stencil function to use
  32638. */
  32639. getStencilFunction(): number;
  32640. /**
  32641. * Gets the current stencil reference value
  32642. * @returns a number defining the stencil reference value to use
  32643. */
  32644. getStencilFunctionReference(): number;
  32645. /**
  32646. * Gets the current stencil mask
  32647. * @returns a number defining the stencil mask to use
  32648. */
  32649. getStencilFunctionMask(): number;
  32650. /**
  32651. * Sets the current stencil function
  32652. * @param stencilFunc defines the new stencil function to use
  32653. */
  32654. setStencilFunction(stencilFunc: number): void;
  32655. /**
  32656. * Sets the current stencil reference
  32657. * @param reference defines the new stencil reference to use
  32658. */
  32659. setStencilFunctionReference(reference: number): void;
  32660. /**
  32661. * Sets the current stencil mask
  32662. * @param mask defines the new stencil mask to use
  32663. */
  32664. setStencilFunctionMask(mask: number): void;
  32665. /**
  32666. * Gets the current stencil operation when stencil fails
  32667. * @returns a number defining stencil operation to use when stencil fails
  32668. */
  32669. getStencilOperationFail(): number;
  32670. /**
  32671. * Gets the current stencil operation when depth fails
  32672. * @returns a number defining stencil operation to use when depth fails
  32673. */
  32674. getStencilOperationDepthFail(): number;
  32675. /**
  32676. * Gets the current stencil operation when stencil passes
  32677. * @returns a number defining stencil operation to use when stencil passes
  32678. */
  32679. getStencilOperationPass(): number;
  32680. /**
  32681. * Sets the stencil operation to use when stencil fails
  32682. * @param operation defines the stencil operation to use when stencil fails
  32683. */
  32684. setStencilOperationFail(operation: number): void;
  32685. /**
  32686. * Sets the stencil operation to use when depth fails
  32687. * @param operation defines the stencil operation to use when depth fails
  32688. */
  32689. setStencilOperationDepthFail(operation: number): void;
  32690. /**
  32691. * Sets the stencil operation to use when stencil passes
  32692. * @param operation defines the stencil operation to use when stencil passes
  32693. */
  32694. setStencilOperationPass(operation: number): void;
  32695. /**
  32696. * Sets a boolean indicating if the dithering state is enabled or disabled
  32697. * @param value defines the dithering state
  32698. */
  32699. setDitheringState(value: boolean): void;
  32700. /**
  32701. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  32702. * @param value defines the rasterizer state
  32703. */
  32704. setRasterizerState(value: boolean): void;
  32705. /**
  32706. * Gets the current depth function
  32707. * @returns a number defining the depth function
  32708. */
  32709. getDepthFunction(): Nullable<number>;
  32710. /**
  32711. * Sets the current depth function
  32712. * @param depthFunc defines the function to use
  32713. */
  32714. setDepthFunction(depthFunc: number): void;
  32715. /**
  32716. * Sets the current depth function to GREATER
  32717. */
  32718. setDepthFunctionToGreater(): void;
  32719. /**
  32720. * Sets the current depth function to GEQUAL
  32721. */
  32722. setDepthFunctionToGreaterOrEqual(): void;
  32723. /**
  32724. * Sets the current depth function to LESS
  32725. */
  32726. setDepthFunctionToLess(): void;
  32727. /**
  32728. * Sets the current depth function to LEQUAL
  32729. */
  32730. setDepthFunctionToLessOrEqual(): void;
  32731. private _cachedStencilBuffer;
  32732. private _cachedStencilFunction;
  32733. private _cachedStencilMask;
  32734. private _cachedStencilOperationPass;
  32735. private _cachedStencilOperationFail;
  32736. private _cachedStencilOperationDepthFail;
  32737. private _cachedStencilReference;
  32738. /**
  32739. * Caches the the state of the stencil buffer
  32740. */
  32741. cacheStencilState(): void;
  32742. /**
  32743. * Restores the state of the stencil buffer
  32744. */
  32745. restoreStencilState(): void;
  32746. /**
  32747. * Directly set the WebGL Viewport
  32748. * @param x defines the x coordinate of the viewport (in screen space)
  32749. * @param y defines the y coordinate of the viewport (in screen space)
  32750. * @param width defines the width of the viewport (in screen space)
  32751. * @param height defines the height of the viewport (in screen space)
  32752. * @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
  32753. */
  32754. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  32755. /**
  32756. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  32757. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32758. * @param y defines the y-coordinate of the corner of the clear rectangle
  32759. * @param width defines the width of the clear rectangle
  32760. * @param height defines the height of the clear rectangle
  32761. * @param clearColor defines the clear color
  32762. */
  32763. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  32764. /**
  32765. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  32766. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32767. * @param y defines the y-coordinate of the corner of the clear rectangle
  32768. * @param width defines the width of the clear rectangle
  32769. * @param height defines the height of the clear rectangle
  32770. */
  32771. enableScissor(x: number, y: number, width: number, height: number): void;
  32772. /**
  32773. * Disable previously set scissor test rectangle
  32774. */
  32775. disableScissor(): void;
  32776. protected _reportDrawCall(): void;
  32777. /**
  32778. * Initializes a webVR display and starts listening to display change events
  32779. * The onVRDisplayChangedObservable will be notified upon these changes
  32780. * @returns The onVRDisplayChangedObservable
  32781. */
  32782. initWebVR(): Observable<IDisplayChangedEventArgs>;
  32783. /** @hidden */
  32784. _prepareVRComponent(): void;
  32785. /** @hidden */
  32786. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  32787. /** @hidden */
  32788. _submitVRFrame(): void;
  32789. /**
  32790. * Call this function to leave webVR mode
  32791. * Will do nothing if webVR is not supported or if there is no webVR device
  32792. * @see http://doc.babylonjs.com/how_to/webvr_camera
  32793. */
  32794. disableVR(): void;
  32795. /**
  32796. * Gets a boolean indicating that the system is in VR mode and is presenting
  32797. * @returns true if VR mode is engaged
  32798. */
  32799. isVRPresenting(): boolean;
  32800. /** @hidden */
  32801. _requestVRFrame(): void;
  32802. /** @hidden */
  32803. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32804. /**
  32805. * Gets the source code of the vertex shader associated with a specific webGL program
  32806. * @param program defines the program to use
  32807. * @returns a string containing the source code of the vertex shader associated with the program
  32808. */
  32809. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32810. /**
  32811. * Gets the source code of the fragment shader associated with a specific webGL program
  32812. * @param program defines the program to use
  32813. * @returns a string containing the source code of the fragment shader associated with the program
  32814. */
  32815. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32816. /**
  32817. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32818. * @param x defines the x coordinate of the rectangle where pixels must be read
  32819. * @param y defines the y coordinate of the rectangle where pixels must be read
  32820. * @param width defines the width of the rectangle where pixels must be read
  32821. * @param height defines the height of the rectangle where pixels must be read
  32822. * @returns a Uint8Array containing RGBA colors
  32823. */
  32824. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32825. /**
  32826. * Sets a depth stencil texture from a render target to the according uniform.
  32827. * @param channel The texture channel
  32828. * @param uniform The uniform to set
  32829. * @param texture The render target texture containing the depth stencil texture to apply
  32830. */
  32831. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32832. /**
  32833. * Sets a texture to the webGL context from a postprocess
  32834. * @param channel defines the channel to use
  32835. * @param postProcess defines the source postprocess
  32836. */
  32837. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32838. /**
  32839. * Binds the output of the passed in post process to the texture channel specified
  32840. * @param channel The channel the texture should be bound to
  32841. * @param postProcess The post process which's output should be bound
  32842. */
  32843. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32844. /** @hidden */
  32845. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32846. protected _rebuildBuffers(): void;
  32847. /** @hidden */
  32848. _renderFrame(): void;
  32849. _renderLoop(): void;
  32850. /** @hidden */
  32851. _renderViews(): boolean;
  32852. /**
  32853. * Toggle full screen mode
  32854. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32855. */
  32856. switchFullscreen(requestPointerLock: boolean): void;
  32857. /**
  32858. * Enters full screen mode
  32859. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32860. */
  32861. enterFullscreen(requestPointerLock: boolean): void;
  32862. /**
  32863. * Exits full screen mode
  32864. */
  32865. exitFullscreen(): void;
  32866. /**
  32867. * Enters Pointerlock mode
  32868. */
  32869. enterPointerlock(): void;
  32870. /**
  32871. * Exits Pointerlock mode
  32872. */
  32873. exitPointerlock(): void;
  32874. /**
  32875. * Begin a new frame
  32876. */
  32877. beginFrame(): void;
  32878. /**
  32879. * Enf the current frame
  32880. */
  32881. endFrame(): void;
  32882. resize(): void;
  32883. /**
  32884. * Set the compressed texture format to use, based on the formats you have, and the formats
  32885. * supported by the hardware / browser.
  32886. *
  32887. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32888. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32889. * to API arguments needed to compressed textures. This puts the burden on the container
  32890. * generator to house the arcane code for determining these for current & future formats.
  32891. *
  32892. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32893. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32894. *
  32895. * Note: The result of this call is not taken into account when a texture is base64.
  32896. *
  32897. * @param formatsAvailable defines the list of those format families you have created
  32898. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32899. *
  32900. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32901. * @returns The extension selected.
  32902. */
  32903. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32904. /**
  32905. * Force a specific size of the canvas
  32906. * @param width defines the new canvas' width
  32907. * @param height defines the new canvas' height
  32908. */
  32909. setSize(width: number, height: number): void;
  32910. /**
  32911. * Updates a dynamic vertex buffer.
  32912. * @param vertexBuffer the vertex buffer to update
  32913. * @param data the data used to update the vertex buffer
  32914. * @param byteOffset the byte offset of the data
  32915. * @param byteLength the byte length of the data
  32916. */
  32917. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  32918. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  32919. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32920. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32921. _releaseTexture(texture: InternalTexture): void;
  32922. /**
  32923. * @hidden
  32924. * Rescales a texture
  32925. * @param source input texutre
  32926. * @param destination destination texture
  32927. * @param scene scene to use to render the resize
  32928. * @param internalFormat format to use when resizing
  32929. * @param onComplete callback to be called when resize has completed
  32930. */
  32931. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  32932. /**
  32933. * Gets the current framerate
  32934. * @returns a number representing the framerate
  32935. */
  32936. getFps(): number;
  32937. /**
  32938. * Gets the time spent between current and previous frame
  32939. * @returns a number representing the delta time in ms
  32940. */
  32941. getDeltaTime(): number;
  32942. private _measureFps;
  32943. /** @hidden */
  32944. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  32945. /**
  32946. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32947. * @param renderTarget The render target to set the frame buffer for
  32948. */
  32949. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32950. /**
  32951. * Update a dynamic index buffer
  32952. * @param indexBuffer defines the target index buffer
  32953. * @param indices defines the data to update
  32954. * @param offset defines the offset in the target index buffer where update should start
  32955. */
  32956. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  32957. /**
  32958. * Updates the sample count of a render target texture
  32959. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32960. * @param texture defines the texture to update
  32961. * @param samples defines the sample count to set
  32962. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32963. */
  32964. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32965. /**
  32966. * Updates a depth texture Comparison Mode and Function.
  32967. * If the comparison Function is equal to 0, the mode will be set to none.
  32968. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32969. * @param texture The texture to set the comparison function for
  32970. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32971. */
  32972. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32973. /**
  32974. * Creates a webGL buffer to use with instanciation
  32975. * @param capacity defines the size of the buffer
  32976. * @returns the webGL buffer
  32977. */
  32978. createInstancesBuffer(capacity: number): DataBuffer;
  32979. /**
  32980. * Delete a webGL buffer used with instanciation
  32981. * @param buffer defines the webGL buffer to delete
  32982. */
  32983. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  32984. /** @hidden */
  32985. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32986. dispose(): void;
  32987. private _disableTouchAction;
  32988. /**
  32989. * Display the loading screen
  32990. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32991. */
  32992. displayLoadingUI(): void;
  32993. /**
  32994. * Hide the loading screen
  32995. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32996. */
  32997. hideLoadingUI(): void;
  32998. /**
  32999. * Gets the current loading screen object
  33000. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33001. */
  33002. /**
  33003. * Sets the current loading screen object
  33004. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33005. */
  33006. loadingScreen: ILoadingScreen;
  33007. /**
  33008. * Sets the current loading screen text
  33009. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33010. */
  33011. loadingUIText: string;
  33012. /**
  33013. * Sets the current loading screen background color
  33014. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33015. */
  33016. loadingUIBackgroundColor: string;
  33017. /** Pointerlock and fullscreen */
  33018. /**
  33019. * Ask the browser to promote the current element to pointerlock mode
  33020. * @param element defines the DOM element to promote
  33021. */
  33022. static _RequestPointerlock(element: HTMLElement): void;
  33023. /**
  33024. * Asks the browser to exit pointerlock mode
  33025. */
  33026. static _ExitPointerlock(): void;
  33027. /**
  33028. * Ask the browser to promote the current element to fullscreen rendering mode
  33029. * @param element defines the DOM element to promote
  33030. */
  33031. static _RequestFullscreen(element: HTMLElement): void;
  33032. /**
  33033. * Asks the browser to exit fullscreen mode
  33034. */
  33035. static _ExitFullscreen(): void;
  33036. }
  33037. }
  33038. declare module "babylonjs/Engines/engineStore" {
  33039. import { Nullable } from "babylonjs/types";
  33040. import { Engine } from "babylonjs/Engines/engine";
  33041. import { Scene } from "babylonjs/scene";
  33042. /**
  33043. * The engine store class is responsible to hold all the instances of Engine and Scene created
  33044. * during the life time of the application.
  33045. */
  33046. export class EngineStore {
  33047. /** Gets the list of created engines */
  33048. static Instances: import("babylonjs/Engines/engine").Engine[];
  33049. /** @hidden */
  33050. static _LastCreatedScene: Nullable<Scene>;
  33051. /**
  33052. * Gets the latest created engine
  33053. */
  33054. static readonly LastCreatedEngine: Nullable<Engine>;
  33055. /**
  33056. * Gets the latest created scene
  33057. */
  33058. static readonly LastCreatedScene: Nullable<Scene>;
  33059. /**
  33060. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  33061. * @ignorenaming
  33062. */
  33063. static UseFallbackTexture: boolean;
  33064. /**
  33065. * Texture content used if a texture cannot loaded
  33066. * @ignorenaming
  33067. */
  33068. static FallbackTexture: string;
  33069. }
  33070. }
  33071. declare module "babylonjs/Misc/promise" {
  33072. /**
  33073. * Helper class that provides a small promise polyfill
  33074. */
  33075. export class PromisePolyfill {
  33076. /**
  33077. * Static function used to check if the polyfill is required
  33078. * If this is the case then the function will inject the polyfill to window.Promise
  33079. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  33080. */
  33081. static Apply(force?: boolean): void;
  33082. }
  33083. }
  33084. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  33085. /**
  33086. * Interface for screenshot methods with describe argument called `size` as object with options
  33087. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  33088. */
  33089. export interface IScreenshotSize {
  33090. /**
  33091. * number in pixels for canvas height
  33092. */
  33093. height?: number;
  33094. /**
  33095. * multiplier allowing render at a higher or lower resolution
  33096. * If value is defined then height and width will be ignored and taken from camera
  33097. */
  33098. precision?: number;
  33099. /**
  33100. * number in pixels for canvas width
  33101. */
  33102. width?: number;
  33103. }
  33104. }
  33105. declare module "babylonjs/Misc/tools" {
  33106. import { Nullable, float } from "babylonjs/types";
  33107. import { DomManagement } from "babylonjs/Misc/domManagement";
  33108. import { WebRequest } from "babylonjs/Misc/webRequest";
  33109. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33110. import { ReadFileError } from "babylonjs/Misc/fileTools";
  33111. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33112. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  33113. import { Camera } from "babylonjs/Cameras/camera";
  33114. import { Engine } from "babylonjs/Engines/engine";
  33115. interface IColor4Like {
  33116. r: float;
  33117. g: float;
  33118. b: float;
  33119. a: float;
  33120. }
  33121. /**
  33122. * Class containing a set of static utilities functions
  33123. */
  33124. export class Tools {
  33125. /**
  33126. * Gets or sets the base URL to use to load assets
  33127. */
  33128. static BaseUrl: string;
  33129. /**
  33130. * Enable/Disable Custom HTTP Request Headers globally.
  33131. * default = false
  33132. * @see CustomRequestHeaders
  33133. */
  33134. static UseCustomRequestHeaders: boolean;
  33135. /**
  33136. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  33137. * i.e. when loading files, where the server/service expects an Authorization header
  33138. */
  33139. static CustomRequestHeaders: {
  33140. [key: string]: string;
  33141. };
  33142. /**
  33143. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  33144. */
  33145. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  33146. /**
  33147. * Default behaviour for cors in the application.
  33148. * It can be a string if the expected behavior is identical in the entire app.
  33149. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  33150. */
  33151. static CorsBehavior: string | ((url: string | string[]) => string);
  33152. /**
  33153. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  33154. * @ignorenaming
  33155. */
  33156. static UseFallbackTexture: boolean;
  33157. /**
  33158. * Use this object to register external classes like custom textures or material
  33159. * to allow the laoders to instantiate them
  33160. */
  33161. static RegisteredExternalClasses: {
  33162. [key: string]: Object;
  33163. };
  33164. /**
  33165. * Texture content used if a texture cannot loaded
  33166. * @ignorenaming
  33167. */
  33168. static fallbackTexture: string;
  33169. /**
  33170. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  33171. * @param u defines the coordinate on X axis
  33172. * @param v defines the coordinate on Y axis
  33173. * @param width defines the width of the source data
  33174. * @param height defines the height of the source data
  33175. * @param pixels defines the source byte array
  33176. * @param color defines the output color
  33177. */
  33178. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  33179. /**
  33180. * Interpolates between a and b via alpha
  33181. * @param a The lower value (returned when alpha = 0)
  33182. * @param b The upper value (returned when alpha = 1)
  33183. * @param alpha The interpolation-factor
  33184. * @return The mixed value
  33185. */
  33186. static Mix(a: number, b: number, alpha: number): number;
  33187. /**
  33188. * Tries to instantiate a new object from a given class name
  33189. * @param className defines the class name to instantiate
  33190. * @returns the new object or null if the system was not able to do the instantiation
  33191. */
  33192. static Instantiate(className: string): any;
  33193. /**
  33194. * Provides a slice function that will work even on IE
  33195. * @param data defines the array to slice
  33196. * @param start defines the start of the data (optional)
  33197. * @param end defines the end of the data (optional)
  33198. * @returns the new sliced array
  33199. */
  33200. static Slice<T>(data: T, start?: number, end?: number): T;
  33201. /**
  33202. * Polyfill for setImmediate
  33203. * @param action defines the action to execute after the current execution block
  33204. */
  33205. static SetImmediate(action: () => void): void;
  33206. /**
  33207. * Function indicating if a number is an exponent of 2
  33208. * @param value defines the value to test
  33209. * @returns true if the value is an exponent of 2
  33210. */
  33211. static IsExponentOfTwo(value: number): boolean;
  33212. private static _tmpFloatArray;
  33213. /**
  33214. * Returns the nearest 32-bit single precision float representation of a Number
  33215. * @param value A Number. If the parameter is of a different type, it will get converted
  33216. * to a number or to NaN if it cannot be converted
  33217. * @returns number
  33218. */
  33219. static FloatRound(value: number): number;
  33220. /**
  33221. * Extracts the filename from a path
  33222. * @param path defines the path to use
  33223. * @returns the filename
  33224. */
  33225. static GetFilename(path: string): string;
  33226. /**
  33227. * Extracts the "folder" part of a path (everything before the filename).
  33228. * @param uri The URI to extract the info from
  33229. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  33230. * @returns The "folder" part of the path
  33231. */
  33232. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  33233. /**
  33234. * Extracts text content from a DOM element hierarchy
  33235. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  33236. */
  33237. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  33238. /**
  33239. * Convert an angle in radians to degrees
  33240. * @param angle defines the angle to convert
  33241. * @returns the angle in degrees
  33242. */
  33243. static ToDegrees(angle: number): number;
  33244. /**
  33245. * Convert an angle in degrees to radians
  33246. * @param angle defines the angle to convert
  33247. * @returns the angle in radians
  33248. */
  33249. static ToRadians(angle: number): number;
  33250. /**
  33251. * Returns an array if obj is not an array
  33252. * @param obj defines the object to evaluate as an array
  33253. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  33254. * @returns either obj directly if obj is an array or a new array containing obj
  33255. */
  33256. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  33257. /**
  33258. * Gets the pointer prefix to use
  33259. * @returns "pointer" if touch is enabled. Else returns "mouse"
  33260. */
  33261. static GetPointerPrefix(): string;
  33262. /**
  33263. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  33264. * @param url define the url we are trying
  33265. * @param element define the dom element where to configure the cors policy
  33266. */
  33267. static SetCorsBehavior(url: string | string[], element: {
  33268. crossOrigin: string | null;
  33269. }): void;
  33270. /**
  33271. * Removes unwanted characters from an url
  33272. * @param url defines the url to clean
  33273. * @returns the cleaned url
  33274. */
  33275. static CleanUrl(url: string): string;
  33276. /**
  33277. * Gets or sets a function used to pre-process url before using them to load assets
  33278. */
  33279. static PreprocessUrl: (url: string) => string;
  33280. /**
  33281. * Loads an image as an HTMLImageElement.
  33282. * @param input url string, ArrayBuffer, or Blob to load
  33283. * @param onLoad callback called when the image successfully loads
  33284. * @param onError callback called when the image fails to load
  33285. * @param offlineProvider offline provider for caching
  33286. * @param mimeType optional mime type
  33287. * @returns the HTMLImageElement of the loaded image
  33288. */
  33289. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  33290. /**
  33291. * Loads a file from a url
  33292. * @param url url string, ArrayBuffer, or Blob to load
  33293. * @param onSuccess callback called when the file successfully loads
  33294. * @param onProgress callback called while file is loading (if the server supports this mode)
  33295. * @param offlineProvider defines the offline provider for caching
  33296. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  33297. * @param onError callback called when the file fails to load
  33298. * @returns a file request object
  33299. */
  33300. 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;
  33301. /**
  33302. * Loads a file from a url
  33303. * @param url the file url to load
  33304. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  33305. */
  33306. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  33307. /**
  33308. * Load a script (identified by an url). When the url returns, the
  33309. * content of this file is added into a new script element, attached to the DOM (body element)
  33310. * @param scriptUrl defines the url of the script to laod
  33311. * @param onSuccess defines the callback called when the script is loaded
  33312. * @param onError defines the callback to call if an error occurs
  33313. * @param scriptId defines the id of the script element
  33314. */
  33315. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  33316. /**
  33317. * Load an asynchronous script (identified by an url). When the url returns, the
  33318. * content of this file is added into a new script element, attached to the DOM (body element)
  33319. * @param scriptUrl defines the url of the script to laod
  33320. * @param scriptId defines the id of the script element
  33321. * @returns a promise request object
  33322. */
  33323. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  33324. /**
  33325. * Loads a file from a blob
  33326. * @param fileToLoad defines the blob to use
  33327. * @param callback defines the callback to call when data is loaded
  33328. * @param progressCallback defines the callback to call during loading process
  33329. * @returns a file request object
  33330. */
  33331. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  33332. /**
  33333. * Reads a file from a File object
  33334. * @param file defines the file to load
  33335. * @param onSuccess defines the callback to call when data is loaded
  33336. * @param onProgress defines the callback to call during loading process
  33337. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  33338. * @param onError defines the callback to call when an error occurs
  33339. * @returns a file request object
  33340. */
  33341. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  33342. /**
  33343. * Creates a data url from a given string content
  33344. * @param content defines the content to convert
  33345. * @returns the new data url link
  33346. */
  33347. static FileAsURL(content: string): string;
  33348. /**
  33349. * Format the given number to a specific decimal format
  33350. * @param value defines the number to format
  33351. * @param decimals defines the number of decimals to use
  33352. * @returns the formatted string
  33353. */
  33354. static Format(value: number, decimals?: number): string;
  33355. /**
  33356. * Tries to copy an object by duplicating every property
  33357. * @param source defines the source object
  33358. * @param destination defines the target object
  33359. * @param doNotCopyList defines a list of properties to avoid
  33360. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  33361. */
  33362. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  33363. /**
  33364. * Gets a boolean indicating if the given object has no own property
  33365. * @param obj defines the object to test
  33366. * @returns true if object has no own property
  33367. */
  33368. static IsEmpty(obj: any): boolean;
  33369. /**
  33370. * Function used to register events at window level
  33371. * @param windowElement defines the Window object to use
  33372. * @param events defines the events to register
  33373. */
  33374. static RegisterTopRootEvents(windowElement: Window, events: {
  33375. name: string;
  33376. handler: Nullable<(e: FocusEvent) => any>;
  33377. }[]): void;
  33378. /**
  33379. * Function used to unregister events from window level
  33380. * @param windowElement defines the Window object to use
  33381. * @param events defines the events to unregister
  33382. */
  33383. static UnregisterTopRootEvents(windowElement: Window, events: {
  33384. name: string;
  33385. handler: Nullable<(e: FocusEvent) => any>;
  33386. }[]): void;
  33387. /**
  33388. * @ignore
  33389. */
  33390. static _ScreenshotCanvas: HTMLCanvasElement;
  33391. /**
  33392. * Dumps the current bound framebuffer
  33393. * @param width defines the rendering width
  33394. * @param height defines the rendering height
  33395. * @param engine defines the hosting engine
  33396. * @param successCallback defines the callback triggered once the data are available
  33397. * @param mimeType defines the mime type of the result
  33398. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  33399. */
  33400. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33401. /**
  33402. * Converts the canvas data to blob.
  33403. * This acts as a polyfill for browsers not supporting the to blob function.
  33404. * @param canvas Defines the canvas to extract the data from
  33405. * @param successCallback Defines the callback triggered once the data are available
  33406. * @param mimeType Defines the mime type of the result
  33407. */
  33408. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  33409. /**
  33410. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  33411. * @param successCallback defines the callback triggered once the data are available
  33412. * @param mimeType defines the mime type of the result
  33413. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  33414. */
  33415. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33416. /**
  33417. * Downloads a blob in the browser
  33418. * @param blob defines the blob to download
  33419. * @param fileName defines the name of the downloaded file
  33420. */
  33421. static Download(blob: Blob, fileName: string): void;
  33422. /**
  33423. * Captures a screenshot of the current rendering
  33424. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33425. * @param engine defines the rendering engine
  33426. * @param camera defines the source camera
  33427. * @param size This parameter can be set to a single number or to an object with the
  33428. * following (optional) properties: precision, width, height. If a single number is passed,
  33429. * it will be used for both width and height. If an object is passed, the screenshot size
  33430. * will be derived from the parameters. The precision property is a multiplier allowing
  33431. * rendering at a higher or lower resolution
  33432. * @param successCallback defines the callback receives a single parameter which contains the
  33433. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33434. * src parameter of an <img> to display it
  33435. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33436. * Check your browser for supported MIME types
  33437. */
  33438. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  33439. /**
  33440. * Captures a screenshot of the current rendering
  33441. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33442. * @param engine defines the rendering engine
  33443. * @param camera defines the source camera
  33444. * @param size This parameter can be set to a single number or to an object with the
  33445. * following (optional) properties: precision, width, height. If a single number is passed,
  33446. * it will be used for both width and height. If an object is passed, the screenshot size
  33447. * will be derived from the parameters. The precision property is a multiplier allowing
  33448. * rendering at a higher or lower resolution
  33449. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33450. * Check your browser for supported MIME types
  33451. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33452. * to the src parameter of an <img> to display it
  33453. */
  33454. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  33455. /**
  33456. * Generates an image screenshot from the specified camera.
  33457. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33458. * @param engine The engine to use for rendering
  33459. * @param camera The camera to use for rendering
  33460. * @param size This parameter can be set to a single number or to an object with the
  33461. * following (optional) properties: precision, width, height. If a single number is passed,
  33462. * it will be used for both width and height. If an object is passed, the screenshot size
  33463. * will be derived from the parameters. The precision property is a multiplier allowing
  33464. * rendering at a higher or lower resolution
  33465. * @param successCallback The callback receives a single parameter which contains the
  33466. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33467. * src parameter of an <img> to display it
  33468. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33469. * Check your browser for supported MIME types
  33470. * @param samples Texture samples (default: 1)
  33471. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33472. * @param fileName A name for for the downloaded file.
  33473. */
  33474. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  33475. /**
  33476. * Generates an image screenshot from the specified camera.
  33477. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33478. * @param engine The engine to use for rendering
  33479. * @param camera The camera to use for rendering
  33480. * @param size This parameter can be set to a single number or to an object with the
  33481. * following (optional) properties: precision, width, height. If a single number is passed,
  33482. * it will be used for both width and height. If an object is passed, the screenshot size
  33483. * will be derived from the parameters. The precision property is a multiplier allowing
  33484. * rendering at a higher or lower resolution
  33485. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33486. * Check your browser for supported MIME types
  33487. * @param samples Texture samples (default: 1)
  33488. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33489. * @param fileName A name for for the downloaded file.
  33490. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33491. * to the src parameter of an <img> to display it
  33492. */
  33493. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  33494. /**
  33495. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  33496. * Be aware Math.random() could cause collisions, but:
  33497. * "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"
  33498. * @returns a pseudo random id
  33499. */
  33500. static RandomId(): string;
  33501. /**
  33502. * Test if the given uri is a base64 string
  33503. * @param uri The uri to test
  33504. * @return True if the uri is a base64 string or false otherwise
  33505. */
  33506. static IsBase64(uri: string): boolean;
  33507. /**
  33508. * Decode the given base64 uri.
  33509. * @param uri The uri to decode
  33510. * @return The decoded base64 data.
  33511. */
  33512. static DecodeBase64(uri: string): ArrayBuffer;
  33513. /**
  33514. * Gets the absolute url.
  33515. * @param url the input url
  33516. * @return the absolute url
  33517. */
  33518. static GetAbsoluteUrl(url: string): string;
  33519. /**
  33520. * No log
  33521. */
  33522. static readonly NoneLogLevel: number;
  33523. /**
  33524. * Only message logs
  33525. */
  33526. static readonly MessageLogLevel: number;
  33527. /**
  33528. * Only warning logs
  33529. */
  33530. static readonly WarningLogLevel: number;
  33531. /**
  33532. * Only error logs
  33533. */
  33534. static readonly ErrorLogLevel: number;
  33535. /**
  33536. * All logs
  33537. */
  33538. static readonly AllLogLevel: number;
  33539. /**
  33540. * Gets a value indicating the number of loading errors
  33541. * @ignorenaming
  33542. */
  33543. static readonly errorsCount: number;
  33544. /**
  33545. * Callback called when a new log is added
  33546. */
  33547. static OnNewCacheEntry: (entry: string) => void;
  33548. /**
  33549. * Log a message to the console
  33550. * @param message defines the message to log
  33551. */
  33552. static Log(message: string): void;
  33553. /**
  33554. * Write a warning message to the console
  33555. * @param message defines the message to log
  33556. */
  33557. static Warn(message: string): void;
  33558. /**
  33559. * Write an error message to the console
  33560. * @param message defines the message to log
  33561. */
  33562. static Error(message: string): void;
  33563. /**
  33564. * Gets current log cache (list of logs)
  33565. */
  33566. static readonly LogCache: string;
  33567. /**
  33568. * Clears the log cache
  33569. */
  33570. static ClearLogCache(): void;
  33571. /**
  33572. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33573. */
  33574. static LogLevels: number;
  33575. /**
  33576. * Checks if the window object exists
  33577. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33578. */
  33579. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33580. /**
  33581. * No performance log
  33582. */
  33583. static readonly PerformanceNoneLogLevel: number;
  33584. /**
  33585. * Use user marks to log performance
  33586. */
  33587. static readonly PerformanceUserMarkLogLevel: number;
  33588. /**
  33589. * Log performance to the console
  33590. */
  33591. static readonly PerformanceConsoleLogLevel: number;
  33592. private static _performance;
  33593. /**
  33594. * Sets the current performance log level
  33595. */
  33596. static PerformanceLogLevel: number;
  33597. private static _StartPerformanceCounterDisabled;
  33598. private static _EndPerformanceCounterDisabled;
  33599. private static _StartUserMark;
  33600. private static _EndUserMark;
  33601. private static _StartPerformanceConsole;
  33602. private static _EndPerformanceConsole;
  33603. /**
  33604. * Starts a performance counter
  33605. */
  33606. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33607. /**
  33608. * Ends a specific performance coutner
  33609. */
  33610. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33611. /**
  33612. * Gets either window.performance.now() if supported or Date.now() else
  33613. */
  33614. static readonly Now: number;
  33615. /**
  33616. * This method will return the name of the class used to create the instance of the given object.
  33617. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33618. * @param object the object to get the class name from
  33619. * @param isType defines if the object is actually a type
  33620. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33621. */
  33622. static GetClassName(object: any, isType?: boolean): string;
  33623. /**
  33624. * Gets the first element of an array satisfying a given predicate
  33625. * @param array defines the array to browse
  33626. * @param predicate defines the predicate to use
  33627. * @returns null if not found or the element
  33628. */
  33629. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33630. /**
  33631. * This method will return the name of the full name of the class, including its owning module (if any).
  33632. * 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).
  33633. * @param object the object to get the class name from
  33634. * @param isType defines if the object is actually a type
  33635. * @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.
  33636. * @ignorenaming
  33637. */
  33638. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33639. /**
  33640. * Returns a promise that resolves after the given amount of time.
  33641. * @param delay Number of milliseconds to delay
  33642. * @returns Promise that resolves after the given amount of time
  33643. */
  33644. static DelayAsync(delay: number): Promise<void>;
  33645. }
  33646. /**
  33647. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33648. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33649. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33650. * @param name The name of the class, case should be preserved
  33651. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33652. */
  33653. export function className(name: string, module?: string): (target: Object) => void;
  33654. /**
  33655. * An implementation of a loop for asynchronous functions.
  33656. */
  33657. export class AsyncLoop {
  33658. /**
  33659. * Defines the number of iterations for the loop
  33660. */
  33661. iterations: number;
  33662. /**
  33663. * Defines the current index of the loop.
  33664. */
  33665. index: number;
  33666. private _done;
  33667. private _fn;
  33668. private _successCallback;
  33669. /**
  33670. * Constructor.
  33671. * @param iterations the number of iterations.
  33672. * @param func the function to run each iteration
  33673. * @param successCallback the callback that will be called upon succesful execution
  33674. * @param offset starting offset.
  33675. */
  33676. constructor(
  33677. /**
  33678. * Defines the number of iterations for the loop
  33679. */
  33680. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33681. /**
  33682. * Execute the next iteration. Must be called after the last iteration was finished.
  33683. */
  33684. executeNext(): void;
  33685. /**
  33686. * Break the loop and run the success callback.
  33687. */
  33688. breakLoop(): void;
  33689. /**
  33690. * Create and run an async loop.
  33691. * @param iterations the number of iterations.
  33692. * @param fn the function to run each iteration
  33693. * @param successCallback the callback that will be called upon succesful execution
  33694. * @param offset starting offset.
  33695. * @returns the created async loop object
  33696. */
  33697. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33698. /**
  33699. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33700. * @param iterations total number of iterations
  33701. * @param syncedIterations number of synchronous iterations in each async iteration.
  33702. * @param fn the function to call each iteration.
  33703. * @param callback a success call back that will be called when iterating stops.
  33704. * @param breakFunction a break condition (optional)
  33705. * @param timeout timeout settings for the setTimeout function. default - 0.
  33706. * @returns the created async loop object
  33707. */
  33708. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33709. }
  33710. }
  33711. declare module "babylonjs/Misc/stringDictionary" {
  33712. import { Nullable } from "babylonjs/types";
  33713. /**
  33714. * This class implement a typical dictionary using a string as key and the generic type T as value.
  33715. * The underlying implementation relies on an associative array to ensure the best performances.
  33716. * The value can be anything including 'null' but except 'undefined'
  33717. */
  33718. export class StringDictionary<T> {
  33719. /**
  33720. * This will clear this dictionary and copy the content from the 'source' one.
  33721. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  33722. * @param source the dictionary to take the content from and copy to this dictionary
  33723. */
  33724. copyFrom(source: StringDictionary<T>): void;
  33725. /**
  33726. * Get a value based from its key
  33727. * @param key the given key to get the matching value from
  33728. * @return the value if found, otherwise undefined is returned
  33729. */
  33730. get(key: string): T | undefined;
  33731. /**
  33732. * Get a value from its key or add it if it doesn't exist.
  33733. * This method will ensure you that a given key/data will be present in the dictionary.
  33734. * @param key the given key to get the matching value from
  33735. * @param factory the factory that will create the value if the key is not present in the dictionary.
  33736. * The factory will only be invoked if there's no data for the given key.
  33737. * @return the value corresponding to the key.
  33738. */
  33739. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  33740. /**
  33741. * Get a value from its key if present in the dictionary otherwise add it
  33742. * @param key the key to get the value from
  33743. * @param val if there's no such key/value pair in the dictionary add it with this value
  33744. * @return the value corresponding to the key
  33745. */
  33746. getOrAdd(key: string, val: T): T;
  33747. /**
  33748. * Check if there's a given key in the dictionary
  33749. * @param key the key to check for
  33750. * @return true if the key is present, false otherwise
  33751. */
  33752. contains(key: string): boolean;
  33753. /**
  33754. * Add a new key and its corresponding value
  33755. * @param key the key to add
  33756. * @param value the value corresponding to the key
  33757. * @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
  33758. */
  33759. add(key: string, value: T): boolean;
  33760. /**
  33761. * Update a specific value associated to a key
  33762. * @param key defines the key to use
  33763. * @param value defines the value to store
  33764. * @returns true if the value was updated (or false if the key was not found)
  33765. */
  33766. set(key: string, value: T): boolean;
  33767. /**
  33768. * Get the element of the given key and remove it from the dictionary
  33769. * @param key defines the key to search
  33770. * @returns the value associated with the key or null if not found
  33771. */
  33772. getAndRemove(key: string): Nullable<T>;
  33773. /**
  33774. * Remove a key/value from the dictionary.
  33775. * @param key the key to remove
  33776. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  33777. */
  33778. remove(key: string): boolean;
  33779. /**
  33780. * Clear the whole content of the dictionary
  33781. */
  33782. clear(): void;
  33783. /**
  33784. * Gets the current count
  33785. */
  33786. readonly count: number;
  33787. /**
  33788. * Execute a callback on each key/val of the dictionary.
  33789. * Note that you can remove any element in this dictionary in the callback implementation
  33790. * @param callback the callback to execute on a given key/value pair
  33791. */
  33792. forEach(callback: (key: string, val: T) => void): void;
  33793. /**
  33794. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  33795. * If the callback returns null or undefined the method will iterate to the next key/value pair
  33796. * Note that you can remove any element in this dictionary in the callback implementation
  33797. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  33798. * @returns the first item
  33799. */
  33800. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  33801. private _count;
  33802. private _data;
  33803. }
  33804. }
  33805. declare module "babylonjs/Collisions/collisionCoordinator" {
  33806. import { Nullable } from "babylonjs/types";
  33807. import { Scene } from "babylonjs/scene";
  33808. import { Vector3 } from "babylonjs/Maths/math.vector";
  33809. import { Collider } from "babylonjs/Collisions/collider";
  33810. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33811. /** @hidden */
  33812. export interface ICollisionCoordinator {
  33813. createCollider(): Collider;
  33814. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33815. init(scene: Scene): void;
  33816. }
  33817. /** @hidden */
  33818. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33819. private _scene;
  33820. private _scaledPosition;
  33821. private _scaledVelocity;
  33822. private _finalPosition;
  33823. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33824. createCollider(): Collider;
  33825. init(scene: Scene): void;
  33826. private _collideWithWorld;
  33827. }
  33828. }
  33829. declare module "babylonjs/Inputs/scene.inputManager" {
  33830. import { Nullable } from "babylonjs/types";
  33831. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33832. import { Vector2 } from "babylonjs/Maths/math.vector";
  33833. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33834. import { Scene } from "babylonjs/scene";
  33835. /**
  33836. * Class used to manage all inputs for the scene.
  33837. */
  33838. export class InputManager {
  33839. /** The distance in pixel that you have to move to prevent some events */
  33840. static DragMovementThreshold: number;
  33841. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33842. static LongPressDelay: number;
  33843. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33844. static DoubleClickDelay: number;
  33845. /** If you need to check double click without raising a single click at first click, enable this flag */
  33846. static ExclusiveDoubleClickMode: boolean;
  33847. private _wheelEventName;
  33848. private _onPointerMove;
  33849. private _onPointerDown;
  33850. private _onPointerUp;
  33851. private _initClickEvent;
  33852. private _initActionManager;
  33853. private _delayedSimpleClick;
  33854. private _delayedSimpleClickTimeout;
  33855. private _previousDelayedSimpleClickTimeout;
  33856. private _meshPickProceed;
  33857. private _previousButtonPressed;
  33858. private _currentPickResult;
  33859. private _previousPickResult;
  33860. private _totalPointersPressed;
  33861. private _doubleClickOccured;
  33862. private _pointerOverMesh;
  33863. private _pickedDownMesh;
  33864. private _pickedUpMesh;
  33865. private _pointerX;
  33866. private _pointerY;
  33867. private _unTranslatedPointerX;
  33868. private _unTranslatedPointerY;
  33869. private _startingPointerPosition;
  33870. private _previousStartingPointerPosition;
  33871. private _startingPointerTime;
  33872. private _previousStartingPointerTime;
  33873. private _pointerCaptures;
  33874. private _onKeyDown;
  33875. private _onKeyUp;
  33876. private _onCanvasFocusObserver;
  33877. private _onCanvasBlurObserver;
  33878. private _scene;
  33879. /**
  33880. * Creates a new InputManager
  33881. * @param scene defines the hosting scene
  33882. */
  33883. constructor(scene: Scene);
  33884. /**
  33885. * Gets the mesh that is currently under the pointer
  33886. */
  33887. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33888. /**
  33889. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33890. */
  33891. readonly unTranslatedPointer: Vector2;
  33892. /**
  33893. * Gets or sets the current on-screen X position of the pointer
  33894. */
  33895. pointerX: number;
  33896. /**
  33897. * Gets or sets the current on-screen Y position of the pointer
  33898. */
  33899. pointerY: number;
  33900. private _updatePointerPosition;
  33901. private _processPointerMove;
  33902. private _setRayOnPointerInfo;
  33903. private _checkPrePointerObservable;
  33904. /**
  33905. * Use this method to simulate a pointer move on a mesh
  33906. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33907. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33908. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33909. */
  33910. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33911. /**
  33912. * Use this method to simulate a pointer down on a mesh
  33913. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33914. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33915. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33916. */
  33917. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33918. private _processPointerDown;
  33919. /** @hidden */
  33920. _isPointerSwiping(): boolean;
  33921. /**
  33922. * Use this method to simulate a pointer up on a mesh
  33923. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33924. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33925. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33926. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33927. */
  33928. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33929. private _processPointerUp;
  33930. /**
  33931. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33932. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33933. * @returns true if the pointer was captured
  33934. */
  33935. isPointerCaptured(pointerId?: number): boolean;
  33936. /**
  33937. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33938. * @param attachUp defines if you want to attach events to pointerup
  33939. * @param attachDown defines if you want to attach events to pointerdown
  33940. * @param attachMove defines if you want to attach events to pointermove
  33941. */
  33942. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33943. /**
  33944. * Detaches all event handlers
  33945. */
  33946. detachControl(): void;
  33947. /**
  33948. * Force the value of meshUnderPointer
  33949. * @param mesh defines the mesh to use
  33950. */
  33951. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33952. /**
  33953. * Gets the mesh under the pointer
  33954. * @returns a Mesh or null if no mesh is under the pointer
  33955. */
  33956. getPointerOverMesh(): Nullable<AbstractMesh>;
  33957. }
  33958. }
  33959. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33960. /**
  33961. * Helper class used to generate session unique ID
  33962. */
  33963. export class UniqueIdGenerator {
  33964. private static _UniqueIdCounter;
  33965. /**
  33966. * Gets an unique (relatively to the current scene) Id
  33967. */
  33968. static readonly UniqueId: number;
  33969. }
  33970. }
  33971. declare module "babylonjs/Animations/animationGroup" {
  33972. import { Animatable } from "babylonjs/Animations/animatable";
  33973. import { Animation } from "babylonjs/Animations/animation";
  33974. import { Scene, IDisposable } from "babylonjs/scene";
  33975. import { Observable } from "babylonjs/Misc/observable";
  33976. import { Nullable } from "babylonjs/types";
  33977. import "babylonjs/Animations/animatable";
  33978. /**
  33979. * This class defines the direct association between an animation and a target
  33980. */
  33981. export class TargetedAnimation {
  33982. /**
  33983. * Animation to perform
  33984. */
  33985. animation: Animation;
  33986. /**
  33987. * Target to animate
  33988. */
  33989. target: any;
  33990. /**
  33991. * Serialize the object
  33992. * @returns the JSON object representing the current entity
  33993. */
  33994. serialize(): any;
  33995. }
  33996. /**
  33997. * Use this class to create coordinated animations on multiple targets
  33998. */
  33999. export class AnimationGroup implements IDisposable {
  34000. /** The name of the animation group */
  34001. name: string;
  34002. private _scene;
  34003. private _targetedAnimations;
  34004. private _animatables;
  34005. private _from;
  34006. private _to;
  34007. private _isStarted;
  34008. private _isPaused;
  34009. private _speedRatio;
  34010. private _loopAnimation;
  34011. /**
  34012. * Gets or sets the unique id of the node
  34013. */
  34014. uniqueId: number;
  34015. /**
  34016. * This observable will notify when one animation have ended
  34017. */
  34018. onAnimationEndObservable: Observable<TargetedAnimation>;
  34019. /**
  34020. * Observer raised when one animation loops
  34021. */
  34022. onAnimationLoopObservable: Observable<TargetedAnimation>;
  34023. /**
  34024. * Observer raised when all animations have looped
  34025. */
  34026. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  34027. /**
  34028. * This observable will notify when all animations have ended.
  34029. */
  34030. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  34031. /**
  34032. * This observable will notify when all animations have paused.
  34033. */
  34034. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  34035. /**
  34036. * This observable will notify when all animations are playing.
  34037. */
  34038. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  34039. /**
  34040. * Gets the first frame
  34041. */
  34042. readonly from: number;
  34043. /**
  34044. * Gets the last frame
  34045. */
  34046. readonly to: number;
  34047. /**
  34048. * Define if the animations are started
  34049. */
  34050. readonly isStarted: boolean;
  34051. /**
  34052. * Gets a value indicating that the current group is playing
  34053. */
  34054. readonly isPlaying: boolean;
  34055. /**
  34056. * Gets or sets the speed ratio to use for all animations
  34057. */
  34058. /**
  34059. * Gets or sets the speed ratio to use for all animations
  34060. */
  34061. speedRatio: number;
  34062. /**
  34063. * Gets or sets if all animations should loop or not
  34064. */
  34065. loopAnimation: boolean;
  34066. /**
  34067. * Gets the targeted animations for this animation group
  34068. */
  34069. readonly targetedAnimations: Array<TargetedAnimation>;
  34070. /**
  34071. * returning the list of animatables controlled by this animation group.
  34072. */
  34073. readonly animatables: Array<Animatable>;
  34074. /**
  34075. * Instantiates a new Animation Group.
  34076. * This helps managing several animations at once.
  34077. * @see http://doc.babylonjs.com/how_to/group
  34078. * @param name Defines the name of the group
  34079. * @param scene Defines the scene the group belongs to
  34080. */
  34081. constructor(
  34082. /** The name of the animation group */
  34083. name: string, scene?: Nullable<Scene>);
  34084. /**
  34085. * Add an animation (with its target) in the group
  34086. * @param animation defines the animation we want to add
  34087. * @param target defines the target of the animation
  34088. * @returns the TargetedAnimation object
  34089. */
  34090. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  34091. /**
  34092. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  34093. * It can add constant keys at begin or end
  34094. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  34095. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  34096. * @returns the animation group
  34097. */
  34098. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  34099. private _animationLoopCount;
  34100. private _animationLoopFlags;
  34101. private _processLoop;
  34102. /**
  34103. * Start all animations on given targets
  34104. * @param loop defines if animations must loop
  34105. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  34106. * @param from defines the from key (optional)
  34107. * @param to defines the to key (optional)
  34108. * @returns the current animation group
  34109. */
  34110. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  34111. /**
  34112. * Pause all animations
  34113. * @returns the animation group
  34114. */
  34115. pause(): AnimationGroup;
  34116. /**
  34117. * Play all animations to initial state
  34118. * This function will start() the animations if they were not started or will restart() them if they were paused
  34119. * @param loop defines if animations must loop
  34120. * @returns the animation group
  34121. */
  34122. play(loop?: boolean): AnimationGroup;
  34123. /**
  34124. * Reset all animations to initial state
  34125. * @returns the animation group
  34126. */
  34127. reset(): AnimationGroup;
  34128. /**
  34129. * Restart animations from key 0
  34130. * @returns the animation group
  34131. */
  34132. restart(): AnimationGroup;
  34133. /**
  34134. * Stop all animations
  34135. * @returns the animation group
  34136. */
  34137. stop(): AnimationGroup;
  34138. /**
  34139. * Set animation weight for all animatables
  34140. * @param weight defines the weight to use
  34141. * @return the animationGroup
  34142. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  34143. */
  34144. setWeightForAllAnimatables(weight: number): AnimationGroup;
  34145. /**
  34146. * Synchronize and normalize all animatables with a source animatable
  34147. * @param root defines the root animatable to synchronize with
  34148. * @return the animationGroup
  34149. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  34150. */
  34151. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  34152. /**
  34153. * Goes to a specific frame in this animation group
  34154. * @param frame the frame number to go to
  34155. * @return the animationGroup
  34156. */
  34157. goToFrame(frame: number): AnimationGroup;
  34158. /**
  34159. * Dispose all associated resources
  34160. */
  34161. dispose(): void;
  34162. private _checkAnimationGroupEnded;
  34163. /**
  34164. * Clone the current animation group and returns a copy
  34165. * @param newName defines the name of the new group
  34166. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  34167. * @returns the new aniamtion group
  34168. */
  34169. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  34170. /**
  34171. * Serializes the animationGroup to an object
  34172. * @returns Serialized object
  34173. */
  34174. serialize(): any;
  34175. /**
  34176. * Returns a new AnimationGroup object parsed from the source provided.
  34177. * @param parsedAnimationGroup defines the source
  34178. * @param scene defines the scene that will receive the animationGroup
  34179. * @returns a new AnimationGroup
  34180. */
  34181. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  34182. /**
  34183. * Returns the string "AnimationGroup"
  34184. * @returns "AnimationGroup"
  34185. */
  34186. getClassName(): string;
  34187. /**
  34188. * Creates a detailled string about the object
  34189. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  34190. * @returns a string representing the object
  34191. */
  34192. toString(fullDetails?: boolean): string;
  34193. }
  34194. }
  34195. declare module "babylonjs/scene" {
  34196. import { Nullable } from "babylonjs/types";
  34197. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  34198. import { Observable } from "babylonjs/Misc/observable";
  34199. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  34200. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  34201. import { Geometry } from "babylonjs/Meshes/geometry";
  34202. import { TransformNode } from "babylonjs/Meshes/transformNode";
  34203. import { SubMesh } from "babylonjs/Meshes/subMesh";
  34204. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  34205. import { Mesh } from "babylonjs/Meshes/mesh";
  34206. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  34207. import { Bone } from "babylonjs/Bones/bone";
  34208. import { Skeleton } from "babylonjs/Bones/skeleton";
  34209. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  34210. import { Camera } from "babylonjs/Cameras/camera";
  34211. import { AbstractScene } from "babylonjs/abstractScene";
  34212. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  34213. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  34214. import { Material } from "babylonjs/Materials/material";
  34215. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  34216. import { Effect } from "babylonjs/Materials/effect";
  34217. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  34218. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  34219. import { Light } from "babylonjs/Lights/light";
  34220. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  34221. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  34222. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  34223. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  34224. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  34225. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  34226. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  34227. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  34228. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  34229. import { Engine } from "babylonjs/Engines/engine";
  34230. import { Node } from "babylonjs/node";
  34231. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  34232. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  34233. import { WebRequest } from "babylonjs/Misc/webRequest";
  34234. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  34235. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  34236. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  34237. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  34238. import { Plane } from "babylonjs/Maths/math.plane";
  34239. import { LoadFileError, RequestFileError, ReadFileError } from "babylonjs/Misc/fileTools";
  34240. import { Ray } from "babylonjs/Culling/ray";
  34241. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  34242. import { Animation } from "babylonjs/Animations/animation";
  34243. import { Animatable } from "babylonjs/Animations/animatable";
  34244. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  34245. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  34246. import { Collider } from "babylonjs/Collisions/collider";
  34247. /**
  34248. * Define an interface for all classes that will hold resources
  34249. */
  34250. export interface IDisposable {
  34251. /**
  34252. * Releases all held resources
  34253. */
  34254. dispose(): void;
  34255. }
  34256. /** Interface defining initialization parameters for Scene class */
  34257. export interface SceneOptions {
  34258. /**
  34259. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  34260. * It will improve performance when the number of geometries becomes important.
  34261. */
  34262. useGeometryUniqueIdsMap?: boolean;
  34263. /**
  34264. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  34265. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34266. */
  34267. useMaterialMeshMap?: boolean;
  34268. /**
  34269. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  34270. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34271. */
  34272. useClonedMeshhMap?: boolean;
  34273. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  34274. virtual?: boolean;
  34275. }
  34276. /**
  34277. * Represents a scene to be rendered by the engine.
  34278. * @see http://doc.babylonjs.com/features/scene
  34279. */
  34280. export class Scene extends AbstractScene implements IAnimatable {
  34281. /** The fog is deactivated */
  34282. static readonly FOGMODE_NONE: number;
  34283. /** The fog density is following an exponential function */
  34284. static readonly FOGMODE_EXP: number;
  34285. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  34286. static readonly FOGMODE_EXP2: number;
  34287. /** The fog density is following a linear function. */
  34288. static readonly FOGMODE_LINEAR: number;
  34289. /**
  34290. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  34291. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34292. */
  34293. static MinDeltaTime: number;
  34294. /**
  34295. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  34296. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34297. */
  34298. static MaxDeltaTime: number;
  34299. /**
  34300. * Factory used to create the default material.
  34301. * @param name The name of the material to create
  34302. * @param scene The scene to create the material for
  34303. * @returns The default material
  34304. */
  34305. static DefaultMaterialFactory(scene: Scene): Material;
  34306. /**
  34307. * Factory used to create the a collision coordinator.
  34308. * @returns The collision coordinator
  34309. */
  34310. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  34311. /** @hidden */
  34312. _inputManager: InputManager;
  34313. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  34314. cameraToUseForPointers: Nullable<Camera>;
  34315. /** @hidden */
  34316. readonly _isScene: boolean;
  34317. /**
  34318. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  34319. */
  34320. autoClear: boolean;
  34321. /**
  34322. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  34323. */
  34324. autoClearDepthAndStencil: boolean;
  34325. /**
  34326. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  34327. */
  34328. clearColor: Color4;
  34329. /**
  34330. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  34331. */
  34332. ambientColor: Color3;
  34333. /**
  34334. * This is use to store the default BRDF lookup for PBR materials in your scene.
  34335. * It should only be one of the following (if not the default embedded one):
  34336. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  34337. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  34338. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  34339. * The material properties need to be setup according to the type of texture in use.
  34340. */
  34341. environmentBRDFTexture: BaseTexture;
  34342. /** @hidden */
  34343. protected _environmentTexture: Nullable<BaseTexture>;
  34344. /**
  34345. * Texture used in all pbr material as the reflection texture.
  34346. * As in the majority of the scene they are the same (exception for multi room and so on),
  34347. * this is easier to reference from here than from all the materials.
  34348. */
  34349. /**
  34350. * Texture used in all pbr material as the reflection texture.
  34351. * As in the majority of the scene they are the same (exception for multi room and so on),
  34352. * this is easier to set here than in all the materials.
  34353. */
  34354. environmentTexture: Nullable<BaseTexture>;
  34355. /** @hidden */
  34356. protected _environmentIntensity: number;
  34357. /**
  34358. * Intensity of the environment in all pbr material.
  34359. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34360. * As in the majority of the scene they are the same (exception for multi room and so on),
  34361. * this is easier to reference from here than from all the materials.
  34362. */
  34363. /**
  34364. * Intensity of the environment in all pbr material.
  34365. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34366. * As in the majority of the scene they are the same (exception for multi room and so on),
  34367. * this is easier to set here than in all the materials.
  34368. */
  34369. environmentIntensity: number;
  34370. /** @hidden */
  34371. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  34372. /**
  34373. * Default image processing configuration used either in the rendering
  34374. * Forward main pass or through the imageProcessingPostProcess if present.
  34375. * As in the majority of the scene they are the same (exception for multi camera),
  34376. * this is easier to reference from here than from all the materials and post process.
  34377. *
  34378. * No setter as we it is a shared configuration, you can set the values instead.
  34379. */
  34380. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  34381. private _forceWireframe;
  34382. /**
  34383. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  34384. */
  34385. forceWireframe: boolean;
  34386. private _forcePointsCloud;
  34387. /**
  34388. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  34389. */
  34390. forcePointsCloud: boolean;
  34391. /**
  34392. * Gets or sets the active clipplane 1
  34393. */
  34394. clipPlane: Nullable<Plane>;
  34395. /**
  34396. * Gets or sets the active clipplane 2
  34397. */
  34398. clipPlane2: Nullable<Plane>;
  34399. /**
  34400. * Gets or sets the active clipplane 3
  34401. */
  34402. clipPlane3: Nullable<Plane>;
  34403. /**
  34404. * Gets or sets the active clipplane 4
  34405. */
  34406. clipPlane4: Nullable<Plane>;
  34407. /**
  34408. * Gets or sets a boolean indicating if animations are enabled
  34409. */
  34410. animationsEnabled: boolean;
  34411. private _animationPropertiesOverride;
  34412. /**
  34413. * Gets or sets the animation properties override
  34414. */
  34415. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  34416. /**
  34417. * Gets or sets a boolean indicating if a constant deltatime has to be used
  34418. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  34419. */
  34420. useConstantAnimationDeltaTime: boolean;
  34421. /**
  34422. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  34423. * Please note that it requires to run a ray cast through the scene on every frame
  34424. */
  34425. constantlyUpdateMeshUnderPointer: boolean;
  34426. /**
  34427. * Defines the HTML cursor to use when hovering over interactive elements
  34428. */
  34429. hoverCursor: string;
  34430. /**
  34431. * Defines the HTML default cursor to use (empty by default)
  34432. */
  34433. defaultCursor: string;
  34434. /**
  34435. * Defines wether cursors are handled by the scene.
  34436. */
  34437. doNotHandleCursors: boolean;
  34438. /**
  34439. * This is used to call preventDefault() on pointer down
  34440. * in order to block unwanted artifacts like system double clicks
  34441. */
  34442. preventDefaultOnPointerDown: boolean;
  34443. /**
  34444. * This is used to call preventDefault() on pointer up
  34445. * in order to block unwanted artifacts like system double clicks
  34446. */
  34447. preventDefaultOnPointerUp: boolean;
  34448. /**
  34449. * Gets or sets user defined metadata
  34450. */
  34451. metadata: any;
  34452. /**
  34453. * For internal use only. Please do not use.
  34454. */
  34455. reservedDataStore: any;
  34456. /**
  34457. * Gets the name of the plugin used to load this scene (null by default)
  34458. */
  34459. loadingPluginName: string;
  34460. /**
  34461. * Use this array to add regular expressions used to disable offline support for specific urls
  34462. */
  34463. disableOfflineSupportExceptionRules: RegExp[];
  34464. /**
  34465. * An event triggered when the scene is disposed.
  34466. */
  34467. onDisposeObservable: Observable<Scene>;
  34468. private _onDisposeObserver;
  34469. /** Sets a function to be executed when this scene is disposed. */
  34470. onDispose: () => void;
  34471. /**
  34472. * An event triggered before rendering the scene (right after animations and physics)
  34473. */
  34474. onBeforeRenderObservable: Observable<Scene>;
  34475. private _onBeforeRenderObserver;
  34476. /** Sets a function to be executed before rendering this scene */
  34477. beforeRender: Nullable<() => void>;
  34478. /**
  34479. * An event triggered after rendering the scene
  34480. */
  34481. onAfterRenderObservable: Observable<Scene>;
  34482. /**
  34483. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  34484. */
  34485. onAfterRenderCameraObservable: Observable<Camera>;
  34486. private _onAfterRenderObserver;
  34487. /** Sets a function to be executed after rendering this scene */
  34488. afterRender: Nullable<() => void>;
  34489. /**
  34490. * An event triggered before animating the scene
  34491. */
  34492. onBeforeAnimationsObservable: Observable<Scene>;
  34493. /**
  34494. * An event triggered after animations processing
  34495. */
  34496. onAfterAnimationsObservable: Observable<Scene>;
  34497. /**
  34498. * An event triggered before draw calls are ready to be sent
  34499. */
  34500. onBeforeDrawPhaseObservable: Observable<Scene>;
  34501. /**
  34502. * An event triggered after draw calls have been sent
  34503. */
  34504. onAfterDrawPhaseObservable: Observable<Scene>;
  34505. /**
  34506. * An event triggered when the scene is ready
  34507. */
  34508. onReadyObservable: Observable<Scene>;
  34509. /**
  34510. * An event triggered before rendering a camera
  34511. */
  34512. onBeforeCameraRenderObservable: Observable<Camera>;
  34513. private _onBeforeCameraRenderObserver;
  34514. /** Sets a function to be executed before rendering a camera*/
  34515. beforeCameraRender: () => void;
  34516. /**
  34517. * An event triggered after rendering a camera
  34518. */
  34519. onAfterCameraRenderObservable: Observable<Camera>;
  34520. private _onAfterCameraRenderObserver;
  34521. /** Sets a function to be executed after rendering a camera*/
  34522. afterCameraRender: () => void;
  34523. /**
  34524. * An event triggered when active meshes evaluation is about to start
  34525. */
  34526. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  34527. /**
  34528. * An event triggered when active meshes evaluation is done
  34529. */
  34530. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  34531. /**
  34532. * An event triggered when particles rendering is about to start
  34533. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34534. */
  34535. onBeforeParticlesRenderingObservable: Observable<Scene>;
  34536. /**
  34537. * An event triggered when particles rendering is done
  34538. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34539. */
  34540. onAfterParticlesRenderingObservable: Observable<Scene>;
  34541. /**
  34542. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  34543. */
  34544. onDataLoadedObservable: Observable<Scene>;
  34545. /**
  34546. * An event triggered when a camera is created
  34547. */
  34548. onNewCameraAddedObservable: Observable<Camera>;
  34549. /**
  34550. * An event triggered when a camera is removed
  34551. */
  34552. onCameraRemovedObservable: Observable<Camera>;
  34553. /**
  34554. * An event triggered when a light is created
  34555. */
  34556. onNewLightAddedObservable: Observable<Light>;
  34557. /**
  34558. * An event triggered when a light is removed
  34559. */
  34560. onLightRemovedObservable: Observable<Light>;
  34561. /**
  34562. * An event triggered when a geometry is created
  34563. */
  34564. onNewGeometryAddedObservable: Observable<Geometry>;
  34565. /**
  34566. * An event triggered when a geometry is removed
  34567. */
  34568. onGeometryRemovedObservable: Observable<Geometry>;
  34569. /**
  34570. * An event triggered when a transform node is created
  34571. */
  34572. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  34573. /**
  34574. * An event triggered when a transform node is removed
  34575. */
  34576. onTransformNodeRemovedObservable: Observable<TransformNode>;
  34577. /**
  34578. * An event triggered when a mesh is created
  34579. */
  34580. onNewMeshAddedObservable: Observable<AbstractMesh>;
  34581. /**
  34582. * An event triggered when a mesh is removed
  34583. */
  34584. onMeshRemovedObservable: Observable<AbstractMesh>;
  34585. /**
  34586. * An event triggered when a skeleton is created
  34587. */
  34588. onNewSkeletonAddedObservable: Observable<Skeleton>;
  34589. /**
  34590. * An event triggered when a skeleton is removed
  34591. */
  34592. onSkeletonRemovedObservable: Observable<Skeleton>;
  34593. /**
  34594. * An event triggered when a material is created
  34595. */
  34596. onNewMaterialAddedObservable: Observable<Material>;
  34597. /**
  34598. * An event triggered when a material is removed
  34599. */
  34600. onMaterialRemovedObservable: Observable<Material>;
  34601. /**
  34602. * An event triggered when a texture is created
  34603. */
  34604. onNewTextureAddedObservable: Observable<BaseTexture>;
  34605. /**
  34606. * An event triggered when a texture is removed
  34607. */
  34608. onTextureRemovedObservable: Observable<BaseTexture>;
  34609. /**
  34610. * An event triggered when render targets are about to be rendered
  34611. * Can happen multiple times per frame.
  34612. */
  34613. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  34614. /**
  34615. * An event triggered when render targets were rendered.
  34616. * Can happen multiple times per frame.
  34617. */
  34618. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  34619. /**
  34620. * An event triggered before calculating deterministic simulation step
  34621. */
  34622. onBeforeStepObservable: Observable<Scene>;
  34623. /**
  34624. * An event triggered after calculating deterministic simulation step
  34625. */
  34626. onAfterStepObservable: Observable<Scene>;
  34627. /**
  34628. * An event triggered when the activeCamera property is updated
  34629. */
  34630. onActiveCameraChanged: Observable<Scene>;
  34631. /**
  34632. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34633. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34634. * 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)
  34635. */
  34636. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34637. /**
  34638. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34639. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34640. * 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)
  34641. */
  34642. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34643. /**
  34644. * This Observable will when a mesh has been imported into the scene.
  34645. */
  34646. onMeshImportedObservable: Observable<AbstractMesh>;
  34647. /**
  34648. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34649. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34650. */
  34651. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34652. /** @hidden */
  34653. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34654. /**
  34655. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34656. */
  34657. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34658. /**
  34659. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34660. */
  34661. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34662. /**
  34663. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34664. */
  34665. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34666. /** Callback called when a pointer move is detected */
  34667. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34668. /** Callback called when a pointer down is detected */
  34669. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34670. /** Callback called when a pointer up is detected */
  34671. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34672. /** Callback called when a pointer pick is detected */
  34673. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34674. /**
  34675. * 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).
  34676. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34677. */
  34678. onPrePointerObservable: Observable<PointerInfoPre>;
  34679. /**
  34680. * Observable event triggered each time an input event is received from the rendering canvas
  34681. */
  34682. onPointerObservable: Observable<PointerInfo>;
  34683. /**
  34684. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34685. */
  34686. readonly unTranslatedPointer: Vector2;
  34687. /**
  34688. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34689. */
  34690. static DragMovementThreshold: number;
  34691. /**
  34692. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34693. */
  34694. static LongPressDelay: number;
  34695. /**
  34696. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34697. */
  34698. static DoubleClickDelay: number;
  34699. /** If you need to check double click without raising a single click at first click, enable this flag */
  34700. static ExclusiveDoubleClickMode: boolean;
  34701. /** @hidden */
  34702. _mirroredCameraPosition: Nullable<Vector3>;
  34703. /**
  34704. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34705. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34706. */
  34707. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34708. /**
  34709. * Observable event triggered each time an keyboard event is received from the hosting window
  34710. */
  34711. onKeyboardObservable: Observable<KeyboardInfo>;
  34712. private _useRightHandedSystem;
  34713. /**
  34714. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34715. */
  34716. useRightHandedSystem: boolean;
  34717. private _timeAccumulator;
  34718. private _currentStepId;
  34719. private _currentInternalStep;
  34720. /**
  34721. * Sets the step Id used by deterministic lock step
  34722. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34723. * @param newStepId defines the step Id
  34724. */
  34725. setStepId(newStepId: number): void;
  34726. /**
  34727. * Gets the step Id used by deterministic lock step
  34728. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34729. * @returns the step Id
  34730. */
  34731. getStepId(): number;
  34732. /**
  34733. * Gets the internal step used by deterministic lock step
  34734. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34735. * @returns the internal step
  34736. */
  34737. getInternalStep(): number;
  34738. private _fogEnabled;
  34739. /**
  34740. * Gets or sets a boolean indicating if fog is enabled on this scene
  34741. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34742. * (Default is true)
  34743. */
  34744. fogEnabled: boolean;
  34745. private _fogMode;
  34746. /**
  34747. * Gets or sets the fog mode to use
  34748. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34749. * | mode | value |
  34750. * | --- | --- |
  34751. * | FOGMODE_NONE | 0 |
  34752. * | FOGMODE_EXP | 1 |
  34753. * | FOGMODE_EXP2 | 2 |
  34754. * | FOGMODE_LINEAR | 3 |
  34755. */
  34756. fogMode: number;
  34757. /**
  34758. * Gets or sets the fog color to use
  34759. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34760. * (Default is Color3(0.2, 0.2, 0.3))
  34761. */
  34762. fogColor: Color3;
  34763. /**
  34764. * Gets or sets the fog density to use
  34765. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34766. * (Default is 0.1)
  34767. */
  34768. fogDensity: number;
  34769. /**
  34770. * Gets or sets the fog start distance to use
  34771. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34772. * (Default is 0)
  34773. */
  34774. fogStart: number;
  34775. /**
  34776. * Gets or sets the fog end distance to use
  34777. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34778. * (Default is 1000)
  34779. */
  34780. fogEnd: number;
  34781. private _shadowsEnabled;
  34782. /**
  34783. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34784. */
  34785. shadowsEnabled: boolean;
  34786. private _lightsEnabled;
  34787. /**
  34788. * Gets or sets a boolean indicating if lights are enabled on this scene
  34789. */
  34790. lightsEnabled: boolean;
  34791. /** All of the active cameras added to this scene. */
  34792. activeCameras: Camera[];
  34793. /** @hidden */
  34794. _activeCamera: Nullable<Camera>;
  34795. /** Gets or sets the current active camera */
  34796. activeCamera: Nullable<Camera>;
  34797. private _defaultMaterial;
  34798. /** The default material used on meshes when no material is affected */
  34799. /** The default material used on meshes when no material is affected */
  34800. defaultMaterial: Material;
  34801. private _texturesEnabled;
  34802. /**
  34803. * Gets or sets a boolean indicating if textures are enabled on this scene
  34804. */
  34805. texturesEnabled: boolean;
  34806. /**
  34807. * Gets or sets a boolean indicating if particles are enabled on this scene
  34808. */
  34809. particlesEnabled: boolean;
  34810. /**
  34811. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34812. */
  34813. spritesEnabled: boolean;
  34814. private _skeletonsEnabled;
  34815. /**
  34816. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34817. */
  34818. skeletonsEnabled: boolean;
  34819. /**
  34820. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34821. */
  34822. lensFlaresEnabled: boolean;
  34823. /**
  34824. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34825. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34826. */
  34827. collisionsEnabled: boolean;
  34828. private _collisionCoordinator;
  34829. /** @hidden */
  34830. readonly collisionCoordinator: ICollisionCoordinator;
  34831. /**
  34832. * Defines the gravity applied to this scene (used only for collisions)
  34833. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34834. */
  34835. gravity: Vector3;
  34836. /**
  34837. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34838. */
  34839. postProcessesEnabled: boolean;
  34840. /**
  34841. * The list of postprocesses added to the scene
  34842. */
  34843. postProcesses: PostProcess[];
  34844. /**
  34845. * Gets the current postprocess manager
  34846. */
  34847. postProcessManager: PostProcessManager;
  34848. /**
  34849. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34850. */
  34851. renderTargetsEnabled: boolean;
  34852. /**
  34853. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34854. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34855. */
  34856. dumpNextRenderTargets: boolean;
  34857. /**
  34858. * The list of user defined render targets added to the scene
  34859. */
  34860. customRenderTargets: RenderTargetTexture[];
  34861. /**
  34862. * Defines if texture loading must be delayed
  34863. * If true, textures will only be loaded when they need to be rendered
  34864. */
  34865. useDelayedTextureLoading: boolean;
  34866. /**
  34867. * Gets the list of meshes imported to the scene through SceneLoader
  34868. */
  34869. importedMeshesFiles: String[];
  34870. /**
  34871. * Gets or sets a boolean indicating if probes are enabled on this scene
  34872. */
  34873. probesEnabled: boolean;
  34874. /**
  34875. * Gets or sets the current offline provider to use to store scene data
  34876. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34877. */
  34878. offlineProvider: IOfflineProvider;
  34879. /**
  34880. * Gets or sets the action manager associated with the scene
  34881. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34882. */
  34883. actionManager: AbstractActionManager;
  34884. private _meshesForIntersections;
  34885. /**
  34886. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34887. */
  34888. proceduralTexturesEnabled: boolean;
  34889. private _engine;
  34890. private _totalVertices;
  34891. /** @hidden */
  34892. _activeIndices: PerfCounter;
  34893. /** @hidden */
  34894. _activeParticles: PerfCounter;
  34895. /** @hidden */
  34896. _activeBones: PerfCounter;
  34897. private _animationRatio;
  34898. /** @hidden */
  34899. _animationTimeLast: number;
  34900. /** @hidden */
  34901. _animationTime: number;
  34902. /**
  34903. * Gets or sets a general scale for animation speed
  34904. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34905. */
  34906. animationTimeScale: number;
  34907. /** @hidden */
  34908. _cachedMaterial: Nullable<Material>;
  34909. /** @hidden */
  34910. _cachedEffect: Nullable<Effect>;
  34911. /** @hidden */
  34912. _cachedVisibility: Nullable<number>;
  34913. private _renderId;
  34914. private _frameId;
  34915. private _executeWhenReadyTimeoutId;
  34916. private _intermediateRendering;
  34917. private _viewUpdateFlag;
  34918. private _projectionUpdateFlag;
  34919. /** @hidden */
  34920. _toBeDisposed: Nullable<IDisposable>[];
  34921. private _activeRequests;
  34922. /** @hidden */
  34923. _pendingData: any[];
  34924. private _isDisposed;
  34925. /**
  34926. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34927. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34928. */
  34929. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34930. private _activeMeshes;
  34931. private _processedMaterials;
  34932. private _renderTargets;
  34933. /** @hidden */
  34934. _activeParticleSystems: SmartArray<IParticleSystem>;
  34935. private _activeSkeletons;
  34936. private _softwareSkinnedMeshes;
  34937. private _renderingManager;
  34938. /** @hidden */
  34939. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34940. private _transformMatrix;
  34941. private _sceneUbo;
  34942. /** @hidden */
  34943. _viewMatrix: Matrix;
  34944. private _projectionMatrix;
  34945. /** @hidden */
  34946. _forcedViewPosition: Nullable<Vector3>;
  34947. /** @hidden */
  34948. _frustumPlanes: Plane[];
  34949. /**
  34950. * Gets the list of frustum planes (built from the active camera)
  34951. */
  34952. readonly frustumPlanes: Plane[];
  34953. /**
  34954. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34955. * This is useful if there are more lights that the maximum simulteanous authorized
  34956. */
  34957. requireLightSorting: boolean;
  34958. /** @hidden */
  34959. readonly useMaterialMeshMap: boolean;
  34960. /** @hidden */
  34961. readonly useClonedMeshhMap: boolean;
  34962. private _externalData;
  34963. private _uid;
  34964. /**
  34965. * @hidden
  34966. * Backing store of defined scene components.
  34967. */
  34968. _components: ISceneComponent[];
  34969. /**
  34970. * @hidden
  34971. * Backing store of defined scene components.
  34972. */
  34973. _serializableComponents: ISceneSerializableComponent[];
  34974. /**
  34975. * List of components to register on the next registration step.
  34976. */
  34977. private _transientComponents;
  34978. /**
  34979. * Registers the transient components if needed.
  34980. */
  34981. private _registerTransientComponents;
  34982. /**
  34983. * @hidden
  34984. * Add a component to the scene.
  34985. * Note that the ccomponent could be registered on th next frame if this is called after
  34986. * the register component stage.
  34987. * @param component Defines the component to add to the scene
  34988. */
  34989. _addComponent(component: ISceneComponent): void;
  34990. /**
  34991. * @hidden
  34992. * Gets a component from the scene.
  34993. * @param name defines the name of the component to retrieve
  34994. * @returns the component or null if not present
  34995. */
  34996. _getComponent(name: string): Nullable<ISceneComponent>;
  34997. /**
  34998. * @hidden
  34999. * Defines the actions happening before camera updates.
  35000. */
  35001. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  35002. /**
  35003. * @hidden
  35004. * Defines the actions happening before clear the canvas.
  35005. */
  35006. _beforeClearStage: Stage<SimpleStageAction>;
  35007. /**
  35008. * @hidden
  35009. * Defines the actions when collecting render targets for the frame.
  35010. */
  35011. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  35012. /**
  35013. * @hidden
  35014. * Defines the actions happening for one camera in the frame.
  35015. */
  35016. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  35017. /**
  35018. * @hidden
  35019. * Defines the actions happening during the per mesh ready checks.
  35020. */
  35021. _isReadyForMeshStage: Stage<MeshStageAction>;
  35022. /**
  35023. * @hidden
  35024. * Defines the actions happening before evaluate active mesh checks.
  35025. */
  35026. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  35027. /**
  35028. * @hidden
  35029. * Defines the actions happening during the evaluate sub mesh checks.
  35030. */
  35031. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  35032. /**
  35033. * @hidden
  35034. * Defines the actions happening during the active mesh stage.
  35035. */
  35036. _activeMeshStage: Stage<ActiveMeshStageAction>;
  35037. /**
  35038. * @hidden
  35039. * Defines the actions happening during the per camera render target step.
  35040. */
  35041. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  35042. /**
  35043. * @hidden
  35044. * Defines the actions happening just before the active camera is drawing.
  35045. */
  35046. _beforeCameraDrawStage: Stage<CameraStageAction>;
  35047. /**
  35048. * @hidden
  35049. * Defines the actions happening just before a render target is drawing.
  35050. */
  35051. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  35052. /**
  35053. * @hidden
  35054. * Defines the actions happening just before a rendering group is drawing.
  35055. */
  35056. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  35057. /**
  35058. * @hidden
  35059. * Defines the actions happening just before a mesh is drawing.
  35060. */
  35061. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  35062. /**
  35063. * @hidden
  35064. * Defines the actions happening just after a mesh has been drawn.
  35065. */
  35066. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  35067. /**
  35068. * @hidden
  35069. * Defines the actions happening just after a rendering group has been drawn.
  35070. */
  35071. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  35072. /**
  35073. * @hidden
  35074. * Defines the actions happening just after the active camera has been drawn.
  35075. */
  35076. _afterCameraDrawStage: Stage<CameraStageAction>;
  35077. /**
  35078. * @hidden
  35079. * Defines the actions happening just after a render target has been drawn.
  35080. */
  35081. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  35082. /**
  35083. * @hidden
  35084. * Defines the actions happening just after rendering all cameras and computing intersections.
  35085. */
  35086. _afterRenderStage: Stage<SimpleStageAction>;
  35087. /**
  35088. * @hidden
  35089. * Defines the actions happening when a pointer move event happens.
  35090. */
  35091. _pointerMoveStage: Stage<PointerMoveStageAction>;
  35092. /**
  35093. * @hidden
  35094. * Defines the actions happening when a pointer down event happens.
  35095. */
  35096. _pointerDownStage: Stage<PointerUpDownStageAction>;
  35097. /**
  35098. * @hidden
  35099. * Defines the actions happening when a pointer up event happens.
  35100. */
  35101. _pointerUpStage: Stage<PointerUpDownStageAction>;
  35102. /**
  35103. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  35104. */
  35105. private geometriesByUniqueId;
  35106. /**
  35107. * Creates a new Scene
  35108. * @param engine defines the engine to use to render this scene
  35109. * @param options defines the scene options
  35110. */
  35111. constructor(engine: Engine, options?: SceneOptions);
  35112. /**
  35113. * Gets a string idenfifying the name of the class
  35114. * @returns "Scene" string
  35115. */
  35116. getClassName(): string;
  35117. private _defaultMeshCandidates;
  35118. /**
  35119. * @hidden
  35120. */
  35121. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  35122. private _defaultSubMeshCandidates;
  35123. /**
  35124. * @hidden
  35125. */
  35126. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  35127. /**
  35128. * Sets the default candidate providers for the scene.
  35129. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  35130. * and getCollidingSubMeshCandidates to their default function
  35131. */
  35132. setDefaultCandidateProviders(): void;
  35133. /**
  35134. * Gets the mesh that is currently under the pointer
  35135. */
  35136. readonly meshUnderPointer: Nullable<AbstractMesh>;
  35137. /**
  35138. * Gets or sets the current on-screen X position of the pointer
  35139. */
  35140. pointerX: number;
  35141. /**
  35142. * Gets or sets the current on-screen Y position of the pointer
  35143. */
  35144. pointerY: number;
  35145. /**
  35146. * Gets the cached material (ie. the latest rendered one)
  35147. * @returns the cached material
  35148. */
  35149. getCachedMaterial(): Nullable<Material>;
  35150. /**
  35151. * Gets the cached effect (ie. the latest rendered one)
  35152. * @returns the cached effect
  35153. */
  35154. getCachedEffect(): Nullable<Effect>;
  35155. /**
  35156. * Gets the cached visibility state (ie. the latest rendered one)
  35157. * @returns the cached visibility state
  35158. */
  35159. getCachedVisibility(): Nullable<number>;
  35160. /**
  35161. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  35162. * @param material defines the current material
  35163. * @param effect defines the current effect
  35164. * @param visibility defines the current visibility state
  35165. * @returns true if one parameter is not cached
  35166. */
  35167. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  35168. /**
  35169. * Gets the engine associated with the scene
  35170. * @returns an Engine
  35171. */
  35172. getEngine(): Engine;
  35173. /**
  35174. * Gets the total number of vertices rendered per frame
  35175. * @returns the total number of vertices rendered per frame
  35176. */
  35177. getTotalVertices(): number;
  35178. /**
  35179. * Gets the performance counter for total vertices
  35180. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35181. */
  35182. readonly totalVerticesPerfCounter: PerfCounter;
  35183. /**
  35184. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  35185. * @returns the total number of active indices rendered per frame
  35186. */
  35187. getActiveIndices(): number;
  35188. /**
  35189. * Gets the performance counter for active indices
  35190. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35191. */
  35192. readonly totalActiveIndicesPerfCounter: PerfCounter;
  35193. /**
  35194. * Gets the total number of active particles rendered per frame
  35195. * @returns the total number of active particles rendered per frame
  35196. */
  35197. getActiveParticles(): number;
  35198. /**
  35199. * Gets the performance counter for active particles
  35200. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35201. */
  35202. readonly activeParticlesPerfCounter: PerfCounter;
  35203. /**
  35204. * Gets the total number of active bones rendered per frame
  35205. * @returns the total number of active bones rendered per frame
  35206. */
  35207. getActiveBones(): number;
  35208. /**
  35209. * Gets the performance counter for active bones
  35210. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35211. */
  35212. readonly activeBonesPerfCounter: PerfCounter;
  35213. /**
  35214. * Gets the array of active meshes
  35215. * @returns an array of AbstractMesh
  35216. */
  35217. getActiveMeshes(): SmartArray<AbstractMesh>;
  35218. /**
  35219. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  35220. * @returns a number
  35221. */
  35222. getAnimationRatio(): number;
  35223. /**
  35224. * Gets an unique Id for the current render phase
  35225. * @returns a number
  35226. */
  35227. getRenderId(): number;
  35228. /**
  35229. * Gets an unique Id for the current frame
  35230. * @returns a number
  35231. */
  35232. getFrameId(): number;
  35233. /** Call this function if you want to manually increment the render Id*/
  35234. incrementRenderId(): void;
  35235. private _createUbo;
  35236. /**
  35237. * Use this method to simulate a pointer move on a mesh
  35238. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35239. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35240. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35241. * @returns the current scene
  35242. */
  35243. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35244. /**
  35245. * Use this method to simulate a pointer down on a mesh
  35246. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35247. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35248. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35249. * @returns the current scene
  35250. */
  35251. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35252. /**
  35253. * Use this method to simulate a pointer up on a mesh
  35254. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35255. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35256. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35257. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  35258. * @returns the current scene
  35259. */
  35260. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  35261. /**
  35262. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  35263. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  35264. * @returns true if the pointer was captured
  35265. */
  35266. isPointerCaptured(pointerId?: number): boolean;
  35267. /**
  35268. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  35269. * @param attachUp defines if you want to attach events to pointerup
  35270. * @param attachDown defines if you want to attach events to pointerdown
  35271. * @param attachMove defines if you want to attach events to pointermove
  35272. */
  35273. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  35274. /** Detaches all event handlers*/
  35275. detachControl(): void;
  35276. /**
  35277. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  35278. * Delay loaded resources are not taking in account
  35279. * @return true if all required resources are ready
  35280. */
  35281. isReady(): boolean;
  35282. /** Resets all cached information relative to material (including effect and visibility) */
  35283. resetCachedMaterial(): void;
  35284. /**
  35285. * Registers a function to be called before every frame render
  35286. * @param func defines the function to register
  35287. */
  35288. registerBeforeRender(func: () => void): void;
  35289. /**
  35290. * Unregisters a function called before every frame render
  35291. * @param func defines the function to unregister
  35292. */
  35293. unregisterBeforeRender(func: () => void): void;
  35294. /**
  35295. * Registers a function to be called after every frame render
  35296. * @param func defines the function to register
  35297. */
  35298. registerAfterRender(func: () => void): void;
  35299. /**
  35300. * Unregisters a function called after every frame render
  35301. * @param func defines the function to unregister
  35302. */
  35303. unregisterAfterRender(func: () => void): void;
  35304. private _executeOnceBeforeRender;
  35305. /**
  35306. * The provided function will run before render once and will be disposed afterwards.
  35307. * A timeout delay can be provided so that the function will be executed in N ms.
  35308. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  35309. * @param func The function to be executed.
  35310. * @param timeout optional delay in ms
  35311. */
  35312. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  35313. /** @hidden */
  35314. _addPendingData(data: any): void;
  35315. /** @hidden */
  35316. _removePendingData(data: any): void;
  35317. /**
  35318. * Returns the number of items waiting to be loaded
  35319. * @returns the number of items waiting to be loaded
  35320. */
  35321. getWaitingItemsCount(): number;
  35322. /**
  35323. * Returns a boolean indicating if the scene is still loading data
  35324. */
  35325. readonly isLoading: boolean;
  35326. /**
  35327. * Registers a function to be executed when the scene is ready
  35328. * @param {Function} func - the function to be executed
  35329. */
  35330. executeWhenReady(func: () => void): void;
  35331. /**
  35332. * Returns a promise that resolves when the scene is ready
  35333. * @returns A promise that resolves when the scene is ready
  35334. */
  35335. whenReadyAsync(): Promise<void>;
  35336. /** @hidden */
  35337. _checkIsReady(): void;
  35338. /**
  35339. * Gets all animatable attached to the scene
  35340. */
  35341. readonly animatables: Animatable[];
  35342. /**
  35343. * Resets the last animation time frame.
  35344. * Useful to override when animations start running when loading a scene for the first time.
  35345. */
  35346. resetLastAnimationTimeFrame(): void;
  35347. /**
  35348. * Gets the current view matrix
  35349. * @returns a Matrix
  35350. */
  35351. getViewMatrix(): Matrix;
  35352. /**
  35353. * Gets the current projection matrix
  35354. * @returns a Matrix
  35355. */
  35356. getProjectionMatrix(): Matrix;
  35357. /**
  35358. * Gets the current transform matrix
  35359. * @returns a Matrix made of View * Projection
  35360. */
  35361. getTransformMatrix(): Matrix;
  35362. /**
  35363. * Sets the current transform matrix
  35364. * @param viewL defines the View matrix to use
  35365. * @param projectionL defines the Projection matrix to use
  35366. * @param viewR defines the right View matrix to use (if provided)
  35367. * @param projectionR defines the right Projection matrix to use (if provided)
  35368. */
  35369. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  35370. /**
  35371. * Gets the uniform buffer used to store scene data
  35372. * @returns a UniformBuffer
  35373. */
  35374. getSceneUniformBuffer(): UniformBuffer;
  35375. /**
  35376. * Gets an unique (relatively to the current scene) Id
  35377. * @returns an unique number for the scene
  35378. */
  35379. getUniqueId(): number;
  35380. /**
  35381. * Add a mesh to the list of scene's meshes
  35382. * @param newMesh defines the mesh to add
  35383. * @param recursive if all child meshes should also be added to the scene
  35384. */
  35385. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  35386. /**
  35387. * Remove a mesh for the list of scene's meshes
  35388. * @param toRemove defines the mesh to remove
  35389. * @param recursive if all child meshes should also be removed from the scene
  35390. * @returns the index where the mesh was in the mesh list
  35391. */
  35392. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  35393. /**
  35394. * Add a transform node to the list of scene's transform nodes
  35395. * @param newTransformNode defines the transform node to add
  35396. */
  35397. addTransformNode(newTransformNode: TransformNode): void;
  35398. /**
  35399. * Remove a transform node for the list of scene's transform nodes
  35400. * @param toRemove defines the transform node to remove
  35401. * @returns the index where the transform node was in the transform node list
  35402. */
  35403. removeTransformNode(toRemove: TransformNode): number;
  35404. /**
  35405. * Remove a skeleton for the list of scene's skeletons
  35406. * @param toRemove defines the skeleton to remove
  35407. * @returns the index where the skeleton was in the skeleton list
  35408. */
  35409. removeSkeleton(toRemove: Skeleton): number;
  35410. /**
  35411. * Remove a morph target for the list of scene's morph targets
  35412. * @param toRemove defines the morph target to remove
  35413. * @returns the index where the morph target was in the morph target list
  35414. */
  35415. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  35416. /**
  35417. * Remove a light for the list of scene's lights
  35418. * @param toRemove defines the light to remove
  35419. * @returns the index where the light was in the light list
  35420. */
  35421. removeLight(toRemove: Light): number;
  35422. /**
  35423. * Remove a camera for the list of scene's cameras
  35424. * @param toRemove defines the camera to remove
  35425. * @returns the index where the camera was in the camera list
  35426. */
  35427. removeCamera(toRemove: Camera): number;
  35428. /**
  35429. * Remove a particle system for the list of scene's particle systems
  35430. * @param toRemove defines the particle system to remove
  35431. * @returns the index where the particle system was in the particle system list
  35432. */
  35433. removeParticleSystem(toRemove: IParticleSystem): number;
  35434. /**
  35435. * Remove a animation for the list of scene's animations
  35436. * @param toRemove defines the animation to remove
  35437. * @returns the index where the animation was in the animation list
  35438. */
  35439. removeAnimation(toRemove: Animation): number;
  35440. /**
  35441. * Will stop the animation of the given target
  35442. * @param target - the target
  35443. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  35444. * @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)
  35445. */
  35446. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  35447. /**
  35448. * Removes the given animation group from this scene.
  35449. * @param toRemove The animation group to remove
  35450. * @returns The index of the removed animation group
  35451. */
  35452. removeAnimationGroup(toRemove: AnimationGroup): number;
  35453. /**
  35454. * Removes the given multi-material from this scene.
  35455. * @param toRemove The multi-material to remove
  35456. * @returns The index of the removed multi-material
  35457. */
  35458. removeMultiMaterial(toRemove: MultiMaterial): number;
  35459. /**
  35460. * Removes the given material from this scene.
  35461. * @param toRemove The material to remove
  35462. * @returns The index of the removed material
  35463. */
  35464. removeMaterial(toRemove: Material): number;
  35465. /**
  35466. * Removes the given action manager from this scene.
  35467. * @param toRemove The action manager to remove
  35468. * @returns The index of the removed action manager
  35469. */
  35470. removeActionManager(toRemove: AbstractActionManager): number;
  35471. /**
  35472. * Removes the given texture from this scene.
  35473. * @param toRemove The texture to remove
  35474. * @returns The index of the removed texture
  35475. */
  35476. removeTexture(toRemove: BaseTexture): number;
  35477. /**
  35478. * Adds the given light to this scene
  35479. * @param newLight The light to add
  35480. */
  35481. addLight(newLight: Light): void;
  35482. /**
  35483. * Sorts the list list based on light priorities
  35484. */
  35485. sortLightsByPriority(): void;
  35486. /**
  35487. * Adds the given camera to this scene
  35488. * @param newCamera The camera to add
  35489. */
  35490. addCamera(newCamera: Camera): void;
  35491. /**
  35492. * Adds the given skeleton to this scene
  35493. * @param newSkeleton The skeleton to add
  35494. */
  35495. addSkeleton(newSkeleton: Skeleton): void;
  35496. /**
  35497. * Adds the given particle system to this scene
  35498. * @param newParticleSystem The particle system to add
  35499. */
  35500. addParticleSystem(newParticleSystem: IParticleSystem): void;
  35501. /**
  35502. * Adds the given animation to this scene
  35503. * @param newAnimation The animation to add
  35504. */
  35505. addAnimation(newAnimation: Animation): void;
  35506. /**
  35507. * Adds the given animation group to this scene.
  35508. * @param newAnimationGroup The animation group to add
  35509. */
  35510. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  35511. /**
  35512. * Adds the given multi-material to this scene
  35513. * @param newMultiMaterial The multi-material to add
  35514. */
  35515. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  35516. /**
  35517. * Adds the given material to this scene
  35518. * @param newMaterial The material to add
  35519. */
  35520. addMaterial(newMaterial: Material): void;
  35521. /**
  35522. * Adds the given morph target to this scene
  35523. * @param newMorphTargetManager The morph target to add
  35524. */
  35525. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  35526. /**
  35527. * Adds the given geometry to this scene
  35528. * @param newGeometry The geometry to add
  35529. */
  35530. addGeometry(newGeometry: Geometry): void;
  35531. /**
  35532. * Adds the given action manager to this scene
  35533. * @param newActionManager The action manager to add
  35534. */
  35535. addActionManager(newActionManager: AbstractActionManager): void;
  35536. /**
  35537. * Adds the given texture to this scene.
  35538. * @param newTexture The texture to add
  35539. */
  35540. addTexture(newTexture: BaseTexture): void;
  35541. /**
  35542. * Switch active camera
  35543. * @param newCamera defines the new active camera
  35544. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  35545. */
  35546. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  35547. /**
  35548. * sets the active camera of the scene using its ID
  35549. * @param id defines the camera's ID
  35550. * @return the new active camera or null if none found.
  35551. */
  35552. setActiveCameraByID(id: string): Nullable<Camera>;
  35553. /**
  35554. * sets the active camera of the scene using its name
  35555. * @param name defines the camera's name
  35556. * @returns the new active camera or null if none found.
  35557. */
  35558. setActiveCameraByName(name: string): Nullable<Camera>;
  35559. /**
  35560. * get an animation group using its name
  35561. * @param name defines the material's name
  35562. * @return the animation group or null if none found.
  35563. */
  35564. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  35565. /**
  35566. * Get a material using its unique id
  35567. * @param uniqueId defines the material's unique id
  35568. * @return the material or null if none found.
  35569. */
  35570. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  35571. /**
  35572. * get a material using its id
  35573. * @param id defines the material's ID
  35574. * @return the material or null if none found.
  35575. */
  35576. getMaterialByID(id: string): Nullable<Material>;
  35577. /**
  35578. * Gets a the last added material using a given id
  35579. * @param id defines the material's ID
  35580. * @return the last material with the given id or null if none found.
  35581. */
  35582. getLastMaterialByID(id: string): Nullable<Material>;
  35583. /**
  35584. * Gets a material using its name
  35585. * @param name defines the material's name
  35586. * @return the material or null if none found.
  35587. */
  35588. getMaterialByName(name: string): Nullable<Material>;
  35589. /**
  35590. * Get a texture using its unique id
  35591. * @param uniqueId defines the texture's unique id
  35592. * @return the texture or null if none found.
  35593. */
  35594. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  35595. /**
  35596. * Gets a camera using its id
  35597. * @param id defines the id to look for
  35598. * @returns the camera or null if not found
  35599. */
  35600. getCameraByID(id: string): Nullable<Camera>;
  35601. /**
  35602. * Gets a camera using its unique id
  35603. * @param uniqueId defines the unique id to look for
  35604. * @returns the camera or null if not found
  35605. */
  35606. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  35607. /**
  35608. * Gets a camera using its name
  35609. * @param name defines the camera's name
  35610. * @return the camera or null if none found.
  35611. */
  35612. getCameraByName(name: string): Nullable<Camera>;
  35613. /**
  35614. * Gets a bone using its id
  35615. * @param id defines the bone's id
  35616. * @return the bone or null if not found
  35617. */
  35618. getBoneByID(id: string): Nullable<Bone>;
  35619. /**
  35620. * Gets a bone using its id
  35621. * @param name defines the bone's name
  35622. * @return the bone or null if not found
  35623. */
  35624. getBoneByName(name: string): Nullable<Bone>;
  35625. /**
  35626. * Gets a light node using its name
  35627. * @param name defines the the light's name
  35628. * @return the light or null if none found.
  35629. */
  35630. getLightByName(name: string): Nullable<Light>;
  35631. /**
  35632. * Gets a light node using its id
  35633. * @param id defines the light's id
  35634. * @return the light or null if none found.
  35635. */
  35636. getLightByID(id: string): Nullable<Light>;
  35637. /**
  35638. * Gets a light node using its scene-generated unique ID
  35639. * @param uniqueId defines the light's unique id
  35640. * @return the light or null if none found.
  35641. */
  35642. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35643. /**
  35644. * Gets a particle system by id
  35645. * @param id defines the particle system id
  35646. * @return the corresponding system or null if none found
  35647. */
  35648. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35649. /**
  35650. * Gets a geometry using its ID
  35651. * @param id defines the geometry's id
  35652. * @return the geometry or null if none found.
  35653. */
  35654. getGeometryByID(id: string): Nullable<Geometry>;
  35655. private _getGeometryByUniqueID;
  35656. /**
  35657. * Add a new geometry to this scene
  35658. * @param geometry defines the geometry to be added to the scene.
  35659. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35660. * @return a boolean defining if the geometry was added or not
  35661. */
  35662. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35663. /**
  35664. * Removes an existing geometry
  35665. * @param geometry defines the geometry to be removed from the scene
  35666. * @return a boolean defining if the geometry was removed or not
  35667. */
  35668. removeGeometry(geometry: Geometry): boolean;
  35669. /**
  35670. * Gets the list of geometries attached to the scene
  35671. * @returns an array of Geometry
  35672. */
  35673. getGeometries(): Geometry[];
  35674. /**
  35675. * Gets the first added mesh found of a given ID
  35676. * @param id defines the id to search for
  35677. * @return the mesh found or null if not found at all
  35678. */
  35679. getMeshByID(id: string): Nullable<AbstractMesh>;
  35680. /**
  35681. * Gets a list of meshes using their id
  35682. * @param id defines the id to search for
  35683. * @returns a list of meshes
  35684. */
  35685. getMeshesByID(id: string): Array<AbstractMesh>;
  35686. /**
  35687. * Gets the first added transform node found of a given ID
  35688. * @param id defines the id to search for
  35689. * @return the found transform node or null if not found at all.
  35690. */
  35691. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35692. /**
  35693. * Gets a transform node with its auto-generated unique id
  35694. * @param uniqueId efines the unique id to search for
  35695. * @return the found transform node or null if not found at all.
  35696. */
  35697. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35698. /**
  35699. * Gets a list of transform nodes using their id
  35700. * @param id defines the id to search for
  35701. * @returns a list of transform nodes
  35702. */
  35703. getTransformNodesByID(id: string): Array<TransformNode>;
  35704. /**
  35705. * Gets a mesh with its auto-generated unique id
  35706. * @param uniqueId defines the unique id to search for
  35707. * @return the found mesh or null if not found at all.
  35708. */
  35709. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35710. /**
  35711. * Gets a the last added mesh using a given id
  35712. * @param id defines the id to search for
  35713. * @return the found mesh or null if not found at all.
  35714. */
  35715. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35716. /**
  35717. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35718. * @param id defines the id to search for
  35719. * @return the found node or null if not found at all
  35720. */
  35721. getLastEntryByID(id: string): Nullable<Node>;
  35722. /**
  35723. * Gets a node (Mesh, Camera, Light) using a given id
  35724. * @param id defines the id to search for
  35725. * @return the found node or null if not found at all
  35726. */
  35727. getNodeByID(id: string): Nullable<Node>;
  35728. /**
  35729. * Gets a node (Mesh, Camera, Light) using a given name
  35730. * @param name defines the name to search for
  35731. * @return the found node or null if not found at all.
  35732. */
  35733. getNodeByName(name: string): Nullable<Node>;
  35734. /**
  35735. * Gets a mesh using a given name
  35736. * @param name defines the name to search for
  35737. * @return the found mesh or null if not found at all.
  35738. */
  35739. getMeshByName(name: string): Nullable<AbstractMesh>;
  35740. /**
  35741. * Gets a transform node using a given name
  35742. * @param name defines the name to search for
  35743. * @return the found transform node or null if not found at all.
  35744. */
  35745. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35746. /**
  35747. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35748. * @param id defines the id to search for
  35749. * @return the found skeleton or null if not found at all.
  35750. */
  35751. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35752. /**
  35753. * Gets a skeleton using a given auto generated unique id
  35754. * @param uniqueId defines the unique id to search for
  35755. * @return the found skeleton or null if not found at all.
  35756. */
  35757. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35758. /**
  35759. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35760. * @param id defines the id to search for
  35761. * @return the found skeleton or null if not found at all.
  35762. */
  35763. getSkeletonById(id: string): Nullable<Skeleton>;
  35764. /**
  35765. * Gets a skeleton using a given name
  35766. * @param name defines the name to search for
  35767. * @return the found skeleton or null if not found at all.
  35768. */
  35769. getSkeletonByName(name: string): Nullable<Skeleton>;
  35770. /**
  35771. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35772. * @param id defines the id to search for
  35773. * @return the found morph target manager or null if not found at all.
  35774. */
  35775. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35776. /**
  35777. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35778. * @param id defines the id to search for
  35779. * @return the found morph target or null if not found at all.
  35780. */
  35781. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35782. /**
  35783. * Gets a boolean indicating if the given mesh is active
  35784. * @param mesh defines the mesh to look for
  35785. * @returns true if the mesh is in the active list
  35786. */
  35787. isActiveMesh(mesh: AbstractMesh): boolean;
  35788. /**
  35789. * Return a unique id as a string which can serve as an identifier for the scene
  35790. */
  35791. readonly uid: string;
  35792. /**
  35793. * Add an externaly attached data from its key.
  35794. * This method call will fail and return false, if such key already exists.
  35795. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35796. * @param key the unique key that identifies the data
  35797. * @param data the data object to associate to the key for this Engine instance
  35798. * @return true if no such key were already present and the data was added successfully, false otherwise
  35799. */
  35800. addExternalData<T>(key: string, data: T): boolean;
  35801. /**
  35802. * Get an externaly attached data from its key
  35803. * @param key the unique key that identifies the data
  35804. * @return the associated data, if present (can be null), or undefined if not present
  35805. */
  35806. getExternalData<T>(key: string): Nullable<T>;
  35807. /**
  35808. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35809. * @param key the unique key that identifies the data
  35810. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35811. * @return the associated data, can be null if the factory returned null.
  35812. */
  35813. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35814. /**
  35815. * Remove an externaly attached data from the Engine instance
  35816. * @param key the unique key that identifies the data
  35817. * @return true if the data was successfully removed, false if it doesn't exist
  35818. */
  35819. removeExternalData(key: string): boolean;
  35820. private _evaluateSubMesh;
  35821. /**
  35822. * Clear the processed materials smart array preventing retention point in material dispose.
  35823. */
  35824. freeProcessedMaterials(): void;
  35825. private _preventFreeActiveMeshesAndRenderingGroups;
  35826. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35827. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35828. * when disposing several meshes in a row or a hierarchy of meshes.
  35829. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35830. */
  35831. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35832. /**
  35833. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35834. */
  35835. freeActiveMeshes(): void;
  35836. /**
  35837. * Clear the info related to rendering groups preventing retention points during dispose.
  35838. */
  35839. freeRenderingGroups(): void;
  35840. /** @hidden */
  35841. _isInIntermediateRendering(): boolean;
  35842. /**
  35843. * Lambda returning the list of potentially active meshes.
  35844. */
  35845. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35846. /**
  35847. * Lambda returning the list of potentially active sub meshes.
  35848. */
  35849. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35850. /**
  35851. * Lambda returning the list of potentially intersecting sub meshes.
  35852. */
  35853. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35854. /**
  35855. * Lambda returning the list of potentially colliding sub meshes.
  35856. */
  35857. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35858. private _activeMeshesFrozen;
  35859. /**
  35860. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35861. * @returns the current scene
  35862. */
  35863. freezeActiveMeshes(): Scene;
  35864. /**
  35865. * Use this function to restart evaluating active meshes on every frame
  35866. * @returns the current scene
  35867. */
  35868. unfreezeActiveMeshes(): Scene;
  35869. private _evaluateActiveMeshes;
  35870. private _activeMesh;
  35871. /**
  35872. * Update the transform matrix to update from the current active camera
  35873. * @param force defines a boolean used to force the update even if cache is up to date
  35874. */
  35875. updateTransformMatrix(force?: boolean): void;
  35876. private _bindFrameBuffer;
  35877. /** @hidden */
  35878. _allowPostProcessClearColor: boolean;
  35879. /** @hidden */
  35880. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35881. private _processSubCameras;
  35882. private _checkIntersections;
  35883. /** @hidden */
  35884. _advancePhysicsEngineStep(step: number): void;
  35885. /**
  35886. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35887. */
  35888. getDeterministicFrameTime: () => number;
  35889. /** @hidden */
  35890. _animate(): void;
  35891. /** Execute all animations (for a frame) */
  35892. animate(): void;
  35893. /**
  35894. * Render the scene
  35895. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35896. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35897. */
  35898. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35899. /**
  35900. * Freeze all materials
  35901. * A frozen material will not be updatable but should be faster to render
  35902. */
  35903. freezeMaterials(): void;
  35904. /**
  35905. * Unfreeze all materials
  35906. * A frozen material will not be updatable but should be faster to render
  35907. */
  35908. unfreezeMaterials(): void;
  35909. /**
  35910. * Releases all held ressources
  35911. */
  35912. dispose(): void;
  35913. /**
  35914. * Gets if the scene is already disposed
  35915. */
  35916. readonly isDisposed: boolean;
  35917. /**
  35918. * Call this function to reduce memory footprint of the scene.
  35919. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35920. */
  35921. clearCachedVertexData(): void;
  35922. /**
  35923. * This function will remove the local cached buffer data from texture.
  35924. * It will save memory but will prevent the texture from being rebuilt
  35925. */
  35926. cleanCachedTextureBuffer(): void;
  35927. /**
  35928. * Get the world extend vectors with an optional filter
  35929. *
  35930. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35931. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35932. */
  35933. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35934. min: Vector3;
  35935. max: Vector3;
  35936. };
  35937. /**
  35938. * Creates a ray that can be used to pick in the scene
  35939. * @param x defines the x coordinate of the origin (on-screen)
  35940. * @param y defines the y coordinate of the origin (on-screen)
  35941. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35942. * @param camera defines the camera to use for the picking
  35943. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35944. * @returns a Ray
  35945. */
  35946. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35947. /**
  35948. * Creates a ray that can be used to pick in the scene
  35949. * @param x defines the x coordinate of the origin (on-screen)
  35950. * @param y defines the y coordinate of the origin (on-screen)
  35951. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35952. * @param result defines the ray where to store the picking ray
  35953. * @param camera defines the camera to use for the picking
  35954. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35955. * @returns the current scene
  35956. */
  35957. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35958. /**
  35959. * Creates a ray that can be used to pick in the scene
  35960. * @param x defines the x coordinate of the origin (on-screen)
  35961. * @param y defines the y coordinate of the origin (on-screen)
  35962. * @param camera defines the camera to use for the picking
  35963. * @returns a Ray
  35964. */
  35965. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35966. /**
  35967. * Creates a ray that can be used to pick in the scene
  35968. * @param x defines the x coordinate of the origin (on-screen)
  35969. * @param y defines the y coordinate of the origin (on-screen)
  35970. * @param result defines the ray where to store the picking ray
  35971. * @param camera defines the camera to use for the picking
  35972. * @returns the current scene
  35973. */
  35974. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35975. /** Launch a ray to try to pick a mesh in the scene
  35976. * @param x position on screen
  35977. * @param y position on screen
  35978. * @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
  35979. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35980. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35981. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35982. * @returns a PickingInfo
  35983. */
  35984. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35985. /** Use the given ray to pick a mesh in the scene
  35986. * @param ray The ray to use to pick meshes
  35987. * @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
  35988. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35989. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35990. * @returns a PickingInfo
  35991. */
  35992. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35993. /**
  35994. * Launch a ray to try to pick a mesh in the scene
  35995. * @param x X position on screen
  35996. * @param y Y position on screen
  35997. * @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
  35998. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35999. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36000. * @returns an array of PickingInfo
  36001. */
  36002. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  36003. /**
  36004. * Launch a ray to try to pick a mesh in the scene
  36005. * @param ray Ray to use
  36006. * @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
  36007. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36008. * @returns an array of PickingInfo
  36009. */
  36010. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  36011. /**
  36012. * Force the value of meshUnderPointer
  36013. * @param mesh defines the mesh to use
  36014. */
  36015. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  36016. /**
  36017. * Gets the mesh under the pointer
  36018. * @returns a Mesh or null if no mesh is under the pointer
  36019. */
  36020. getPointerOverMesh(): Nullable<AbstractMesh>;
  36021. /** @hidden */
  36022. _rebuildGeometries(): void;
  36023. /** @hidden */
  36024. _rebuildTextures(): void;
  36025. private _getByTags;
  36026. /**
  36027. * Get a list of meshes by tags
  36028. * @param tagsQuery defines the tags query to use
  36029. * @param forEach defines a predicate used to filter results
  36030. * @returns an array of Mesh
  36031. */
  36032. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  36033. /**
  36034. * Get a list of cameras by tags
  36035. * @param tagsQuery defines the tags query to use
  36036. * @param forEach defines a predicate used to filter results
  36037. * @returns an array of Camera
  36038. */
  36039. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  36040. /**
  36041. * Get a list of lights by tags
  36042. * @param tagsQuery defines the tags query to use
  36043. * @param forEach defines a predicate used to filter results
  36044. * @returns an array of Light
  36045. */
  36046. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  36047. /**
  36048. * Get a list of materials by tags
  36049. * @param tagsQuery defines the tags query to use
  36050. * @param forEach defines a predicate used to filter results
  36051. * @returns an array of Material
  36052. */
  36053. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  36054. /**
  36055. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  36056. * This allowed control for front to back rendering or reversly depending of the special needs.
  36057. *
  36058. * @param renderingGroupId The rendering group id corresponding to its index
  36059. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  36060. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  36061. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  36062. */
  36063. 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;
  36064. /**
  36065. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  36066. *
  36067. * @param renderingGroupId The rendering group id corresponding to its index
  36068. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  36069. * @param depth Automatically clears depth between groups if true and autoClear is true.
  36070. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  36071. */
  36072. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  36073. /**
  36074. * Gets the current auto clear configuration for one rendering group of the rendering
  36075. * manager.
  36076. * @param index the rendering group index to get the information for
  36077. * @returns The auto clear setup for the requested rendering group
  36078. */
  36079. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  36080. private _blockMaterialDirtyMechanism;
  36081. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  36082. blockMaterialDirtyMechanism: boolean;
  36083. /**
  36084. * Will flag all materials as dirty to trigger new shader compilation
  36085. * @param flag defines the flag used to specify which material part must be marked as dirty
  36086. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  36087. */
  36088. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  36089. /** @hidden */
  36090. _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;
  36091. /** @hidden */
  36092. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  36093. /** @hidden */
  36094. _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;
  36095. /** @hidden */
  36096. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  36097. /** @hidden */
  36098. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  36099. /** @hidden */
  36100. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  36101. }
  36102. }
  36103. declare module "babylonjs/assetContainer" {
  36104. import { AbstractScene } from "babylonjs/abstractScene";
  36105. import { Scene } from "babylonjs/scene";
  36106. import { Mesh } from "babylonjs/Meshes/mesh";
  36107. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36108. import { Skeleton } from "babylonjs/Bones/skeleton";
  36109. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  36110. /**
  36111. * Set of assets to keep when moving a scene into an asset container.
  36112. */
  36113. export class KeepAssets extends AbstractScene {
  36114. }
  36115. /**
  36116. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  36117. */
  36118. export class InstantiatedEntries {
  36119. /**
  36120. * List of new root nodes (eg. nodes with no parent)
  36121. */
  36122. rootNodes: TransformNode[];
  36123. /**
  36124. * List of new skeletons
  36125. */
  36126. skeletons: Skeleton[];
  36127. /**
  36128. * List of new animation groups
  36129. */
  36130. animationGroups: AnimationGroup[];
  36131. }
  36132. /**
  36133. * Container with a set of assets that can be added or removed from a scene.
  36134. */
  36135. export class AssetContainer extends AbstractScene {
  36136. /**
  36137. * The scene the AssetContainer belongs to.
  36138. */
  36139. scene: Scene;
  36140. /**
  36141. * Instantiates an AssetContainer.
  36142. * @param scene The scene the AssetContainer belongs to.
  36143. */
  36144. constructor(scene: Scene);
  36145. /**
  36146. * Instantiate or clone all meshes and add the new ones to the scene.
  36147. * Skeletons and animation groups will all be cloned
  36148. * @param nameFunction defines an optional function used to get new names for clones
  36149. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  36150. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  36151. */
  36152. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  36153. /**
  36154. * Adds all the assets from the container to the scene.
  36155. */
  36156. addAllToScene(): void;
  36157. /**
  36158. * Removes all the assets in the container from the scene
  36159. */
  36160. removeAllFromScene(): void;
  36161. /**
  36162. * Disposes all the assets in the container
  36163. */
  36164. dispose(): void;
  36165. private _moveAssets;
  36166. /**
  36167. * Removes all the assets contained in the scene and adds them to the container.
  36168. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  36169. */
  36170. moveAllFromScene(keepAssets?: KeepAssets): void;
  36171. /**
  36172. * 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.
  36173. * @returns the root mesh
  36174. */
  36175. createRootMesh(): Mesh;
  36176. }
  36177. }
  36178. declare module "babylonjs/abstractScene" {
  36179. import { Scene } from "babylonjs/scene";
  36180. import { Nullable } from "babylonjs/types";
  36181. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36182. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36183. import { Geometry } from "babylonjs/Meshes/geometry";
  36184. import { Skeleton } from "babylonjs/Bones/skeleton";
  36185. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  36186. import { AssetContainer } from "babylonjs/assetContainer";
  36187. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  36188. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  36189. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  36190. import { Material } from "babylonjs/Materials/material";
  36191. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  36192. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  36193. import { Camera } from "babylonjs/Cameras/camera";
  36194. import { Light } from "babylonjs/Lights/light";
  36195. import { Node } from "babylonjs/node";
  36196. import { Animation } from "babylonjs/Animations/animation";
  36197. /**
  36198. * Defines how the parser contract is defined.
  36199. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  36200. */
  36201. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  36202. /**
  36203. * Defines how the individual parser contract is defined.
  36204. * These parser can parse an individual asset
  36205. */
  36206. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  36207. /**
  36208. * Base class of the scene acting as a container for the different elements composing a scene.
  36209. * This class is dynamically extended by the different components of the scene increasing
  36210. * flexibility and reducing coupling
  36211. */
  36212. export abstract class AbstractScene {
  36213. /**
  36214. * Stores the list of available parsers in the application.
  36215. */
  36216. private static _BabylonFileParsers;
  36217. /**
  36218. * Stores the list of available individual parsers in the application.
  36219. */
  36220. private static _IndividualBabylonFileParsers;
  36221. /**
  36222. * Adds a parser in the list of available ones
  36223. * @param name Defines the name of the parser
  36224. * @param parser Defines the parser to add
  36225. */
  36226. static AddParser(name: string, parser: BabylonFileParser): void;
  36227. /**
  36228. * Gets a general parser from the list of avaialble ones
  36229. * @param name Defines the name of the parser
  36230. * @returns the requested parser or null
  36231. */
  36232. static GetParser(name: string): Nullable<BabylonFileParser>;
  36233. /**
  36234. * Adds n individual parser in the list of available ones
  36235. * @param name Defines the name of the parser
  36236. * @param parser Defines the parser to add
  36237. */
  36238. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  36239. /**
  36240. * Gets an individual parser from the list of avaialble ones
  36241. * @param name Defines the name of the parser
  36242. * @returns the requested parser or null
  36243. */
  36244. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  36245. /**
  36246. * Parser json data and populate both a scene and its associated container object
  36247. * @param jsonData Defines the data to parse
  36248. * @param scene Defines the scene to parse the data for
  36249. * @param container Defines the container attached to the parsing sequence
  36250. * @param rootUrl Defines the root url of the data
  36251. */
  36252. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  36253. /**
  36254. * Gets the list of root nodes (ie. nodes with no parent)
  36255. */
  36256. rootNodes: Node[];
  36257. /** All of the cameras added to this scene
  36258. * @see http://doc.babylonjs.com/babylon101/cameras
  36259. */
  36260. cameras: Camera[];
  36261. /**
  36262. * All of the lights added to this scene
  36263. * @see http://doc.babylonjs.com/babylon101/lights
  36264. */
  36265. lights: Light[];
  36266. /**
  36267. * All of the (abstract) meshes added to this scene
  36268. */
  36269. meshes: AbstractMesh[];
  36270. /**
  36271. * The list of skeletons added to the scene
  36272. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  36273. */
  36274. skeletons: Skeleton[];
  36275. /**
  36276. * All of the particle systems added to this scene
  36277. * @see http://doc.babylonjs.com/babylon101/particles
  36278. */
  36279. particleSystems: IParticleSystem[];
  36280. /**
  36281. * Gets a list of Animations associated with the scene
  36282. */
  36283. animations: Animation[];
  36284. /**
  36285. * All of the animation groups added to this scene
  36286. * @see http://doc.babylonjs.com/how_to/group
  36287. */
  36288. animationGroups: AnimationGroup[];
  36289. /**
  36290. * All of the multi-materials added to this scene
  36291. * @see http://doc.babylonjs.com/how_to/multi_materials
  36292. */
  36293. multiMaterials: MultiMaterial[];
  36294. /**
  36295. * All of the materials added to this scene
  36296. * In the context of a Scene, it is not supposed to be modified manually.
  36297. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  36298. * Note also that the order of the Material within the array is not significant and might change.
  36299. * @see http://doc.babylonjs.com/babylon101/materials
  36300. */
  36301. materials: Material[];
  36302. /**
  36303. * The list of morph target managers added to the scene
  36304. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  36305. */
  36306. morphTargetManagers: MorphTargetManager[];
  36307. /**
  36308. * The list of geometries used in the scene.
  36309. */
  36310. geometries: Geometry[];
  36311. /**
  36312. * All of the tranform nodes added to this scene
  36313. * In the context of a Scene, it is not supposed to be modified manually.
  36314. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  36315. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  36316. * @see http://doc.babylonjs.com/how_to/transformnode
  36317. */
  36318. transformNodes: TransformNode[];
  36319. /**
  36320. * ActionManagers available on the scene.
  36321. */
  36322. actionManagers: AbstractActionManager[];
  36323. /**
  36324. * Textures to keep.
  36325. */
  36326. textures: BaseTexture[];
  36327. /**
  36328. * Environment texture for the scene
  36329. */
  36330. environmentTexture: Nullable<BaseTexture>;
  36331. }
  36332. }
  36333. declare module "babylonjs/Audio/sound" {
  36334. import { Observable } from "babylonjs/Misc/observable";
  36335. import { Vector3 } from "babylonjs/Maths/math.vector";
  36336. import { Nullable } from "babylonjs/types";
  36337. import { Scene } from "babylonjs/scene";
  36338. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36339. /**
  36340. * Interface used to define options for Sound class
  36341. */
  36342. export interface ISoundOptions {
  36343. /**
  36344. * Does the sound autoplay once loaded.
  36345. */
  36346. autoplay?: boolean;
  36347. /**
  36348. * Does the sound loop after it finishes playing once.
  36349. */
  36350. loop?: boolean;
  36351. /**
  36352. * Sound's volume
  36353. */
  36354. volume?: number;
  36355. /**
  36356. * Is it a spatial sound?
  36357. */
  36358. spatialSound?: boolean;
  36359. /**
  36360. * Maximum distance to hear that sound
  36361. */
  36362. maxDistance?: number;
  36363. /**
  36364. * Uses user defined attenuation function
  36365. */
  36366. useCustomAttenuation?: boolean;
  36367. /**
  36368. * Define the roll off factor of spatial sounds.
  36369. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36370. */
  36371. rolloffFactor?: number;
  36372. /**
  36373. * Define the reference distance the sound should be heard perfectly.
  36374. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36375. */
  36376. refDistance?: number;
  36377. /**
  36378. * Define the distance attenuation model the sound will follow.
  36379. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36380. */
  36381. distanceModel?: string;
  36382. /**
  36383. * Defines the playback speed (1 by default)
  36384. */
  36385. playbackRate?: number;
  36386. /**
  36387. * Defines if the sound is from a streaming source
  36388. */
  36389. streaming?: boolean;
  36390. /**
  36391. * Defines an optional length (in seconds) inside the sound file
  36392. */
  36393. length?: number;
  36394. /**
  36395. * Defines an optional offset (in seconds) inside the sound file
  36396. */
  36397. offset?: number;
  36398. /**
  36399. * If true, URLs will not be required to state the audio file codec to use.
  36400. */
  36401. skipCodecCheck?: boolean;
  36402. }
  36403. /**
  36404. * Defines a sound that can be played in the application.
  36405. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  36406. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36407. */
  36408. export class Sound {
  36409. /**
  36410. * The name of the sound in the scene.
  36411. */
  36412. name: string;
  36413. /**
  36414. * Does the sound autoplay once loaded.
  36415. */
  36416. autoplay: boolean;
  36417. /**
  36418. * Does the sound loop after it finishes playing once.
  36419. */
  36420. loop: boolean;
  36421. /**
  36422. * Does the sound use a custom attenuation curve to simulate the falloff
  36423. * happening when the source gets further away from the camera.
  36424. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36425. */
  36426. useCustomAttenuation: boolean;
  36427. /**
  36428. * The sound track id this sound belongs to.
  36429. */
  36430. soundTrackId: number;
  36431. /**
  36432. * Is this sound currently played.
  36433. */
  36434. isPlaying: boolean;
  36435. /**
  36436. * Is this sound currently paused.
  36437. */
  36438. isPaused: boolean;
  36439. /**
  36440. * Does this sound enables spatial sound.
  36441. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36442. */
  36443. spatialSound: boolean;
  36444. /**
  36445. * Define the reference distance the sound should be heard perfectly.
  36446. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36447. */
  36448. refDistance: number;
  36449. /**
  36450. * Define the roll off factor of spatial sounds.
  36451. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36452. */
  36453. rolloffFactor: number;
  36454. /**
  36455. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  36456. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36457. */
  36458. maxDistance: number;
  36459. /**
  36460. * Define the distance attenuation model the sound will follow.
  36461. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36462. */
  36463. distanceModel: string;
  36464. /**
  36465. * @hidden
  36466. * Back Compat
  36467. **/
  36468. onended: () => any;
  36469. /**
  36470. * Observable event when the current playing sound finishes.
  36471. */
  36472. onEndedObservable: Observable<Sound>;
  36473. private _panningModel;
  36474. private _playbackRate;
  36475. private _streaming;
  36476. private _startTime;
  36477. private _startOffset;
  36478. private _position;
  36479. /** @hidden */
  36480. _positionInEmitterSpace: boolean;
  36481. private _localDirection;
  36482. private _volume;
  36483. private _isReadyToPlay;
  36484. private _isDirectional;
  36485. private _readyToPlayCallback;
  36486. private _audioBuffer;
  36487. private _soundSource;
  36488. private _streamingSource;
  36489. private _soundPanner;
  36490. private _soundGain;
  36491. private _inputAudioNode;
  36492. private _outputAudioNode;
  36493. private _coneInnerAngle;
  36494. private _coneOuterAngle;
  36495. private _coneOuterGain;
  36496. private _scene;
  36497. private _connectedTransformNode;
  36498. private _customAttenuationFunction;
  36499. private _registerFunc;
  36500. private _isOutputConnected;
  36501. private _htmlAudioElement;
  36502. private _urlType;
  36503. private _length?;
  36504. private _offset?;
  36505. /** @hidden */
  36506. static _SceneComponentInitialization: (scene: Scene) => void;
  36507. /**
  36508. * Create a sound and attach it to a scene
  36509. * @param name Name of your sound
  36510. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  36511. * @param scene defines the scene the sound belongs to
  36512. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  36513. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  36514. */
  36515. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  36516. /**
  36517. * Release the sound and its associated resources
  36518. */
  36519. dispose(): void;
  36520. /**
  36521. * Gets if the sounds is ready to be played or not.
  36522. * @returns true if ready, otherwise false
  36523. */
  36524. isReady(): boolean;
  36525. private _soundLoaded;
  36526. /**
  36527. * Sets the data of the sound from an audiobuffer
  36528. * @param audioBuffer The audioBuffer containing the data
  36529. */
  36530. setAudioBuffer(audioBuffer: AudioBuffer): void;
  36531. /**
  36532. * Updates the current sounds options such as maxdistance, loop...
  36533. * @param options A JSON object containing values named as the object properties
  36534. */
  36535. updateOptions(options: ISoundOptions): void;
  36536. private _createSpatialParameters;
  36537. private _updateSpatialParameters;
  36538. /**
  36539. * Switch the panning model to HRTF:
  36540. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36541. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36542. */
  36543. switchPanningModelToHRTF(): void;
  36544. /**
  36545. * Switch the panning model to Equal Power:
  36546. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36547. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36548. */
  36549. switchPanningModelToEqualPower(): void;
  36550. private _switchPanningModel;
  36551. /**
  36552. * Connect this sound to a sound track audio node like gain...
  36553. * @param soundTrackAudioNode the sound track audio node to connect to
  36554. */
  36555. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  36556. /**
  36557. * Transform this sound into a directional source
  36558. * @param coneInnerAngle Size of the inner cone in degree
  36559. * @param coneOuterAngle Size of the outer cone in degree
  36560. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  36561. */
  36562. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  36563. /**
  36564. * Gets or sets the inner angle for the directional cone.
  36565. */
  36566. /**
  36567. * Gets or sets the inner angle for the directional cone.
  36568. */
  36569. directionalConeInnerAngle: number;
  36570. /**
  36571. * Gets or sets the outer angle for the directional cone.
  36572. */
  36573. /**
  36574. * Gets or sets the outer angle for the directional cone.
  36575. */
  36576. directionalConeOuterAngle: number;
  36577. /**
  36578. * Sets the position of the emitter if spatial sound is enabled
  36579. * @param newPosition Defines the new posisiton
  36580. */
  36581. setPosition(newPosition: Vector3): void;
  36582. /**
  36583. * Sets the local direction of the emitter if spatial sound is enabled
  36584. * @param newLocalDirection Defines the new local direction
  36585. */
  36586. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  36587. private _updateDirection;
  36588. /** @hidden */
  36589. updateDistanceFromListener(): void;
  36590. /**
  36591. * Sets a new custom attenuation function for the sound.
  36592. * @param callback Defines the function used for the attenuation
  36593. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36594. */
  36595. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  36596. /**
  36597. * Play the sound
  36598. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  36599. * @param offset (optional) Start the sound at a specific time in seconds
  36600. * @param length (optional) Sound duration (in seconds)
  36601. */
  36602. play(time?: number, offset?: number, length?: number): void;
  36603. private _onended;
  36604. /**
  36605. * Stop the sound
  36606. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  36607. */
  36608. stop(time?: number): void;
  36609. /**
  36610. * Put the sound in pause
  36611. */
  36612. pause(): void;
  36613. /**
  36614. * Sets a dedicated volume for this sounds
  36615. * @param newVolume Define the new volume of the sound
  36616. * @param time Define time for gradual change to new volume
  36617. */
  36618. setVolume(newVolume: number, time?: number): void;
  36619. /**
  36620. * Set the sound play back rate
  36621. * @param newPlaybackRate Define the playback rate the sound should be played at
  36622. */
  36623. setPlaybackRate(newPlaybackRate: number): void;
  36624. /**
  36625. * Gets the volume of the sound.
  36626. * @returns the volume of the sound
  36627. */
  36628. getVolume(): number;
  36629. /**
  36630. * Attach the sound to a dedicated mesh
  36631. * @param transformNode The transform node to connect the sound with
  36632. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36633. */
  36634. attachToMesh(transformNode: TransformNode): void;
  36635. /**
  36636. * Detach the sound from the previously attached mesh
  36637. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36638. */
  36639. detachFromMesh(): void;
  36640. private _onRegisterAfterWorldMatrixUpdate;
  36641. /**
  36642. * Clone the current sound in the scene.
  36643. * @returns the new sound clone
  36644. */
  36645. clone(): Nullable<Sound>;
  36646. /**
  36647. * Gets the current underlying audio buffer containing the data
  36648. * @returns the audio buffer
  36649. */
  36650. getAudioBuffer(): Nullable<AudioBuffer>;
  36651. /**
  36652. * Serializes the Sound in a JSON representation
  36653. * @returns the JSON representation of the sound
  36654. */
  36655. serialize(): any;
  36656. /**
  36657. * Parse a JSON representation of a sound to innstantiate in a given scene
  36658. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  36659. * @param scene Define the scene the new parsed sound should be created in
  36660. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  36661. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  36662. * @returns the newly parsed sound
  36663. */
  36664. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  36665. }
  36666. }
  36667. declare module "babylonjs/Actions/directAudioActions" {
  36668. import { Action } from "babylonjs/Actions/action";
  36669. import { Condition } from "babylonjs/Actions/condition";
  36670. import { Sound } from "babylonjs/Audio/sound";
  36671. /**
  36672. * This defines an action helpful to play a defined sound on a triggered action.
  36673. */
  36674. export class PlaySoundAction extends Action {
  36675. private _sound;
  36676. /**
  36677. * Instantiate the action
  36678. * @param triggerOptions defines the trigger options
  36679. * @param sound defines the sound to play
  36680. * @param condition defines the trigger related conditions
  36681. */
  36682. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36683. /** @hidden */
  36684. _prepare(): void;
  36685. /**
  36686. * Execute the action and play the sound.
  36687. */
  36688. execute(): void;
  36689. /**
  36690. * Serializes the actions and its related information.
  36691. * @param parent defines the object to serialize in
  36692. * @returns the serialized object
  36693. */
  36694. serialize(parent: any): any;
  36695. }
  36696. /**
  36697. * This defines an action helpful to stop a defined sound on a triggered action.
  36698. */
  36699. export class StopSoundAction extends Action {
  36700. private _sound;
  36701. /**
  36702. * Instantiate the action
  36703. * @param triggerOptions defines the trigger options
  36704. * @param sound defines the sound to stop
  36705. * @param condition defines the trigger related conditions
  36706. */
  36707. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36708. /** @hidden */
  36709. _prepare(): void;
  36710. /**
  36711. * Execute the action and stop the sound.
  36712. */
  36713. execute(): void;
  36714. /**
  36715. * Serializes the actions and its related information.
  36716. * @param parent defines the object to serialize in
  36717. * @returns the serialized object
  36718. */
  36719. serialize(parent: any): any;
  36720. }
  36721. }
  36722. declare module "babylonjs/Actions/interpolateValueAction" {
  36723. import { Action } from "babylonjs/Actions/action";
  36724. import { Condition } from "babylonjs/Actions/condition";
  36725. import { Observable } from "babylonjs/Misc/observable";
  36726. /**
  36727. * This defines an action responsible to change the value of a property
  36728. * by interpolating between its current value and the newly set one once triggered.
  36729. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36730. */
  36731. export class InterpolateValueAction extends Action {
  36732. /**
  36733. * Defines the path of the property where the value should be interpolated
  36734. */
  36735. propertyPath: string;
  36736. /**
  36737. * Defines the target value at the end of the interpolation.
  36738. */
  36739. value: any;
  36740. /**
  36741. * Defines the time it will take for the property to interpolate to the value.
  36742. */
  36743. duration: number;
  36744. /**
  36745. * Defines if the other scene animations should be stopped when the action has been triggered
  36746. */
  36747. stopOtherAnimations?: boolean;
  36748. /**
  36749. * Defines a callback raised once the interpolation animation has been done.
  36750. */
  36751. onInterpolationDone?: () => void;
  36752. /**
  36753. * Observable triggered once the interpolation animation has been done.
  36754. */
  36755. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36756. private _target;
  36757. private _effectiveTarget;
  36758. private _property;
  36759. /**
  36760. * Instantiate the action
  36761. * @param triggerOptions defines the trigger options
  36762. * @param target defines the object containing the value to interpolate
  36763. * @param propertyPath defines the path to the property in the target object
  36764. * @param value defines the target value at the end of the interpolation
  36765. * @param duration deines the time it will take for the property to interpolate to the value.
  36766. * @param condition defines the trigger related conditions
  36767. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36768. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36769. */
  36770. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36771. /** @hidden */
  36772. _prepare(): void;
  36773. /**
  36774. * Execute the action starts the value interpolation.
  36775. */
  36776. execute(): void;
  36777. /**
  36778. * Serializes the actions and its related information.
  36779. * @param parent defines the object to serialize in
  36780. * @returns the serialized object
  36781. */
  36782. serialize(parent: any): any;
  36783. }
  36784. }
  36785. declare module "babylonjs/Actions/index" {
  36786. export * from "babylonjs/Actions/abstractActionManager";
  36787. export * from "babylonjs/Actions/action";
  36788. export * from "babylonjs/Actions/actionEvent";
  36789. export * from "babylonjs/Actions/actionManager";
  36790. export * from "babylonjs/Actions/condition";
  36791. export * from "babylonjs/Actions/directActions";
  36792. export * from "babylonjs/Actions/directAudioActions";
  36793. export * from "babylonjs/Actions/interpolateValueAction";
  36794. }
  36795. declare module "babylonjs/Animations/index" {
  36796. export * from "babylonjs/Animations/animatable";
  36797. export * from "babylonjs/Animations/animation";
  36798. export * from "babylonjs/Animations/animationGroup";
  36799. export * from "babylonjs/Animations/animationPropertiesOverride";
  36800. export * from "babylonjs/Animations/easing";
  36801. export * from "babylonjs/Animations/runtimeAnimation";
  36802. export * from "babylonjs/Animations/animationEvent";
  36803. export * from "babylonjs/Animations/animationGroup";
  36804. export * from "babylonjs/Animations/animationKey";
  36805. export * from "babylonjs/Animations/animationRange";
  36806. export * from "babylonjs/Animations/animatable.interface";
  36807. }
  36808. declare module "babylonjs/Audio/soundTrack" {
  36809. import { Sound } from "babylonjs/Audio/sound";
  36810. import { Analyser } from "babylonjs/Audio/analyser";
  36811. import { Scene } from "babylonjs/scene";
  36812. /**
  36813. * Options allowed during the creation of a sound track.
  36814. */
  36815. export interface ISoundTrackOptions {
  36816. /**
  36817. * The volume the sound track should take during creation
  36818. */
  36819. volume?: number;
  36820. /**
  36821. * Define if the sound track is the main sound track of the scene
  36822. */
  36823. mainTrack?: boolean;
  36824. }
  36825. /**
  36826. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36827. * It will be also used in a future release to apply effects on a specific track.
  36828. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36829. */
  36830. export class SoundTrack {
  36831. /**
  36832. * The unique identifier of the sound track in the scene.
  36833. */
  36834. id: number;
  36835. /**
  36836. * The list of sounds included in the sound track.
  36837. */
  36838. soundCollection: Array<Sound>;
  36839. private _outputAudioNode;
  36840. private _scene;
  36841. private _isMainTrack;
  36842. private _connectedAnalyser;
  36843. private _options;
  36844. private _isInitialized;
  36845. /**
  36846. * Creates a new sound track.
  36847. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36848. * @param scene Define the scene the sound track belongs to
  36849. * @param options
  36850. */
  36851. constructor(scene: Scene, options?: ISoundTrackOptions);
  36852. private _initializeSoundTrackAudioGraph;
  36853. /**
  36854. * Release the sound track and its associated resources
  36855. */
  36856. dispose(): void;
  36857. /**
  36858. * Adds a sound to this sound track
  36859. * @param sound define the cound to add
  36860. * @ignoreNaming
  36861. */
  36862. AddSound(sound: Sound): void;
  36863. /**
  36864. * Removes a sound to this sound track
  36865. * @param sound define the cound to remove
  36866. * @ignoreNaming
  36867. */
  36868. RemoveSound(sound: Sound): void;
  36869. /**
  36870. * Set a global volume for the full sound track.
  36871. * @param newVolume Define the new volume of the sound track
  36872. */
  36873. setVolume(newVolume: number): void;
  36874. /**
  36875. * Switch the panning model to HRTF:
  36876. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36877. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36878. */
  36879. switchPanningModelToHRTF(): void;
  36880. /**
  36881. * Switch the panning model to Equal Power:
  36882. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36883. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36884. */
  36885. switchPanningModelToEqualPower(): void;
  36886. /**
  36887. * Connect the sound track to an audio analyser allowing some amazing
  36888. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36889. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36890. * @param analyser The analyser to connect to the engine
  36891. */
  36892. connectToAnalyser(analyser: Analyser): void;
  36893. }
  36894. }
  36895. declare module "babylonjs/Audio/audioSceneComponent" {
  36896. import { Sound } from "babylonjs/Audio/sound";
  36897. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36898. import { Nullable } from "babylonjs/types";
  36899. import { Vector3 } from "babylonjs/Maths/math.vector";
  36900. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36901. import { Scene } from "babylonjs/scene";
  36902. import { AbstractScene } from "babylonjs/abstractScene";
  36903. import "babylonjs/Audio/audioEngine";
  36904. module "babylonjs/abstractScene" {
  36905. interface AbstractScene {
  36906. /**
  36907. * The list of sounds used in the scene.
  36908. */
  36909. sounds: Nullable<Array<Sound>>;
  36910. }
  36911. }
  36912. module "babylonjs/scene" {
  36913. interface Scene {
  36914. /**
  36915. * @hidden
  36916. * Backing field
  36917. */
  36918. _mainSoundTrack: SoundTrack;
  36919. /**
  36920. * The main sound track played by the scene.
  36921. * It cotains your primary collection of sounds.
  36922. */
  36923. mainSoundTrack: SoundTrack;
  36924. /**
  36925. * The list of sound tracks added to the scene
  36926. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36927. */
  36928. soundTracks: Nullable<Array<SoundTrack>>;
  36929. /**
  36930. * Gets a sound using a given name
  36931. * @param name defines the name to search for
  36932. * @return the found sound or null if not found at all.
  36933. */
  36934. getSoundByName(name: string): Nullable<Sound>;
  36935. /**
  36936. * Gets or sets if audio support is enabled
  36937. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36938. */
  36939. audioEnabled: boolean;
  36940. /**
  36941. * Gets or sets if audio will be output to headphones
  36942. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36943. */
  36944. headphone: boolean;
  36945. /**
  36946. * Gets or sets custom audio listener position provider
  36947. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36948. */
  36949. audioListenerPositionProvider: Nullable<() => Vector3>;
  36950. /**
  36951. * Gets or sets a refresh rate when using 3D audio positioning
  36952. */
  36953. audioPositioningRefreshRate: number;
  36954. }
  36955. }
  36956. /**
  36957. * Defines the sound scene component responsible to manage any sounds
  36958. * in a given scene.
  36959. */
  36960. export class AudioSceneComponent implements ISceneSerializableComponent {
  36961. /**
  36962. * The component name helpfull to identify the component in the list of scene components.
  36963. */
  36964. readonly name: string;
  36965. /**
  36966. * The scene the component belongs to.
  36967. */
  36968. scene: Scene;
  36969. private _audioEnabled;
  36970. /**
  36971. * Gets whether audio is enabled or not.
  36972. * Please use related enable/disable method to switch state.
  36973. */
  36974. readonly audioEnabled: boolean;
  36975. private _headphone;
  36976. /**
  36977. * Gets whether audio is outputing to headphone or not.
  36978. * Please use the according Switch methods to change output.
  36979. */
  36980. readonly headphone: boolean;
  36981. /**
  36982. * Gets or sets a refresh rate when using 3D audio positioning
  36983. */
  36984. audioPositioningRefreshRate: number;
  36985. private _audioListenerPositionProvider;
  36986. /**
  36987. * Gets the current audio listener position provider
  36988. */
  36989. /**
  36990. * Sets a custom listener position for all sounds in the scene
  36991. * By default, this is the position of the first active camera
  36992. */
  36993. audioListenerPositionProvider: Nullable<() => Vector3>;
  36994. /**
  36995. * Creates a new instance of the component for the given scene
  36996. * @param scene Defines the scene to register the component in
  36997. */
  36998. constructor(scene: Scene);
  36999. /**
  37000. * Registers the component in a given scene
  37001. */
  37002. register(): void;
  37003. /**
  37004. * Rebuilds the elements related to this component in case of
  37005. * context lost for instance.
  37006. */
  37007. rebuild(): void;
  37008. /**
  37009. * Serializes the component data to the specified json object
  37010. * @param serializationObject The object to serialize to
  37011. */
  37012. serialize(serializationObject: any): void;
  37013. /**
  37014. * Adds all the elements from the container to the scene
  37015. * @param container the container holding the elements
  37016. */
  37017. addFromContainer(container: AbstractScene): void;
  37018. /**
  37019. * Removes all the elements in the container from the scene
  37020. * @param container contains the elements to remove
  37021. * @param dispose if the removed element should be disposed (default: false)
  37022. */
  37023. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  37024. /**
  37025. * Disposes the component and the associated ressources.
  37026. */
  37027. dispose(): void;
  37028. /**
  37029. * Disables audio in the associated scene.
  37030. */
  37031. disableAudio(): void;
  37032. /**
  37033. * Enables audio in the associated scene.
  37034. */
  37035. enableAudio(): void;
  37036. /**
  37037. * Switch audio to headphone output.
  37038. */
  37039. switchAudioModeForHeadphones(): void;
  37040. /**
  37041. * Switch audio to normal speakers.
  37042. */
  37043. switchAudioModeForNormalSpeakers(): void;
  37044. private _cachedCameraDirection;
  37045. private _cachedCameraPosition;
  37046. private _lastCheck;
  37047. private _afterRender;
  37048. }
  37049. }
  37050. declare module "babylonjs/Audio/weightedsound" {
  37051. import { Sound } from "babylonjs/Audio/sound";
  37052. /**
  37053. * Wraps one or more Sound objects and selects one with random weight for playback.
  37054. */
  37055. export class WeightedSound {
  37056. /** When true a Sound will be selected and played when the current playing Sound completes. */
  37057. loop: boolean;
  37058. private _coneInnerAngle;
  37059. private _coneOuterAngle;
  37060. private _volume;
  37061. /** A Sound is currently playing. */
  37062. isPlaying: boolean;
  37063. /** A Sound is currently paused. */
  37064. isPaused: boolean;
  37065. private _sounds;
  37066. private _weights;
  37067. private _currentIndex?;
  37068. /**
  37069. * Creates a new WeightedSound from the list of sounds given.
  37070. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  37071. * @param sounds Array of Sounds that will be selected from.
  37072. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  37073. */
  37074. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  37075. /**
  37076. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  37077. */
  37078. /**
  37079. * The size of cone in degress for a directional sound in which there will be no attenuation.
  37080. */
  37081. directionalConeInnerAngle: number;
  37082. /**
  37083. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  37084. * Listener angles between innerAngle and outerAngle will falloff linearly.
  37085. */
  37086. /**
  37087. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  37088. * Listener angles between innerAngle and outerAngle will falloff linearly.
  37089. */
  37090. directionalConeOuterAngle: number;
  37091. /**
  37092. * Playback volume.
  37093. */
  37094. /**
  37095. * Playback volume.
  37096. */
  37097. volume: number;
  37098. private _onended;
  37099. /**
  37100. * Suspend playback
  37101. */
  37102. pause(): void;
  37103. /**
  37104. * Stop playback
  37105. */
  37106. stop(): void;
  37107. /**
  37108. * Start playback.
  37109. * @param startOffset Position the clip head at a specific time in seconds.
  37110. */
  37111. play(startOffset?: number): void;
  37112. }
  37113. }
  37114. declare module "babylonjs/Audio/index" {
  37115. export * from "babylonjs/Audio/analyser";
  37116. export * from "babylonjs/Audio/audioEngine";
  37117. export * from "babylonjs/Audio/audioSceneComponent";
  37118. export * from "babylonjs/Audio/sound";
  37119. export * from "babylonjs/Audio/soundTrack";
  37120. export * from "babylonjs/Audio/weightedsound";
  37121. }
  37122. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  37123. import { Behavior } from "babylonjs/Behaviors/behavior";
  37124. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37125. import { BackEase } from "babylonjs/Animations/easing";
  37126. /**
  37127. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  37128. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37129. */
  37130. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  37131. /**
  37132. * Gets the name of the behavior.
  37133. */
  37134. readonly name: string;
  37135. /**
  37136. * The easing function used by animations
  37137. */
  37138. static EasingFunction: BackEase;
  37139. /**
  37140. * The easing mode used by animations
  37141. */
  37142. static EasingMode: number;
  37143. /**
  37144. * The duration of the animation, in milliseconds
  37145. */
  37146. transitionDuration: number;
  37147. /**
  37148. * Length of the distance animated by the transition when lower radius is reached
  37149. */
  37150. lowerRadiusTransitionRange: number;
  37151. /**
  37152. * Length of the distance animated by the transition when upper radius is reached
  37153. */
  37154. upperRadiusTransitionRange: number;
  37155. private _autoTransitionRange;
  37156. /**
  37157. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  37158. */
  37159. /**
  37160. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  37161. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  37162. */
  37163. autoTransitionRange: boolean;
  37164. private _attachedCamera;
  37165. private _onAfterCheckInputsObserver;
  37166. private _onMeshTargetChangedObserver;
  37167. /**
  37168. * Initializes the behavior.
  37169. */
  37170. init(): void;
  37171. /**
  37172. * Attaches the behavior to its arc rotate camera.
  37173. * @param camera Defines the camera to attach the behavior to
  37174. */
  37175. attach(camera: ArcRotateCamera): void;
  37176. /**
  37177. * Detaches the behavior from its current arc rotate camera.
  37178. */
  37179. detach(): void;
  37180. private _radiusIsAnimating;
  37181. private _radiusBounceTransition;
  37182. private _animatables;
  37183. private _cachedWheelPrecision;
  37184. /**
  37185. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  37186. * @param radiusLimit The limit to check against.
  37187. * @return Bool to indicate if at limit.
  37188. */
  37189. private _isRadiusAtLimit;
  37190. /**
  37191. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  37192. * @param radiusDelta The delta by which to animate to. Can be negative.
  37193. */
  37194. private _applyBoundRadiusAnimation;
  37195. /**
  37196. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  37197. */
  37198. protected _clearAnimationLocks(): void;
  37199. /**
  37200. * Stops and removes all animations that have been applied to the camera
  37201. */
  37202. stopAllAnimations(): void;
  37203. }
  37204. }
  37205. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  37206. import { Behavior } from "babylonjs/Behaviors/behavior";
  37207. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37208. import { ExponentialEase } from "babylonjs/Animations/easing";
  37209. import { Nullable } from "babylonjs/types";
  37210. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37211. import { Vector3 } from "babylonjs/Maths/math.vector";
  37212. /**
  37213. * 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.
  37214. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37215. */
  37216. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  37217. /**
  37218. * Gets the name of the behavior.
  37219. */
  37220. readonly name: string;
  37221. private _mode;
  37222. private _radiusScale;
  37223. private _positionScale;
  37224. private _defaultElevation;
  37225. private _elevationReturnTime;
  37226. private _elevationReturnWaitTime;
  37227. private _zoomStopsAnimation;
  37228. private _framingTime;
  37229. /**
  37230. * The easing function used by animations
  37231. */
  37232. static EasingFunction: ExponentialEase;
  37233. /**
  37234. * The easing mode used by animations
  37235. */
  37236. static EasingMode: number;
  37237. /**
  37238. * Sets the current mode used by the behavior
  37239. */
  37240. /**
  37241. * Gets current mode used by the behavior.
  37242. */
  37243. mode: number;
  37244. /**
  37245. * Sets the scale applied to the radius (1 by default)
  37246. */
  37247. /**
  37248. * Gets the scale applied to the radius
  37249. */
  37250. radiusScale: number;
  37251. /**
  37252. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37253. */
  37254. /**
  37255. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37256. */
  37257. positionScale: number;
  37258. /**
  37259. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37260. * behaviour is triggered, in radians.
  37261. */
  37262. /**
  37263. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37264. * behaviour is triggered, in radians.
  37265. */
  37266. defaultElevation: number;
  37267. /**
  37268. * Sets the time (in milliseconds) taken to return to the default beta position.
  37269. * Negative value indicates camera should not return to default.
  37270. */
  37271. /**
  37272. * Gets the time (in milliseconds) taken to return to the default beta position.
  37273. * Negative value indicates camera should not return to default.
  37274. */
  37275. elevationReturnTime: number;
  37276. /**
  37277. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37278. */
  37279. /**
  37280. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37281. */
  37282. elevationReturnWaitTime: number;
  37283. /**
  37284. * Sets the flag that indicates if user zooming should stop animation.
  37285. */
  37286. /**
  37287. * Gets the flag that indicates if user zooming should stop animation.
  37288. */
  37289. zoomStopsAnimation: boolean;
  37290. /**
  37291. * Sets the transition time when framing the mesh, in milliseconds
  37292. */
  37293. /**
  37294. * Gets the transition time when framing the mesh, in milliseconds
  37295. */
  37296. framingTime: number;
  37297. /**
  37298. * Define if the behavior should automatically change the configured
  37299. * camera limits and sensibilities.
  37300. */
  37301. autoCorrectCameraLimitsAndSensibility: boolean;
  37302. private _onPrePointerObservableObserver;
  37303. private _onAfterCheckInputsObserver;
  37304. private _onMeshTargetChangedObserver;
  37305. private _attachedCamera;
  37306. private _isPointerDown;
  37307. private _lastInteractionTime;
  37308. /**
  37309. * Initializes the behavior.
  37310. */
  37311. init(): void;
  37312. /**
  37313. * Attaches the behavior to its arc rotate camera.
  37314. * @param camera Defines the camera to attach the behavior to
  37315. */
  37316. attach(camera: ArcRotateCamera): void;
  37317. /**
  37318. * Detaches the behavior from its current arc rotate camera.
  37319. */
  37320. detach(): void;
  37321. private _animatables;
  37322. private _betaIsAnimating;
  37323. private _betaTransition;
  37324. private _radiusTransition;
  37325. private _vectorTransition;
  37326. /**
  37327. * Targets the given mesh and updates zoom level accordingly.
  37328. * @param mesh The mesh to target.
  37329. * @param radius Optional. If a cached radius position already exists, overrides default.
  37330. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37331. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37332. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37333. */
  37334. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37335. /**
  37336. * Targets the given mesh with its children and updates zoom level accordingly.
  37337. * @param mesh The mesh to target.
  37338. * @param radius Optional. If a cached radius position already exists, overrides default.
  37339. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37340. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37341. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37342. */
  37343. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37344. /**
  37345. * Targets the given meshes with their children and updates zoom level accordingly.
  37346. * @param meshes The mesh to target.
  37347. * @param radius Optional. If a cached radius position already exists, overrides default.
  37348. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37349. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37350. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37351. */
  37352. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37353. /**
  37354. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  37355. * @param minimumWorld Determines the smaller position of the bounding box extend
  37356. * @param maximumWorld Determines the bigger position of the bounding box extend
  37357. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37358. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37359. */
  37360. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37361. /**
  37362. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  37363. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  37364. * frustum width.
  37365. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  37366. * to fully enclose the mesh in the viewing frustum.
  37367. */
  37368. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  37369. /**
  37370. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  37371. * is automatically returned to its default position (expected to be above ground plane).
  37372. */
  37373. private _maintainCameraAboveGround;
  37374. /**
  37375. * Returns the frustum slope based on the canvas ratio and camera FOV
  37376. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  37377. */
  37378. private _getFrustumSlope;
  37379. /**
  37380. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  37381. */
  37382. private _clearAnimationLocks;
  37383. /**
  37384. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37385. */
  37386. private _applyUserInteraction;
  37387. /**
  37388. * Stops and removes all animations that have been applied to the camera
  37389. */
  37390. stopAllAnimations(): void;
  37391. /**
  37392. * Gets a value indicating if the user is moving the camera
  37393. */
  37394. readonly isUserIsMoving: boolean;
  37395. /**
  37396. * The camera can move all the way towards the mesh.
  37397. */
  37398. static IgnoreBoundsSizeMode: number;
  37399. /**
  37400. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  37401. */
  37402. static FitFrustumSidesMode: number;
  37403. }
  37404. }
  37405. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  37406. import { Nullable } from "babylonjs/types";
  37407. import { Camera } from "babylonjs/Cameras/camera";
  37408. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37409. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37410. /**
  37411. * Base class for Camera Pointer Inputs.
  37412. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  37413. * for example usage.
  37414. */
  37415. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  37416. /**
  37417. * Defines the camera the input is attached to.
  37418. */
  37419. abstract camera: Camera;
  37420. /**
  37421. * Whether keyboard modifier keys are pressed at time of last mouse event.
  37422. */
  37423. protected _altKey: boolean;
  37424. protected _ctrlKey: boolean;
  37425. protected _metaKey: boolean;
  37426. protected _shiftKey: boolean;
  37427. /**
  37428. * Which mouse buttons were pressed at time of last mouse event.
  37429. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  37430. */
  37431. protected _buttonsPressed: number;
  37432. /**
  37433. * Defines the buttons associated with the input to handle camera move.
  37434. */
  37435. buttons: number[];
  37436. /**
  37437. * Attach the input controls to a specific dom element to get the input from.
  37438. * @param element Defines the element the controls should be listened from
  37439. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37440. */
  37441. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37442. /**
  37443. * Detach the current controls from the specified dom element.
  37444. * @param element Defines the element to stop listening the inputs from
  37445. */
  37446. detachControl(element: Nullable<HTMLElement>): void;
  37447. /**
  37448. * Gets the class name of the current input.
  37449. * @returns the class name
  37450. */
  37451. getClassName(): string;
  37452. /**
  37453. * Get the friendly name associated with the input class.
  37454. * @returns the input friendly name
  37455. */
  37456. getSimpleName(): string;
  37457. /**
  37458. * Called on pointer POINTERDOUBLETAP event.
  37459. * Override this method to provide functionality on POINTERDOUBLETAP event.
  37460. */
  37461. protected onDoubleTap(type: string): void;
  37462. /**
  37463. * Called on pointer POINTERMOVE event if only a single touch is active.
  37464. * Override this method to provide functionality.
  37465. */
  37466. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37467. /**
  37468. * Called on pointer POINTERMOVE event if multiple touches are active.
  37469. * Override this method to provide functionality.
  37470. */
  37471. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37472. /**
  37473. * Called on JS contextmenu event.
  37474. * Override this method to provide functionality.
  37475. */
  37476. protected onContextMenu(evt: PointerEvent): void;
  37477. /**
  37478. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37479. * press.
  37480. * Override this method to provide functionality.
  37481. */
  37482. protected onButtonDown(evt: PointerEvent): void;
  37483. /**
  37484. * Called each time a new POINTERUP event occurs. Ie, for each button
  37485. * release.
  37486. * Override this method to provide functionality.
  37487. */
  37488. protected onButtonUp(evt: PointerEvent): void;
  37489. /**
  37490. * Called when window becomes inactive.
  37491. * Override this method to provide functionality.
  37492. */
  37493. protected onLostFocus(): void;
  37494. private _pointerInput;
  37495. private _observer;
  37496. private _onLostFocus;
  37497. private pointA;
  37498. private pointB;
  37499. }
  37500. }
  37501. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  37502. import { Nullable } from "babylonjs/types";
  37503. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37504. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  37505. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37506. /**
  37507. * Manage the pointers inputs to control an arc rotate camera.
  37508. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37509. */
  37510. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  37511. /**
  37512. * Defines the camera the input is attached to.
  37513. */
  37514. camera: ArcRotateCamera;
  37515. /**
  37516. * Gets the class name of the current input.
  37517. * @returns the class name
  37518. */
  37519. getClassName(): string;
  37520. /**
  37521. * Defines the buttons associated with the input to handle camera move.
  37522. */
  37523. buttons: number[];
  37524. /**
  37525. * Defines the pointer angular sensibility along the X axis or how fast is
  37526. * the camera rotating.
  37527. */
  37528. angularSensibilityX: number;
  37529. /**
  37530. * Defines the pointer angular sensibility along the Y axis or how fast is
  37531. * the camera rotating.
  37532. */
  37533. angularSensibilityY: number;
  37534. /**
  37535. * Defines the pointer pinch precision or how fast is the camera zooming.
  37536. */
  37537. pinchPrecision: number;
  37538. /**
  37539. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  37540. * from 0.
  37541. * It defines the percentage of current camera.radius to use as delta when
  37542. * pinch zoom is used.
  37543. */
  37544. pinchDeltaPercentage: number;
  37545. /**
  37546. * Defines the pointer panning sensibility or how fast is the camera moving.
  37547. */
  37548. panningSensibility: number;
  37549. /**
  37550. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  37551. */
  37552. multiTouchPanning: boolean;
  37553. /**
  37554. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  37555. * zoom (pinch) through multitouch.
  37556. */
  37557. multiTouchPanAndZoom: boolean;
  37558. /**
  37559. * Revers pinch action direction.
  37560. */
  37561. pinchInwards: boolean;
  37562. private _isPanClick;
  37563. private _twoFingerActivityCount;
  37564. private _isPinching;
  37565. /**
  37566. * Called on pointer POINTERMOVE event if only a single touch is active.
  37567. */
  37568. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37569. /**
  37570. * Called on pointer POINTERDOUBLETAP event.
  37571. */
  37572. protected onDoubleTap(type: string): void;
  37573. /**
  37574. * Called on pointer POINTERMOVE event if multiple touches are active.
  37575. */
  37576. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37577. /**
  37578. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37579. * press.
  37580. */
  37581. protected onButtonDown(evt: PointerEvent): void;
  37582. /**
  37583. * Called each time a new POINTERUP event occurs. Ie, for each button
  37584. * release.
  37585. */
  37586. protected onButtonUp(evt: PointerEvent): void;
  37587. /**
  37588. * Called when window becomes inactive.
  37589. */
  37590. protected onLostFocus(): void;
  37591. }
  37592. }
  37593. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  37594. import { Nullable } from "babylonjs/types";
  37595. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37596. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37597. /**
  37598. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  37599. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37600. */
  37601. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  37602. /**
  37603. * Defines the camera the input is attached to.
  37604. */
  37605. camera: ArcRotateCamera;
  37606. /**
  37607. * Defines the list of key codes associated with the up action (increase alpha)
  37608. */
  37609. keysUp: number[];
  37610. /**
  37611. * Defines the list of key codes associated with the down action (decrease alpha)
  37612. */
  37613. keysDown: number[];
  37614. /**
  37615. * Defines the list of key codes associated with the left action (increase beta)
  37616. */
  37617. keysLeft: number[];
  37618. /**
  37619. * Defines the list of key codes associated with the right action (decrease beta)
  37620. */
  37621. keysRight: number[];
  37622. /**
  37623. * Defines the list of key codes associated with the reset action.
  37624. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  37625. */
  37626. keysReset: number[];
  37627. /**
  37628. * Defines the panning sensibility of the inputs.
  37629. * (How fast is the camera paning)
  37630. */
  37631. panningSensibility: number;
  37632. /**
  37633. * Defines the zooming sensibility of the inputs.
  37634. * (How fast is the camera zooming)
  37635. */
  37636. zoomingSensibility: number;
  37637. /**
  37638. * Defines wether maintaining the alt key down switch the movement mode from
  37639. * orientation to zoom.
  37640. */
  37641. useAltToZoom: boolean;
  37642. /**
  37643. * Rotation speed of the camera
  37644. */
  37645. angularSpeed: number;
  37646. private _keys;
  37647. private _ctrlPressed;
  37648. private _altPressed;
  37649. private _onCanvasBlurObserver;
  37650. private _onKeyboardObserver;
  37651. private _engine;
  37652. private _scene;
  37653. /**
  37654. * Attach the input controls to a specific dom element to get the input from.
  37655. * @param element Defines the element the controls should be listened from
  37656. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37657. */
  37658. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37659. /**
  37660. * Detach the current controls from the specified dom element.
  37661. * @param element Defines the element to stop listening the inputs from
  37662. */
  37663. detachControl(element: Nullable<HTMLElement>): void;
  37664. /**
  37665. * Update the current camera state depending on the inputs that have been used this frame.
  37666. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  37667. */
  37668. checkInputs(): void;
  37669. /**
  37670. * Gets the class name of the current intput.
  37671. * @returns the class name
  37672. */
  37673. getClassName(): string;
  37674. /**
  37675. * Get the friendly name associated with the input class.
  37676. * @returns the input friendly name
  37677. */
  37678. getSimpleName(): string;
  37679. }
  37680. }
  37681. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37682. import { Nullable } from "babylonjs/types";
  37683. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37684. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37685. /**
  37686. * Manage the mouse wheel inputs to control an arc rotate camera.
  37687. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37688. */
  37689. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37690. /**
  37691. * Defines the camera the input is attached to.
  37692. */
  37693. camera: ArcRotateCamera;
  37694. /**
  37695. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37696. */
  37697. wheelPrecision: number;
  37698. /**
  37699. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37700. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37701. */
  37702. wheelDeltaPercentage: number;
  37703. private _wheel;
  37704. private _observer;
  37705. private computeDeltaFromMouseWheelLegacyEvent;
  37706. /**
  37707. * Attach the input controls to a specific dom element to get the input from.
  37708. * @param element Defines the element the controls should be listened from
  37709. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37710. */
  37711. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37712. /**
  37713. * Detach the current controls from the specified dom element.
  37714. * @param element Defines the element to stop listening the inputs from
  37715. */
  37716. detachControl(element: Nullable<HTMLElement>): void;
  37717. /**
  37718. * Gets the class name of the current intput.
  37719. * @returns the class name
  37720. */
  37721. getClassName(): string;
  37722. /**
  37723. * Get the friendly name associated with the input class.
  37724. * @returns the input friendly name
  37725. */
  37726. getSimpleName(): string;
  37727. }
  37728. }
  37729. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37730. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37731. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37732. /**
  37733. * Default Inputs manager for the ArcRotateCamera.
  37734. * It groups all the default supported inputs for ease of use.
  37735. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37736. */
  37737. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37738. /**
  37739. * Instantiates a new ArcRotateCameraInputsManager.
  37740. * @param camera Defines the camera the inputs belong to
  37741. */
  37742. constructor(camera: ArcRotateCamera);
  37743. /**
  37744. * Add mouse wheel input support to the input manager.
  37745. * @returns the current input manager
  37746. */
  37747. addMouseWheel(): ArcRotateCameraInputsManager;
  37748. /**
  37749. * Add pointers input support to the input manager.
  37750. * @returns the current input manager
  37751. */
  37752. addPointers(): ArcRotateCameraInputsManager;
  37753. /**
  37754. * Add keyboard input support to the input manager.
  37755. * @returns the current input manager
  37756. */
  37757. addKeyboard(): ArcRotateCameraInputsManager;
  37758. }
  37759. }
  37760. declare module "babylonjs/Cameras/arcRotateCamera" {
  37761. import { Observable } from "babylonjs/Misc/observable";
  37762. import { Nullable } from "babylonjs/types";
  37763. import { Scene } from "babylonjs/scene";
  37764. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37765. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37766. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37767. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37768. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37769. import { Camera } from "babylonjs/Cameras/camera";
  37770. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37771. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37772. import { Collider } from "babylonjs/Collisions/collider";
  37773. /**
  37774. * This represents an orbital type of camera.
  37775. *
  37776. * 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.
  37777. * 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.
  37778. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37779. */
  37780. export class ArcRotateCamera extends TargetCamera {
  37781. /**
  37782. * Defines the rotation angle of the camera along the longitudinal axis.
  37783. */
  37784. alpha: number;
  37785. /**
  37786. * Defines the rotation angle of the camera along the latitudinal axis.
  37787. */
  37788. beta: number;
  37789. /**
  37790. * Defines the radius of the camera from it s target point.
  37791. */
  37792. radius: number;
  37793. protected _target: Vector3;
  37794. protected _targetHost: Nullable<AbstractMesh>;
  37795. /**
  37796. * Defines the target point of the camera.
  37797. * The camera looks towards it form the radius distance.
  37798. */
  37799. target: Vector3;
  37800. /**
  37801. * Define the current local position of the camera in the scene
  37802. */
  37803. position: Vector3;
  37804. protected _upVector: Vector3;
  37805. protected _upToYMatrix: Matrix;
  37806. protected _YToUpMatrix: Matrix;
  37807. /**
  37808. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37809. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37810. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37811. */
  37812. upVector: Vector3;
  37813. /**
  37814. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37815. */
  37816. setMatUp(): void;
  37817. /**
  37818. * Current inertia value on the longitudinal axis.
  37819. * The bigger this number the longer it will take for the camera to stop.
  37820. */
  37821. inertialAlphaOffset: number;
  37822. /**
  37823. * Current inertia value on the latitudinal axis.
  37824. * The bigger this number the longer it will take for the camera to stop.
  37825. */
  37826. inertialBetaOffset: number;
  37827. /**
  37828. * Current inertia value on the radius axis.
  37829. * The bigger this number the longer it will take for the camera to stop.
  37830. */
  37831. inertialRadiusOffset: number;
  37832. /**
  37833. * Minimum allowed angle on the longitudinal axis.
  37834. * This can help limiting how the Camera is able to move in the scene.
  37835. */
  37836. lowerAlphaLimit: Nullable<number>;
  37837. /**
  37838. * Maximum allowed angle on the longitudinal axis.
  37839. * This can help limiting how the Camera is able to move in the scene.
  37840. */
  37841. upperAlphaLimit: Nullable<number>;
  37842. /**
  37843. * Minimum allowed angle on the latitudinal axis.
  37844. * This can help limiting how the Camera is able to move in the scene.
  37845. */
  37846. lowerBetaLimit: number;
  37847. /**
  37848. * Maximum allowed angle on the latitudinal axis.
  37849. * This can help limiting how the Camera is able to move in the scene.
  37850. */
  37851. upperBetaLimit: number;
  37852. /**
  37853. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37854. * This can help limiting how the Camera is able to move in the scene.
  37855. */
  37856. lowerRadiusLimit: Nullable<number>;
  37857. /**
  37858. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37859. * This can help limiting how the Camera is able to move in the scene.
  37860. */
  37861. upperRadiusLimit: Nullable<number>;
  37862. /**
  37863. * Defines the current inertia value used during panning of the camera along the X axis.
  37864. */
  37865. inertialPanningX: number;
  37866. /**
  37867. * Defines the current inertia value used during panning of the camera along the Y axis.
  37868. */
  37869. inertialPanningY: number;
  37870. /**
  37871. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37872. * Basically if your fingers moves away from more than this distance you will be considered
  37873. * in pinch mode.
  37874. */
  37875. pinchToPanMaxDistance: number;
  37876. /**
  37877. * Defines the maximum distance the camera can pan.
  37878. * This could help keeping the cammera always in your scene.
  37879. */
  37880. panningDistanceLimit: Nullable<number>;
  37881. /**
  37882. * Defines the target of the camera before paning.
  37883. */
  37884. panningOriginTarget: Vector3;
  37885. /**
  37886. * Defines the value of the inertia used during panning.
  37887. * 0 would mean stop inertia and one would mean no decelleration at all.
  37888. */
  37889. panningInertia: number;
  37890. /**
  37891. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37892. */
  37893. angularSensibilityX: number;
  37894. /**
  37895. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37896. */
  37897. angularSensibilityY: number;
  37898. /**
  37899. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37900. */
  37901. pinchPrecision: number;
  37902. /**
  37903. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37904. * It will be used instead of pinchDeltaPrecision if different from 0.
  37905. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37906. */
  37907. pinchDeltaPercentage: number;
  37908. /**
  37909. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37910. */
  37911. panningSensibility: number;
  37912. /**
  37913. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37914. */
  37915. keysUp: number[];
  37916. /**
  37917. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37918. */
  37919. keysDown: number[];
  37920. /**
  37921. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37922. */
  37923. keysLeft: number[];
  37924. /**
  37925. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37926. */
  37927. keysRight: number[];
  37928. /**
  37929. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37930. */
  37931. wheelPrecision: number;
  37932. /**
  37933. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37934. * It will be used instead of pinchDeltaPrecision if different from 0.
  37935. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37936. */
  37937. wheelDeltaPercentage: number;
  37938. /**
  37939. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37940. */
  37941. zoomOnFactor: number;
  37942. /**
  37943. * Defines a screen offset for the camera position.
  37944. */
  37945. targetScreenOffset: Vector2;
  37946. /**
  37947. * Allows the camera to be completely reversed.
  37948. * If false the camera can not arrive upside down.
  37949. */
  37950. allowUpsideDown: boolean;
  37951. /**
  37952. * Define if double tap/click is used to restore the previously saved state of the camera.
  37953. */
  37954. useInputToRestoreState: boolean;
  37955. /** @hidden */
  37956. _viewMatrix: Matrix;
  37957. /** @hidden */
  37958. _useCtrlForPanning: boolean;
  37959. /** @hidden */
  37960. _panningMouseButton: number;
  37961. /**
  37962. * Defines the input associated to the camera.
  37963. */
  37964. inputs: ArcRotateCameraInputsManager;
  37965. /** @hidden */
  37966. _reset: () => void;
  37967. /**
  37968. * Defines the allowed panning axis.
  37969. */
  37970. panningAxis: Vector3;
  37971. protected _localDirection: Vector3;
  37972. protected _transformedDirection: Vector3;
  37973. private _bouncingBehavior;
  37974. /**
  37975. * Gets the bouncing behavior of the camera if it has been enabled.
  37976. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37977. */
  37978. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37979. /**
  37980. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37981. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37982. */
  37983. useBouncingBehavior: boolean;
  37984. private _framingBehavior;
  37985. /**
  37986. * Gets the framing behavior of the camera if it has been enabled.
  37987. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37988. */
  37989. readonly framingBehavior: Nullable<FramingBehavior>;
  37990. /**
  37991. * Defines if the framing behavior of the camera is enabled on the camera.
  37992. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37993. */
  37994. useFramingBehavior: boolean;
  37995. private _autoRotationBehavior;
  37996. /**
  37997. * Gets the auto rotation behavior of the camera if it has been enabled.
  37998. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37999. */
  38000. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  38001. /**
  38002. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  38003. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38004. */
  38005. useAutoRotationBehavior: boolean;
  38006. /**
  38007. * Observable triggered when the mesh target has been changed on the camera.
  38008. */
  38009. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  38010. /**
  38011. * Event raised when the camera is colliding with a mesh.
  38012. */
  38013. onCollide: (collidedMesh: AbstractMesh) => void;
  38014. /**
  38015. * Defines whether the camera should check collision with the objects oh the scene.
  38016. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  38017. */
  38018. checkCollisions: boolean;
  38019. /**
  38020. * Defines the collision radius of the camera.
  38021. * This simulates a sphere around the camera.
  38022. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38023. */
  38024. collisionRadius: Vector3;
  38025. protected _collider: Collider;
  38026. protected _previousPosition: Vector3;
  38027. protected _collisionVelocity: Vector3;
  38028. protected _newPosition: Vector3;
  38029. protected _previousAlpha: number;
  38030. protected _previousBeta: number;
  38031. protected _previousRadius: number;
  38032. protected _collisionTriggered: boolean;
  38033. protected _targetBoundingCenter: Nullable<Vector3>;
  38034. private _computationVector;
  38035. /**
  38036. * Instantiates a new ArcRotateCamera in a given scene
  38037. * @param name Defines the name of the camera
  38038. * @param alpha Defines the camera rotation along the logitudinal axis
  38039. * @param beta Defines the camera rotation along the latitudinal axis
  38040. * @param radius Defines the camera distance from its target
  38041. * @param target Defines the camera target
  38042. * @param scene Defines the scene the camera belongs to
  38043. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  38044. */
  38045. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38046. /** @hidden */
  38047. _initCache(): void;
  38048. /** @hidden */
  38049. _updateCache(ignoreParentClass?: boolean): void;
  38050. protected _getTargetPosition(): Vector3;
  38051. private _storedAlpha;
  38052. private _storedBeta;
  38053. private _storedRadius;
  38054. private _storedTarget;
  38055. private _storedTargetScreenOffset;
  38056. /**
  38057. * Stores the current state of the camera (alpha, beta, radius and target)
  38058. * @returns the camera itself
  38059. */
  38060. storeState(): Camera;
  38061. /**
  38062. * @hidden
  38063. * Restored camera state. You must call storeState() first
  38064. */
  38065. _restoreStateValues(): boolean;
  38066. /** @hidden */
  38067. _isSynchronizedViewMatrix(): boolean;
  38068. /**
  38069. * Attached controls to the current camera.
  38070. * @param element Defines the element the controls should be listened from
  38071. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38072. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  38073. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  38074. */
  38075. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  38076. /**
  38077. * Detach the current controls from the camera.
  38078. * The camera will stop reacting to inputs.
  38079. * @param element Defines the element to stop listening the inputs from
  38080. */
  38081. detachControl(element: HTMLElement): void;
  38082. /** @hidden */
  38083. _checkInputs(): void;
  38084. protected _checkLimits(): void;
  38085. /**
  38086. * Rebuilds angles (alpha, beta) and radius from the give position and target
  38087. */
  38088. rebuildAnglesAndRadius(): void;
  38089. /**
  38090. * Use a position to define the current camera related information like alpha, beta and radius
  38091. * @param position Defines the position to set the camera at
  38092. */
  38093. setPosition(position: Vector3): void;
  38094. /**
  38095. * Defines the target the camera should look at.
  38096. * This will automatically adapt alpha beta and radius to fit within the new target.
  38097. * @param target Defines the new target as a Vector or a mesh
  38098. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  38099. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  38100. */
  38101. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  38102. /** @hidden */
  38103. _getViewMatrix(): Matrix;
  38104. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  38105. /**
  38106. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  38107. * @param meshes Defines the mesh to zoom on
  38108. * @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)
  38109. */
  38110. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  38111. /**
  38112. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  38113. * The target will be changed but the radius
  38114. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  38115. * @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)
  38116. */
  38117. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  38118. min: Vector3;
  38119. max: Vector3;
  38120. distance: number;
  38121. }, doNotUpdateMaxZ?: boolean): void;
  38122. /**
  38123. * @override
  38124. * Override Camera.createRigCamera
  38125. */
  38126. createRigCamera(name: string, cameraIndex: number): Camera;
  38127. /**
  38128. * @hidden
  38129. * @override
  38130. * Override Camera._updateRigCameras
  38131. */
  38132. _updateRigCameras(): void;
  38133. /**
  38134. * Destroy the camera and release the current resources hold by it.
  38135. */
  38136. dispose(): void;
  38137. /**
  38138. * Gets the current object class name.
  38139. * @return the class name
  38140. */
  38141. getClassName(): string;
  38142. }
  38143. }
  38144. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  38145. import { Behavior } from "babylonjs/Behaviors/behavior";
  38146. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38147. /**
  38148. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  38149. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38150. */
  38151. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  38152. /**
  38153. * Gets the name of the behavior.
  38154. */
  38155. readonly name: string;
  38156. private _zoomStopsAnimation;
  38157. private _idleRotationSpeed;
  38158. private _idleRotationWaitTime;
  38159. private _idleRotationSpinupTime;
  38160. /**
  38161. * Sets the flag that indicates if user zooming should stop animation.
  38162. */
  38163. /**
  38164. * Gets the flag that indicates if user zooming should stop animation.
  38165. */
  38166. zoomStopsAnimation: boolean;
  38167. /**
  38168. * Sets the default speed at which the camera rotates around the model.
  38169. */
  38170. /**
  38171. * Gets the default speed at which the camera rotates around the model.
  38172. */
  38173. idleRotationSpeed: number;
  38174. /**
  38175. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  38176. */
  38177. /**
  38178. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  38179. */
  38180. idleRotationWaitTime: number;
  38181. /**
  38182. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  38183. */
  38184. /**
  38185. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  38186. */
  38187. idleRotationSpinupTime: number;
  38188. /**
  38189. * Gets a value indicating if the camera is currently rotating because of this behavior
  38190. */
  38191. readonly rotationInProgress: boolean;
  38192. private _onPrePointerObservableObserver;
  38193. private _onAfterCheckInputsObserver;
  38194. private _attachedCamera;
  38195. private _isPointerDown;
  38196. private _lastFrameTime;
  38197. private _lastInteractionTime;
  38198. private _cameraRotationSpeed;
  38199. /**
  38200. * Initializes the behavior.
  38201. */
  38202. init(): void;
  38203. /**
  38204. * Attaches the behavior to its arc rotate camera.
  38205. * @param camera Defines the camera to attach the behavior to
  38206. */
  38207. attach(camera: ArcRotateCamera): void;
  38208. /**
  38209. * Detaches the behavior from its current arc rotate camera.
  38210. */
  38211. detach(): void;
  38212. /**
  38213. * Returns true if user is scrolling.
  38214. * @return true if user is scrolling.
  38215. */
  38216. private _userIsZooming;
  38217. private _lastFrameRadius;
  38218. private _shouldAnimationStopForInteraction;
  38219. /**
  38220. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  38221. */
  38222. private _applyUserInteraction;
  38223. private _userIsMoving;
  38224. }
  38225. }
  38226. declare module "babylonjs/Behaviors/Cameras/index" {
  38227. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  38228. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  38229. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  38230. }
  38231. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  38232. import { Mesh } from "babylonjs/Meshes/mesh";
  38233. import { TransformNode } from "babylonjs/Meshes/transformNode";
  38234. import { Behavior } from "babylonjs/Behaviors/behavior";
  38235. /**
  38236. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  38237. */
  38238. export class AttachToBoxBehavior implements Behavior<Mesh> {
  38239. private ui;
  38240. /**
  38241. * The name of the behavior
  38242. */
  38243. name: string;
  38244. /**
  38245. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  38246. */
  38247. distanceAwayFromFace: number;
  38248. /**
  38249. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  38250. */
  38251. distanceAwayFromBottomOfFace: number;
  38252. private _faceVectors;
  38253. private _target;
  38254. private _scene;
  38255. private _onRenderObserver;
  38256. private _tmpMatrix;
  38257. private _tmpVector;
  38258. /**
  38259. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  38260. * @param ui The transform node that should be attched to the mesh
  38261. */
  38262. constructor(ui: TransformNode);
  38263. /**
  38264. * Initializes the behavior
  38265. */
  38266. init(): void;
  38267. private _closestFace;
  38268. private _zeroVector;
  38269. private _lookAtTmpMatrix;
  38270. private _lookAtToRef;
  38271. /**
  38272. * Attaches the AttachToBoxBehavior to the passed in mesh
  38273. * @param target The mesh that the specified node will be attached to
  38274. */
  38275. attach(target: Mesh): void;
  38276. /**
  38277. * Detaches the behavior from the mesh
  38278. */
  38279. detach(): void;
  38280. }
  38281. }
  38282. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  38283. import { Behavior } from "babylonjs/Behaviors/behavior";
  38284. import { Mesh } from "babylonjs/Meshes/mesh";
  38285. /**
  38286. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  38287. */
  38288. export class FadeInOutBehavior implements Behavior<Mesh> {
  38289. /**
  38290. * Time in milliseconds to delay before fading in (Default: 0)
  38291. */
  38292. delay: number;
  38293. /**
  38294. * Time in milliseconds for the mesh to fade in (Default: 300)
  38295. */
  38296. fadeInTime: number;
  38297. private _millisecondsPerFrame;
  38298. private _hovered;
  38299. private _hoverValue;
  38300. private _ownerNode;
  38301. /**
  38302. * Instatiates the FadeInOutBehavior
  38303. */
  38304. constructor();
  38305. /**
  38306. * The name of the behavior
  38307. */
  38308. readonly name: string;
  38309. /**
  38310. * Initializes the behavior
  38311. */
  38312. init(): void;
  38313. /**
  38314. * Attaches the fade behavior on the passed in mesh
  38315. * @param ownerNode The mesh that will be faded in/out once attached
  38316. */
  38317. attach(ownerNode: Mesh): void;
  38318. /**
  38319. * Detaches the behavior from the mesh
  38320. */
  38321. detach(): void;
  38322. /**
  38323. * Triggers the mesh to begin fading in or out
  38324. * @param value if the object should fade in or out (true to fade in)
  38325. */
  38326. fadeIn(value: boolean): void;
  38327. private _update;
  38328. private _setAllVisibility;
  38329. }
  38330. }
  38331. declare module "babylonjs/Misc/pivotTools" {
  38332. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38333. /**
  38334. * Class containing a set of static utilities functions for managing Pivots
  38335. * @hidden
  38336. */
  38337. export class PivotTools {
  38338. private static _PivotCached;
  38339. private static _OldPivotPoint;
  38340. private static _PivotTranslation;
  38341. private static _PivotTmpVector;
  38342. /** @hidden */
  38343. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  38344. /** @hidden */
  38345. static _RestorePivotPoint(mesh: AbstractMesh): void;
  38346. }
  38347. }
  38348. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  38349. import { Scene } from "babylonjs/scene";
  38350. import { Vector4 } from "babylonjs/Maths/math.vector";
  38351. import { Mesh } from "babylonjs/Meshes/mesh";
  38352. import { Nullable } from "babylonjs/types";
  38353. import { Plane } from "babylonjs/Maths/math.plane";
  38354. /**
  38355. * Class containing static functions to help procedurally build meshes
  38356. */
  38357. export class PlaneBuilder {
  38358. /**
  38359. * Creates a plane mesh
  38360. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  38361. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  38362. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  38363. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38364. * * If you create a double-sided mesh, you can choose what parts of 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
  38365. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  38366. * @param name defines the name of the mesh
  38367. * @param options defines the options used to create the mesh
  38368. * @param scene defines the hosting scene
  38369. * @returns the plane mesh
  38370. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  38371. */
  38372. static CreatePlane(name: string, options: {
  38373. size?: number;
  38374. width?: number;
  38375. height?: number;
  38376. sideOrientation?: number;
  38377. frontUVs?: Vector4;
  38378. backUVs?: Vector4;
  38379. updatable?: boolean;
  38380. sourcePlane?: Plane;
  38381. }, scene?: Nullable<Scene>): Mesh;
  38382. }
  38383. }
  38384. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  38385. import { Behavior } from "babylonjs/Behaviors/behavior";
  38386. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38387. import { Observable } from "babylonjs/Misc/observable";
  38388. import { Vector3 } from "babylonjs/Maths/math.vector";
  38389. import { Ray } from "babylonjs/Culling/ray";
  38390. import "babylonjs/Meshes/Builders/planeBuilder";
  38391. /**
  38392. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  38393. */
  38394. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  38395. private static _AnyMouseID;
  38396. /**
  38397. * Abstract mesh the behavior is set on
  38398. */
  38399. attachedNode: AbstractMesh;
  38400. private _dragPlane;
  38401. private _scene;
  38402. private _pointerObserver;
  38403. private _beforeRenderObserver;
  38404. private static _planeScene;
  38405. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  38406. /**
  38407. * 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)
  38408. */
  38409. maxDragAngle: number;
  38410. /**
  38411. * @hidden
  38412. */
  38413. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  38414. /**
  38415. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38416. */
  38417. currentDraggingPointerID: number;
  38418. /**
  38419. * The last position where the pointer hit the drag plane in world space
  38420. */
  38421. lastDragPosition: Vector3;
  38422. /**
  38423. * If the behavior is currently in a dragging state
  38424. */
  38425. dragging: boolean;
  38426. /**
  38427. * 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)
  38428. */
  38429. dragDeltaRatio: number;
  38430. /**
  38431. * If the drag plane orientation should be updated during the dragging (Default: true)
  38432. */
  38433. updateDragPlane: boolean;
  38434. private _debugMode;
  38435. private _moving;
  38436. /**
  38437. * Fires each time the attached mesh is dragged with the pointer
  38438. * * delta between last drag position and current drag position in world space
  38439. * * dragDistance along the drag axis
  38440. * * dragPlaneNormal normal of the current drag plane used during the drag
  38441. * * dragPlanePoint in world space where the drag intersects the drag plane
  38442. */
  38443. onDragObservable: Observable<{
  38444. delta: Vector3;
  38445. dragPlanePoint: Vector3;
  38446. dragPlaneNormal: Vector3;
  38447. dragDistance: number;
  38448. pointerId: number;
  38449. }>;
  38450. /**
  38451. * Fires each time a drag begins (eg. mouse down on mesh)
  38452. */
  38453. onDragStartObservable: Observable<{
  38454. dragPlanePoint: Vector3;
  38455. pointerId: number;
  38456. }>;
  38457. /**
  38458. * Fires each time a drag ends (eg. mouse release after drag)
  38459. */
  38460. onDragEndObservable: Observable<{
  38461. dragPlanePoint: Vector3;
  38462. pointerId: number;
  38463. }>;
  38464. /**
  38465. * If the attached mesh should be moved when dragged
  38466. */
  38467. moveAttached: boolean;
  38468. /**
  38469. * If the drag behavior will react to drag events (Default: true)
  38470. */
  38471. enabled: boolean;
  38472. /**
  38473. * If pointer events should start and release the drag (Default: true)
  38474. */
  38475. startAndReleaseDragOnPointerEvents: boolean;
  38476. /**
  38477. * If camera controls should be detached during the drag
  38478. */
  38479. detachCameraControls: boolean;
  38480. /**
  38481. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  38482. */
  38483. useObjectOrienationForDragging: boolean;
  38484. private _options;
  38485. /**
  38486. * Creates a pointer drag behavior that can be attached to a mesh
  38487. * @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)
  38488. */
  38489. constructor(options?: {
  38490. dragAxis?: Vector3;
  38491. dragPlaneNormal?: Vector3;
  38492. });
  38493. /**
  38494. * Predicate to determine if it is valid to move the object to a new position when it is moved
  38495. */
  38496. validateDrag: (targetPosition: Vector3) => boolean;
  38497. /**
  38498. * The name of the behavior
  38499. */
  38500. readonly name: string;
  38501. /**
  38502. * Initializes the behavior
  38503. */
  38504. init(): void;
  38505. private _tmpVector;
  38506. private _alternatePickedPoint;
  38507. private _worldDragAxis;
  38508. private _targetPosition;
  38509. private _attachedElement;
  38510. /**
  38511. * Attaches the drag behavior the passed in mesh
  38512. * @param ownerNode The mesh that will be dragged around once attached
  38513. * @param predicate Predicate to use for pick filtering
  38514. */
  38515. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  38516. /**
  38517. * Force relase the drag action by code.
  38518. */
  38519. releaseDrag(): void;
  38520. private _startDragRay;
  38521. private _lastPointerRay;
  38522. /**
  38523. * Simulates the start of a pointer drag event on the behavior
  38524. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  38525. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  38526. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  38527. */
  38528. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  38529. private _startDrag;
  38530. private _dragDelta;
  38531. private _moveDrag;
  38532. private _pickWithRayOnDragPlane;
  38533. private _pointA;
  38534. private _pointB;
  38535. private _pointC;
  38536. private _lineA;
  38537. private _lineB;
  38538. private _localAxis;
  38539. private _lookAt;
  38540. private _updateDragPlanePosition;
  38541. /**
  38542. * Detaches the behavior from the mesh
  38543. */
  38544. detach(): void;
  38545. }
  38546. }
  38547. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  38548. import { Mesh } from "babylonjs/Meshes/mesh";
  38549. import { Behavior } from "babylonjs/Behaviors/behavior";
  38550. /**
  38551. * A behavior that when attached to a mesh will allow the mesh to be scaled
  38552. */
  38553. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  38554. private _dragBehaviorA;
  38555. private _dragBehaviorB;
  38556. private _startDistance;
  38557. private _initialScale;
  38558. private _targetScale;
  38559. private _ownerNode;
  38560. private _sceneRenderObserver;
  38561. /**
  38562. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  38563. */
  38564. constructor();
  38565. /**
  38566. * The name of the behavior
  38567. */
  38568. readonly name: string;
  38569. /**
  38570. * Initializes the behavior
  38571. */
  38572. init(): void;
  38573. private _getCurrentDistance;
  38574. /**
  38575. * Attaches the scale behavior the passed in mesh
  38576. * @param ownerNode The mesh that will be scaled around once attached
  38577. */
  38578. attach(ownerNode: Mesh): void;
  38579. /**
  38580. * Detaches the behavior from the mesh
  38581. */
  38582. detach(): void;
  38583. }
  38584. }
  38585. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  38586. import { Behavior } from "babylonjs/Behaviors/behavior";
  38587. import { Mesh } from "babylonjs/Meshes/mesh";
  38588. import { Observable } from "babylonjs/Misc/observable";
  38589. /**
  38590. * 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
  38591. */
  38592. export class SixDofDragBehavior implements Behavior<Mesh> {
  38593. private static _virtualScene;
  38594. private _ownerNode;
  38595. private _sceneRenderObserver;
  38596. private _scene;
  38597. private _targetPosition;
  38598. private _virtualOriginMesh;
  38599. private _virtualDragMesh;
  38600. private _pointerObserver;
  38601. private _moving;
  38602. private _startingOrientation;
  38603. /**
  38604. * 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)
  38605. */
  38606. private zDragFactor;
  38607. /**
  38608. * If the object should rotate to face the drag origin
  38609. */
  38610. rotateDraggedObject: boolean;
  38611. /**
  38612. * If the behavior is currently in a dragging state
  38613. */
  38614. dragging: boolean;
  38615. /**
  38616. * 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)
  38617. */
  38618. dragDeltaRatio: number;
  38619. /**
  38620. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38621. */
  38622. currentDraggingPointerID: number;
  38623. /**
  38624. * If camera controls should be detached during the drag
  38625. */
  38626. detachCameraControls: boolean;
  38627. /**
  38628. * Fires each time a drag starts
  38629. */
  38630. onDragStartObservable: Observable<{}>;
  38631. /**
  38632. * Fires each time a drag ends (eg. mouse release after drag)
  38633. */
  38634. onDragEndObservable: Observable<{}>;
  38635. /**
  38636. * 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
  38637. */
  38638. constructor();
  38639. /**
  38640. * The name of the behavior
  38641. */
  38642. readonly name: string;
  38643. /**
  38644. * Initializes the behavior
  38645. */
  38646. init(): void;
  38647. /**
  38648. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  38649. */
  38650. private readonly _pointerCamera;
  38651. /**
  38652. * Attaches the scale behavior the passed in mesh
  38653. * @param ownerNode The mesh that will be scaled around once attached
  38654. */
  38655. attach(ownerNode: Mesh): void;
  38656. /**
  38657. * Detaches the behavior from the mesh
  38658. */
  38659. detach(): void;
  38660. }
  38661. }
  38662. declare module "babylonjs/Behaviors/Meshes/index" {
  38663. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  38664. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  38665. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  38666. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  38667. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  38668. }
  38669. declare module "babylonjs/Behaviors/index" {
  38670. export * from "babylonjs/Behaviors/behavior";
  38671. export * from "babylonjs/Behaviors/Cameras/index";
  38672. export * from "babylonjs/Behaviors/Meshes/index";
  38673. }
  38674. declare module "babylonjs/Bones/boneIKController" {
  38675. import { Bone } from "babylonjs/Bones/bone";
  38676. import { Vector3 } from "babylonjs/Maths/math.vector";
  38677. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38678. import { Nullable } from "babylonjs/types";
  38679. /**
  38680. * Class used to apply inverse kinematics to bones
  38681. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38682. */
  38683. export class BoneIKController {
  38684. private static _tmpVecs;
  38685. private static _tmpQuat;
  38686. private static _tmpMats;
  38687. /**
  38688. * Gets or sets the target mesh
  38689. */
  38690. targetMesh: AbstractMesh;
  38691. /** Gets or sets the mesh used as pole */
  38692. poleTargetMesh: AbstractMesh;
  38693. /**
  38694. * Gets or sets the bone used as pole
  38695. */
  38696. poleTargetBone: Nullable<Bone>;
  38697. /**
  38698. * Gets or sets the target position
  38699. */
  38700. targetPosition: Vector3;
  38701. /**
  38702. * Gets or sets the pole target position
  38703. */
  38704. poleTargetPosition: Vector3;
  38705. /**
  38706. * Gets or sets the pole target local offset
  38707. */
  38708. poleTargetLocalOffset: Vector3;
  38709. /**
  38710. * Gets or sets the pole angle
  38711. */
  38712. poleAngle: number;
  38713. /**
  38714. * Gets or sets the mesh associated with the controller
  38715. */
  38716. mesh: AbstractMesh;
  38717. /**
  38718. * 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)
  38719. */
  38720. slerpAmount: number;
  38721. private _bone1Quat;
  38722. private _bone1Mat;
  38723. private _bone2Ang;
  38724. private _bone1;
  38725. private _bone2;
  38726. private _bone1Length;
  38727. private _bone2Length;
  38728. private _maxAngle;
  38729. private _maxReach;
  38730. private _rightHandedSystem;
  38731. private _bendAxis;
  38732. private _slerping;
  38733. private _adjustRoll;
  38734. /**
  38735. * Gets or sets maximum allowed angle
  38736. */
  38737. maxAngle: number;
  38738. /**
  38739. * Creates a new BoneIKController
  38740. * @param mesh defines the mesh to control
  38741. * @param bone defines the bone to control
  38742. * @param options defines options to set up the controller
  38743. */
  38744. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38745. targetMesh?: AbstractMesh;
  38746. poleTargetMesh?: AbstractMesh;
  38747. poleTargetBone?: Bone;
  38748. poleTargetLocalOffset?: Vector3;
  38749. poleAngle?: number;
  38750. bendAxis?: Vector3;
  38751. maxAngle?: number;
  38752. slerpAmount?: number;
  38753. });
  38754. private _setMaxAngle;
  38755. /**
  38756. * Force the controller to update the bones
  38757. */
  38758. update(): void;
  38759. }
  38760. }
  38761. declare module "babylonjs/Bones/boneLookController" {
  38762. import { Vector3 } from "babylonjs/Maths/math.vector";
  38763. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38764. import { Bone } from "babylonjs/Bones/bone";
  38765. import { Space } from "babylonjs/Maths/math.axis";
  38766. /**
  38767. * Class used to make a bone look toward a point in space
  38768. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38769. */
  38770. export class BoneLookController {
  38771. private static _tmpVecs;
  38772. private static _tmpQuat;
  38773. private static _tmpMats;
  38774. /**
  38775. * The target Vector3 that the bone will look at
  38776. */
  38777. target: Vector3;
  38778. /**
  38779. * The mesh that the bone is attached to
  38780. */
  38781. mesh: AbstractMesh;
  38782. /**
  38783. * The bone that will be looking to the target
  38784. */
  38785. bone: Bone;
  38786. /**
  38787. * The up axis of the coordinate system that is used when the bone is rotated
  38788. */
  38789. upAxis: Vector3;
  38790. /**
  38791. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38792. */
  38793. upAxisSpace: Space;
  38794. /**
  38795. * Used to make an adjustment to the yaw of the bone
  38796. */
  38797. adjustYaw: number;
  38798. /**
  38799. * Used to make an adjustment to the pitch of the bone
  38800. */
  38801. adjustPitch: number;
  38802. /**
  38803. * Used to make an adjustment to the roll of the bone
  38804. */
  38805. adjustRoll: number;
  38806. /**
  38807. * 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)
  38808. */
  38809. slerpAmount: number;
  38810. private _minYaw;
  38811. private _maxYaw;
  38812. private _minPitch;
  38813. private _maxPitch;
  38814. private _minYawSin;
  38815. private _minYawCos;
  38816. private _maxYawSin;
  38817. private _maxYawCos;
  38818. private _midYawConstraint;
  38819. private _minPitchTan;
  38820. private _maxPitchTan;
  38821. private _boneQuat;
  38822. private _slerping;
  38823. private _transformYawPitch;
  38824. private _transformYawPitchInv;
  38825. private _firstFrameSkipped;
  38826. private _yawRange;
  38827. private _fowardAxis;
  38828. /**
  38829. * Gets or sets the minimum yaw angle that the bone can look to
  38830. */
  38831. minYaw: number;
  38832. /**
  38833. * Gets or sets the maximum yaw angle that the bone can look to
  38834. */
  38835. maxYaw: number;
  38836. /**
  38837. * Gets or sets the minimum pitch angle that the bone can look to
  38838. */
  38839. minPitch: number;
  38840. /**
  38841. * Gets or sets the maximum pitch angle that the bone can look to
  38842. */
  38843. maxPitch: number;
  38844. /**
  38845. * Create a BoneLookController
  38846. * @param mesh the mesh that the bone belongs to
  38847. * @param bone the bone that will be looking to the target
  38848. * @param target the target Vector3 to look at
  38849. * @param options optional settings:
  38850. * * maxYaw: the maximum angle the bone will yaw to
  38851. * * minYaw: the minimum angle the bone will yaw to
  38852. * * maxPitch: the maximum angle the bone will pitch to
  38853. * * minPitch: the minimum angle the bone will yaw to
  38854. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38855. * * upAxis: the up axis of the coordinate system
  38856. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38857. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38858. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38859. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38860. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38861. * * adjustRoll: used to make an adjustment to the roll of the bone
  38862. **/
  38863. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38864. maxYaw?: number;
  38865. minYaw?: number;
  38866. maxPitch?: number;
  38867. minPitch?: number;
  38868. slerpAmount?: number;
  38869. upAxis?: Vector3;
  38870. upAxisSpace?: Space;
  38871. yawAxis?: Vector3;
  38872. pitchAxis?: Vector3;
  38873. adjustYaw?: number;
  38874. adjustPitch?: number;
  38875. adjustRoll?: number;
  38876. });
  38877. /**
  38878. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38879. */
  38880. update(): void;
  38881. private _getAngleDiff;
  38882. private _getAngleBetween;
  38883. private _isAngleBetween;
  38884. }
  38885. }
  38886. declare module "babylonjs/Bones/index" {
  38887. export * from "babylonjs/Bones/bone";
  38888. export * from "babylonjs/Bones/boneIKController";
  38889. export * from "babylonjs/Bones/boneLookController";
  38890. export * from "babylonjs/Bones/skeleton";
  38891. }
  38892. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38893. import { Nullable } from "babylonjs/types";
  38894. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38895. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38896. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38897. /**
  38898. * Manage the gamepad inputs to control an arc rotate camera.
  38899. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38900. */
  38901. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38902. /**
  38903. * Defines the camera the input is attached to.
  38904. */
  38905. camera: ArcRotateCamera;
  38906. /**
  38907. * Defines the gamepad the input is gathering event from.
  38908. */
  38909. gamepad: Nullable<Gamepad>;
  38910. /**
  38911. * Defines the gamepad rotation sensiblity.
  38912. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38913. */
  38914. gamepadRotationSensibility: number;
  38915. /**
  38916. * Defines the gamepad move sensiblity.
  38917. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38918. */
  38919. gamepadMoveSensibility: number;
  38920. private _yAxisScale;
  38921. /**
  38922. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  38923. */
  38924. invertYAxis: boolean;
  38925. private _onGamepadConnectedObserver;
  38926. private _onGamepadDisconnectedObserver;
  38927. /**
  38928. * Attach the input controls to a specific dom element to get the input from.
  38929. * @param element Defines the element the controls should be listened from
  38930. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38931. */
  38932. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38933. /**
  38934. * Detach the current controls from the specified dom element.
  38935. * @param element Defines the element to stop listening the inputs from
  38936. */
  38937. detachControl(element: Nullable<HTMLElement>): void;
  38938. /**
  38939. * Update the current camera state depending on the inputs that have been used this frame.
  38940. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38941. */
  38942. checkInputs(): void;
  38943. /**
  38944. * Gets the class name of the current intput.
  38945. * @returns the class name
  38946. */
  38947. getClassName(): string;
  38948. /**
  38949. * Get the friendly name associated with the input class.
  38950. * @returns the input friendly name
  38951. */
  38952. getSimpleName(): string;
  38953. }
  38954. }
  38955. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38956. import { Nullable } from "babylonjs/types";
  38957. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38958. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38959. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38960. interface ArcRotateCameraInputsManager {
  38961. /**
  38962. * Add orientation input support to the input manager.
  38963. * @returns the current input manager
  38964. */
  38965. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38966. }
  38967. }
  38968. /**
  38969. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38970. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38971. */
  38972. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38973. /**
  38974. * Defines the camera the input is attached to.
  38975. */
  38976. camera: ArcRotateCamera;
  38977. /**
  38978. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38979. */
  38980. alphaCorrection: number;
  38981. /**
  38982. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38983. */
  38984. gammaCorrection: number;
  38985. private _alpha;
  38986. private _gamma;
  38987. private _dirty;
  38988. private _deviceOrientationHandler;
  38989. /**
  38990. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38991. */
  38992. constructor();
  38993. /**
  38994. * Attach the input controls to a specific dom element to get the input from.
  38995. * @param element Defines the element the controls should be listened from
  38996. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38997. */
  38998. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38999. /** @hidden */
  39000. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  39001. /**
  39002. * Update the current camera state depending on the inputs that have been used this frame.
  39003. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39004. */
  39005. checkInputs(): void;
  39006. /**
  39007. * Detach the current controls from the specified dom element.
  39008. * @param element Defines the element to stop listening the inputs from
  39009. */
  39010. detachControl(element: Nullable<HTMLElement>): void;
  39011. /**
  39012. * Gets the class name of the current intput.
  39013. * @returns the class name
  39014. */
  39015. getClassName(): string;
  39016. /**
  39017. * Get the friendly name associated with the input class.
  39018. * @returns the input friendly name
  39019. */
  39020. getSimpleName(): string;
  39021. }
  39022. }
  39023. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  39024. import { Nullable } from "babylonjs/types";
  39025. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39026. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39027. /**
  39028. * Listen to mouse events to control the camera.
  39029. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39030. */
  39031. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  39032. /**
  39033. * Defines the camera the input is attached to.
  39034. */
  39035. camera: FlyCamera;
  39036. /**
  39037. * Defines if touch is enabled. (Default is true.)
  39038. */
  39039. touchEnabled: boolean;
  39040. /**
  39041. * Defines the buttons associated with the input to handle camera rotation.
  39042. */
  39043. buttons: number[];
  39044. /**
  39045. * Assign buttons for Yaw control.
  39046. */
  39047. buttonsYaw: number[];
  39048. /**
  39049. * Assign buttons for Pitch control.
  39050. */
  39051. buttonsPitch: number[];
  39052. /**
  39053. * Assign buttons for Roll control.
  39054. */
  39055. buttonsRoll: number[];
  39056. /**
  39057. * Detect if any button is being pressed while mouse is moved.
  39058. * -1 = Mouse locked.
  39059. * 0 = Left button.
  39060. * 1 = Middle Button.
  39061. * 2 = Right Button.
  39062. */
  39063. activeButton: number;
  39064. /**
  39065. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  39066. * Higher values reduce its sensitivity.
  39067. */
  39068. angularSensibility: number;
  39069. private _mousemoveCallback;
  39070. private _observer;
  39071. private _rollObserver;
  39072. private previousPosition;
  39073. private noPreventDefault;
  39074. private element;
  39075. /**
  39076. * Listen to mouse events to control the camera.
  39077. * @param touchEnabled Define if touch is enabled. (Default is true.)
  39078. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39079. */
  39080. constructor(touchEnabled?: boolean);
  39081. /**
  39082. * Attach the mouse control to the HTML DOM element.
  39083. * @param element Defines the element that listens to the input events.
  39084. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  39085. */
  39086. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39087. /**
  39088. * Detach the current controls from the specified dom element.
  39089. * @param element Defines the element to stop listening the inputs from
  39090. */
  39091. detachControl(element: Nullable<HTMLElement>): void;
  39092. /**
  39093. * Gets the class name of the current input.
  39094. * @returns the class name.
  39095. */
  39096. getClassName(): string;
  39097. /**
  39098. * Get the friendly name associated with the input class.
  39099. * @returns the input's friendly name.
  39100. */
  39101. getSimpleName(): string;
  39102. private _pointerInput;
  39103. private _onMouseMove;
  39104. /**
  39105. * Rotate camera by mouse offset.
  39106. */
  39107. private rotateCamera;
  39108. }
  39109. }
  39110. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  39111. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39112. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39113. /**
  39114. * Default Inputs manager for the FlyCamera.
  39115. * It groups all the default supported inputs for ease of use.
  39116. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39117. */
  39118. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  39119. /**
  39120. * Instantiates a new FlyCameraInputsManager.
  39121. * @param camera Defines the camera the inputs belong to.
  39122. */
  39123. constructor(camera: FlyCamera);
  39124. /**
  39125. * Add keyboard input support to the input manager.
  39126. * @returns the new FlyCameraKeyboardMoveInput().
  39127. */
  39128. addKeyboard(): FlyCameraInputsManager;
  39129. /**
  39130. * Add mouse input support to the input manager.
  39131. * @param touchEnabled Enable touch screen support.
  39132. * @returns the new FlyCameraMouseInput().
  39133. */
  39134. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  39135. }
  39136. }
  39137. declare module "babylonjs/Cameras/flyCamera" {
  39138. import { Scene } from "babylonjs/scene";
  39139. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  39140. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39141. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39142. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  39143. /**
  39144. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39145. * such as in a 3D Space Shooter or a Flight Simulator.
  39146. */
  39147. export class FlyCamera extends TargetCamera {
  39148. /**
  39149. * Define the collision ellipsoid of the camera.
  39150. * This is helpful for simulating a camera body, like a player's body.
  39151. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  39152. */
  39153. ellipsoid: Vector3;
  39154. /**
  39155. * Define an offset for the position of the ellipsoid around the camera.
  39156. * This can be helpful if the camera is attached away from the player's body center,
  39157. * such as at its head.
  39158. */
  39159. ellipsoidOffset: Vector3;
  39160. /**
  39161. * Enable or disable collisions of the camera with the rest of the scene objects.
  39162. */
  39163. checkCollisions: boolean;
  39164. /**
  39165. * Enable or disable gravity on the camera.
  39166. */
  39167. applyGravity: boolean;
  39168. /**
  39169. * Define the current direction the camera is moving to.
  39170. */
  39171. cameraDirection: Vector3;
  39172. /**
  39173. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  39174. * This overrides and empties cameraRotation.
  39175. */
  39176. rotationQuaternion: Quaternion;
  39177. /**
  39178. * Track Roll to maintain the wanted Rolling when looking around.
  39179. */
  39180. _trackRoll: number;
  39181. /**
  39182. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  39183. */
  39184. rollCorrect: number;
  39185. /**
  39186. * Mimic a banked turn, Rolling the camera when Yawing.
  39187. * It's recommended to use rollCorrect = 10 for faster banking correction.
  39188. */
  39189. bankedTurn: boolean;
  39190. /**
  39191. * Limit in radians for how much Roll banking will add. (Default: 90°)
  39192. */
  39193. bankedTurnLimit: number;
  39194. /**
  39195. * Value of 0 disables the banked Roll.
  39196. * Value of 1 is equal to the Yaw angle in radians.
  39197. */
  39198. bankedTurnMultiplier: number;
  39199. /**
  39200. * The inputs manager loads all the input sources, such as keyboard and mouse.
  39201. */
  39202. inputs: FlyCameraInputsManager;
  39203. /**
  39204. * Gets the input sensibility for mouse input.
  39205. * Higher values reduce sensitivity.
  39206. */
  39207. /**
  39208. * Sets the input sensibility for a mouse input.
  39209. * Higher values reduce sensitivity.
  39210. */
  39211. angularSensibility: number;
  39212. /**
  39213. * Get the keys for camera movement forward.
  39214. */
  39215. /**
  39216. * Set the keys for camera movement forward.
  39217. */
  39218. keysForward: number[];
  39219. /**
  39220. * Get the keys for camera movement backward.
  39221. */
  39222. keysBackward: number[];
  39223. /**
  39224. * Get the keys for camera movement up.
  39225. */
  39226. /**
  39227. * Set the keys for camera movement up.
  39228. */
  39229. keysUp: number[];
  39230. /**
  39231. * Get the keys for camera movement down.
  39232. */
  39233. /**
  39234. * Set the keys for camera movement down.
  39235. */
  39236. keysDown: number[];
  39237. /**
  39238. * Get the keys for camera movement left.
  39239. */
  39240. /**
  39241. * Set the keys for camera movement left.
  39242. */
  39243. keysLeft: number[];
  39244. /**
  39245. * Set the keys for camera movement right.
  39246. */
  39247. /**
  39248. * Set the keys for camera movement right.
  39249. */
  39250. keysRight: number[];
  39251. /**
  39252. * Event raised when the camera collides with a mesh in the scene.
  39253. */
  39254. onCollide: (collidedMesh: AbstractMesh) => void;
  39255. private _collider;
  39256. private _needMoveForGravity;
  39257. private _oldPosition;
  39258. private _diffPosition;
  39259. private _newPosition;
  39260. /** @hidden */
  39261. _localDirection: Vector3;
  39262. /** @hidden */
  39263. _transformedDirection: Vector3;
  39264. /**
  39265. * Instantiates a FlyCamera.
  39266. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39267. * such as in a 3D Space Shooter or a Flight Simulator.
  39268. * @param name Define the name of the camera in the scene.
  39269. * @param position Define the starting position of the camera in the scene.
  39270. * @param scene Define the scene the camera belongs to.
  39271. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  39272. */
  39273. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  39274. /**
  39275. * Attach a control to the HTML DOM element.
  39276. * @param element Defines the element that listens to the input events.
  39277. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  39278. */
  39279. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39280. /**
  39281. * Detach a control from the HTML DOM element.
  39282. * The camera will stop reacting to that input.
  39283. * @param element Defines the element that listens to the input events.
  39284. */
  39285. detachControl(element: HTMLElement): void;
  39286. private _collisionMask;
  39287. /**
  39288. * Get the mask that the camera ignores in collision events.
  39289. */
  39290. /**
  39291. * Set the mask that the camera ignores in collision events.
  39292. */
  39293. collisionMask: number;
  39294. /** @hidden */
  39295. _collideWithWorld(displacement: Vector3): void;
  39296. /** @hidden */
  39297. private _onCollisionPositionChange;
  39298. /** @hidden */
  39299. _checkInputs(): void;
  39300. /** @hidden */
  39301. _decideIfNeedsToMove(): boolean;
  39302. /** @hidden */
  39303. _updatePosition(): void;
  39304. /**
  39305. * Restore the Roll to its target value at the rate specified.
  39306. * @param rate - Higher means slower restoring.
  39307. * @hidden
  39308. */
  39309. restoreRoll(rate: number): void;
  39310. /**
  39311. * Destroy the camera and release the current resources held by it.
  39312. */
  39313. dispose(): void;
  39314. /**
  39315. * Get the current object class name.
  39316. * @returns the class name.
  39317. */
  39318. getClassName(): string;
  39319. }
  39320. }
  39321. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  39322. import { Nullable } from "babylonjs/types";
  39323. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39324. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39325. /**
  39326. * Listen to keyboard events to control the camera.
  39327. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39328. */
  39329. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  39330. /**
  39331. * Defines the camera the input is attached to.
  39332. */
  39333. camera: FlyCamera;
  39334. /**
  39335. * The list of keyboard keys used to control the forward move of the camera.
  39336. */
  39337. keysForward: number[];
  39338. /**
  39339. * The list of keyboard keys used to control the backward move of the camera.
  39340. */
  39341. keysBackward: number[];
  39342. /**
  39343. * The list of keyboard keys used to control the forward move of the camera.
  39344. */
  39345. keysUp: number[];
  39346. /**
  39347. * The list of keyboard keys used to control the backward move of the camera.
  39348. */
  39349. keysDown: number[];
  39350. /**
  39351. * The list of keyboard keys used to control the right strafe move of the camera.
  39352. */
  39353. keysRight: number[];
  39354. /**
  39355. * The list of keyboard keys used to control the left strafe move of the camera.
  39356. */
  39357. keysLeft: number[];
  39358. private _keys;
  39359. private _onCanvasBlurObserver;
  39360. private _onKeyboardObserver;
  39361. private _engine;
  39362. private _scene;
  39363. /**
  39364. * Attach the input controls to a specific dom element to get the input from.
  39365. * @param element Defines the element the controls should be listened from
  39366. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39367. */
  39368. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39369. /**
  39370. * Detach the current controls from the specified dom element.
  39371. * @param element Defines the element to stop listening the inputs from
  39372. */
  39373. detachControl(element: Nullable<HTMLElement>): void;
  39374. /**
  39375. * Gets the class name of the current intput.
  39376. * @returns the class name
  39377. */
  39378. getClassName(): string;
  39379. /** @hidden */
  39380. _onLostFocus(e: FocusEvent): void;
  39381. /**
  39382. * Get the friendly name associated with the input class.
  39383. * @returns the input friendly name
  39384. */
  39385. getSimpleName(): string;
  39386. /**
  39387. * Update the current camera state depending on the inputs that have been used this frame.
  39388. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39389. */
  39390. checkInputs(): void;
  39391. }
  39392. }
  39393. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  39394. import { Nullable } from "babylonjs/types";
  39395. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39396. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39397. /**
  39398. * Manage the mouse wheel inputs to control a follow camera.
  39399. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39400. */
  39401. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  39402. /**
  39403. * Defines the camera the input is attached to.
  39404. */
  39405. camera: FollowCamera;
  39406. /**
  39407. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  39408. */
  39409. axisControlRadius: boolean;
  39410. /**
  39411. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  39412. */
  39413. axisControlHeight: boolean;
  39414. /**
  39415. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  39416. */
  39417. axisControlRotation: boolean;
  39418. /**
  39419. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  39420. * relation to mouseWheel events.
  39421. */
  39422. wheelPrecision: number;
  39423. /**
  39424. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  39425. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  39426. */
  39427. wheelDeltaPercentage: number;
  39428. private _wheel;
  39429. private _observer;
  39430. /**
  39431. * Attach the input controls to a specific dom element to get the input from.
  39432. * @param element Defines the element the controls should be listened from
  39433. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39434. */
  39435. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39436. /**
  39437. * Detach the current controls from the specified dom element.
  39438. * @param element Defines the element to stop listening the inputs from
  39439. */
  39440. detachControl(element: Nullable<HTMLElement>): void;
  39441. /**
  39442. * Gets the class name of the current intput.
  39443. * @returns the class name
  39444. */
  39445. getClassName(): string;
  39446. /**
  39447. * Get the friendly name associated with the input class.
  39448. * @returns the input friendly name
  39449. */
  39450. getSimpleName(): string;
  39451. }
  39452. }
  39453. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  39454. import { Nullable } from "babylonjs/types";
  39455. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39456. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  39457. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  39458. /**
  39459. * Manage the pointers inputs to control an follow camera.
  39460. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39461. */
  39462. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  39463. /**
  39464. * Defines the camera the input is attached to.
  39465. */
  39466. camera: FollowCamera;
  39467. /**
  39468. * Gets the class name of the current input.
  39469. * @returns the class name
  39470. */
  39471. getClassName(): string;
  39472. /**
  39473. * Defines the pointer angular sensibility along the X axis or how fast is
  39474. * the camera rotating.
  39475. * A negative number will reverse the axis direction.
  39476. */
  39477. angularSensibilityX: number;
  39478. /**
  39479. * Defines the pointer angular sensibility along the Y axis or how fast is
  39480. * the camera rotating.
  39481. * A negative number will reverse the axis direction.
  39482. */
  39483. angularSensibilityY: number;
  39484. /**
  39485. * Defines the pointer pinch precision or how fast is the camera zooming.
  39486. * A negative number will reverse the axis direction.
  39487. */
  39488. pinchPrecision: number;
  39489. /**
  39490. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  39491. * from 0.
  39492. * It defines the percentage of current camera.radius to use as delta when
  39493. * pinch zoom is used.
  39494. */
  39495. pinchDeltaPercentage: number;
  39496. /**
  39497. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  39498. */
  39499. axisXControlRadius: boolean;
  39500. /**
  39501. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  39502. */
  39503. axisXControlHeight: boolean;
  39504. /**
  39505. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  39506. */
  39507. axisXControlRotation: boolean;
  39508. /**
  39509. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  39510. */
  39511. axisYControlRadius: boolean;
  39512. /**
  39513. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  39514. */
  39515. axisYControlHeight: boolean;
  39516. /**
  39517. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  39518. */
  39519. axisYControlRotation: boolean;
  39520. /**
  39521. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  39522. */
  39523. axisPinchControlRadius: boolean;
  39524. /**
  39525. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  39526. */
  39527. axisPinchControlHeight: boolean;
  39528. /**
  39529. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  39530. */
  39531. axisPinchControlRotation: boolean;
  39532. /**
  39533. * Log error messages if basic misconfiguration has occurred.
  39534. */
  39535. warningEnable: boolean;
  39536. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  39537. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  39538. private _warningCounter;
  39539. private _warning;
  39540. }
  39541. }
  39542. declare module "babylonjs/Cameras/followCameraInputsManager" {
  39543. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39544. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39545. /**
  39546. * Default Inputs manager for the FollowCamera.
  39547. * It groups all the default supported inputs for ease of use.
  39548. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39549. */
  39550. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  39551. /**
  39552. * Instantiates a new FollowCameraInputsManager.
  39553. * @param camera Defines the camera the inputs belong to
  39554. */
  39555. constructor(camera: FollowCamera);
  39556. /**
  39557. * Add keyboard input support to the input manager.
  39558. * @returns the current input manager
  39559. */
  39560. addKeyboard(): FollowCameraInputsManager;
  39561. /**
  39562. * Add mouse wheel input support to the input manager.
  39563. * @returns the current input manager
  39564. */
  39565. addMouseWheel(): FollowCameraInputsManager;
  39566. /**
  39567. * Add pointers input support to the input manager.
  39568. * @returns the current input manager
  39569. */
  39570. addPointers(): FollowCameraInputsManager;
  39571. /**
  39572. * Add orientation input support to the input manager.
  39573. * @returns the current input manager
  39574. */
  39575. addVRDeviceOrientation(): FollowCameraInputsManager;
  39576. }
  39577. }
  39578. declare module "babylonjs/Cameras/followCamera" {
  39579. import { Nullable } from "babylonjs/types";
  39580. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39581. import { Scene } from "babylonjs/scene";
  39582. import { Vector3 } from "babylonjs/Maths/math.vector";
  39583. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39584. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  39585. /**
  39586. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  39587. * an arc rotate version arcFollowCamera are available.
  39588. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39589. */
  39590. export class FollowCamera extends TargetCamera {
  39591. /**
  39592. * Distance the follow camera should follow an object at
  39593. */
  39594. radius: number;
  39595. /**
  39596. * Minimum allowed distance of the camera to the axis of rotation
  39597. * (The camera can not get closer).
  39598. * This can help limiting how the Camera is able to move in the scene.
  39599. */
  39600. lowerRadiusLimit: Nullable<number>;
  39601. /**
  39602. * Maximum allowed distance of the camera to the axis of rotation
  39603. * (The camera can not get further).
  39604. * This can help limiting how the Camera is able to move in the scene.
  39605. */
  39606. upperRadiusLimit: Nullable<number>;
  39607. /**
  39608. * Define a rotation offset between the camera and the object it follows
  39609. */
  39610. rotationOffset: number;
  39611. /**
  39612. * Minimum allowed angle to camera position relative to target object.
  39613. * This can help limiting how the Camera is able to move in the scene.
  39614. */
  39615. lowerRotationOffsetLimit: Nullable<number>;
  39616. /**
  39617. * Maximum allowed angle to camera position relative to target object.
  39618. * This can help limiting how the Camera is able to move in the scene.
  39619. */
  39620. upperRotationOffsetLimit: Nullable<number>;
  39621. /**
  39622. * Define a height offset between the camera and the object it follows.
  39623. * It can help following an object from the top (like a car chaing a plane)
  39624. */
  39625. heightOffset: number;
  39626. /**
  39627. * Minimum allowed height of camera position relative to target object.
  39628. * This can help limiting how the Camera is able to move in the scene.
  39629. */
  39630. lowerHeightOffsetLimit: Nullable<number>;
  39631. /**
  39632. * Maximum allowed height of camera position relative to target object.
  39633. * This can help limiting how the Camera is able to move in the scene.
  39634. */
  39635. upperHeightOffsetLimit: Nullable<number>;
  39636. /**
  39637. * Define how fast the camera can accelerate to follow it s target.
  39638. */
  39639. cameraAcceleration: number;
  39640. /**
  39641. * Define the speed limit of the camera following an object.
  39642. */
  39643. maxCameraSpeed: number;
  39644. /**
  39645. * Define the target of the camera.
  39646. */
  39647. lockedTarget: Nullable<AbstractMesh>;
  39648. /**
  39649. * Defines the input associated with the camera.
  39650. */
  39651. inputs: FollowCameraInputsManager;
  39652. /**
  39653. * Instantiates the follow camera.
  39654. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39655. * @param name Define the name of the camera in the scene
  39656. * @param position Define the position of the camera
  39657. * @param scene Define the scene the camera belong to
  39658. * @param lockedTarget Define the target of the camera
  39659. */
  39660. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  39661. private _follow;
  39662. /**
  39663. * Attached controls to the current camera.
  39664. * @param element Defines the element the controls should be listened from
  39665. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39666. */
  39667. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39668. /**
  39669. * Detach the current controls from the camera.
  39670. * The camera will stop reacting to inputs.
  39671. * @param element Defines the element to stop listening the inputs from
  39672. */
  39673. detachControl(element: HTMLElement): void;
  39674. /** @hidden */
  39675. _checkInputs(): void;
  39676. private _checkLimits;
  39677. /**
  39678. * Gets the camera class name.
  39679. * @returns the class name
  39680. */
  39681. getClassName(): string;
  39682. }
  39683. /**
  39684. * Arc Rotate version of the follow camera.
  39685. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39686. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39687. */
  39688. export class ArcFollowCamera extends TargetCamera {
  39689. /** The longitudinal angle of the camera */
  39690. alpha: number;
  39691. /** The latitudinal angle of the camera */
  39692. beta: number;
  39693. /** The radius of the camera from its target */
  39694. radius: number;
  39695. /** Define the camera target (the messh it should follow) */
  39696. target: Nullable<AbstractMesh>;
  39697. private _cartesianCoordinates;
  39698. /**
  39699. * Instantiates a new ArcFollowCamera
  39700. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39701. * @param name Define the name of the camera
  39702. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39703. * @param beta Define the rotation angle of the camera around the elevation axis
  39704. * @param radius Define the radius of the camera from its target point
  39705. * @param target Define the target of the camera
  39706. * @param scene Define the scene the camera belongs to
  39707. */
  39708. constructor(name: string,
  39709. /** The longitudinal angle of the camera */
  39710. alpha: number,
  39711. /** The latitudinal angle of the camera */
  39712. beta: number,
  39713. /** The radius of the camera from its target */
  39714. radius: number,
  39715. /** Define the camera target (the messh it should follow) */
  39716. target: Nullable<AbstractMesh>, scene: Scene);
  39717. private _follow;
  39718. /** @hidden */
  39719. _checkInputs(): void;
  39720. /**
  39721. * Returns the class name of the object.
  39722. * It is mostly used internally for serialization purposes.
  39723. */
  39724. getClassName(): string;
  39725. }
  39726. }
  39727. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39728. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39729. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39730. import { Nullable } from "babylonjs/types";
  39731. /**
  39732. * Manage the keyboard inputs to control the movement of a follow camera.
  39733. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39734. */
  39735. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39736. /**
  39737. * Defines the camera the input is attached to.
  39738. */
  39739. camera: FollowCamera;
  39740. /**
  39741. * Defines the list of key codes associated with the up action (increase heightOffset)
  39742. */
  39743. keysHeightOffsetIncr: number[];
  39744. /**
  39745. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39746. */
  39747. keysHeightOffsetDecr: number[];
  39748. /**
  39749. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39750. */
  39751. keysHeightOffsetModifierAlt: boolean;
  39752. /**
  39753. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39754. */
  39755. keysHeightOffsetModifierCtrl: boolean;
  39756. /**
  39757. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39758. */
  39759. keysHeightOffsetModifierShift: boolean;
  39760. /**
  39761. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39762. */
  39763. keysRotationOffsetIncr: number[];
  39764. /**
  39765. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39766. */
  39767. keysRotationOffsetDecr: number[];
  39768. /**
  39769. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39770. */
  39771. keysRotationOffsetModifierAlt: boolean;
  39772. /**
  39773. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39774. */
  39775. keysRotationOffsetModifierCtrl: boolean;
  39776. /**
  39777. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39778. */
  39779. keysRotationOffsetModifierShift: boolean;
  39780. /**
  39781. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39782. */
  39783. keysRadiusIncr: number[];
  39784. /**
  39785. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39786. */
  39787. keysRadiusDecr: number[];
  39788. /**
  39789. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39790. */
  39791. keysRadiusModifierAlt: boolean;
  39792. /**
  39793. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39794. */
  39795. keysRadiusModifierCtrl: boolean;
  39796. /**
  39797. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39798. */
  39799. keysRadiusModifierShift: boolean;
  39800. /**
  39801. * Defines the rate of change of heightOffset.
  39802. */
  39803. heightSensibility: number;
  39804. /**
  39805. * Defines the rate of change of rotationOffset.
  39806. */
  39807. rotationSensibility: number;
  39808. /**
  39809. * Defines the rate of change of radius.
  39810. */
  39811. radiusSensibility: number;
  39812. private _keys;
  39813. private _ctrlPressed;
  39814. private _altPressed;
  39815. private _shiftPressed;
  39816. private _onCanvasBlurObserver;
  39817. private _onKeyboardObserver;
  39818. private _engine;
  39819. private _scene;
  39820. /**
  39821. * Attach the input controls to a specific dom element to get the input from.
  39822. * @param element Defines the element the controls should be listened from
  39823. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39824. */
  39825. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39826. /**
  39827. * Detach the current controls from the specified dom element.
  39828. * @param element Defines the element to stop listening the inputs from
  39829. */
  39830. detachControl(element: Nullable<HTMLElement>): void;
  39831. /**
  39832. * Update the current camera state depending on the inputs that have been used this frame.
  39833. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39834. */
  39835. checkInputs(): void;
  39836. /**
  39837. * Gets the class name of the current input.
  39838. * @returns the class name
  39839. */
  39840. getClassName(): string;
  39841. /**
  39842. * Get the friendly name associated with the input class.
  39843. * @returns the input friendly name
  39844. */
  39845. getSimpleName(): string;
  39846. /**
  39847. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39848. * allow modification of the heightOffset value.
  39849. */
  39850. private _modifierHeightOffset;
  39851. /**
  39852. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39853. * allow modification of the rotationOffset value.
  39854. */
  39855. private _modifierRotationOffset;
  39856. /**
  39857. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39858. * allow modification of the radius value.
  39859. */
  39860. private _modifierRadius;
  39861. }
  39862. }
  39863. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39864. import { Nullable } from "babylonjs/types";
  39865. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39866. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39867. import { Observable } from "babylonjs/Misc/observable";
  39868. module "babylonjs/Cameras/freeCameraInputsManager" {
  39869. interface FreeCameraInputsManager {
  39870. /**
  39871. * @hidden
  39872. */
  39873. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39874. /**
  39875. * Add orientation input support to the input manager.
  39876. * @returns the current input manager
  39877. */
  39878. addDeviceOrientation(): FreeCameraInputsManager;
  39879. }
  39880. }
  39881. /**
  39882. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39883. * Screen rotation is taken into account.
  39884. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39885. */
  39886. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39887. private _camera;
  39888. private _screenOrientationAngle;
  39889. private _constantTranform;
  39890. private _screenQuaternion;
  39891. private _alpha;
  39892. private _beta;
  39893. private _gamma;
  39894. /**
  39895. * Can be used to detect if a device orientation sensor is availible on a device
  39896. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39897. * @returns a promise that will resolve on orientation change
  39898. */
  39899. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39900. /**
  39901. * @hidden
  39902. */
  39903. _onDeviceOrientationChangedObservable: Observable<void>;
  39904. /**
  39905. * Instantiates a new input
  39906. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39907. */
  39908. constructor();
  39909. /**
  39910. * Define the camera controlled by the input.
  39911. */
  39912. camera: FreeCamera;
  39913. /**
  39914. * Attach the input controls to a specific dom element to get the input from.
  39915. * @param element Defines the element the controls should be listened from
  39916. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39917. */
  39918. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39919. private _orientationChanged;
  39920. private _deviceOrientation;
  39921. /**
  39922. * Detach the current controls from the specified dom element.
  39923. * @param element Defines the element to stop listening the inputs from
  39924. */
  39925. detachControl(element: Nullable<HTMLElement>): void;
  39926. /**
  39927. * Update the current camera state depending on the inputs that have been used this frame.
  39928. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39929. */
  39930. checkInputs(): void;
  39931. /**
  39932. * Gets the class name of the current intput.
  39933. * @returns the class name
  39934. */
  39935. getClassName(): string;
  39936. /**
  39937. * Get the friendly name associated with the input class.
  39938. * @returns the input friendly name
  39939. */
  39940. getSimpleName(): string;
  39941. }
  39942. }
  39943. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39944. import { Nullable } from "babylonjs/types";
  39945. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39946. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39947. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39948. /**
  39949. * Manage the gamepad inputs to control a free camera.
  39950. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39951. */
  39952. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39953. /**
  39954. * Define the camera the input is attached to.
  39955. */
  39956. camera: FreeCamera;
  39957. /**
  39958. * Define the Gamepad controlling the input
  39959. */
  39960. gamepad: Nullable<Gamepad>;
  39961. /**
  39962. * Defines the gamepad rotation sensiblity.
  39963. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39964. */
  39965. gamepadAngularSensibility: number;
  39966. /**
  39967. * Defines the gamepad move sensiblity.
  39968. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39969. */
  39970. gamepadMoveSensibility: number;
  39971. private _yAxisScale;
  39972. /**
  39973. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  39974. */
  39975. invertYAxis: boolean;
  39976. private _onGamepadConnectedObserver;
  39977. private _onGamepadDisconnectedObserver;
  39978. private _cameraTransform;
  39979. private _deltaTransform;
  39980. private _vector3;
  39981. private _vector2;
  39982. /**
  39983. * Attach the input controls to a specific dom element to get the input from.
  39984. * @param element Defines the element the controls should be listened from
  39985. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39986. */
  39987. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39988. /**
  39989. * Detach the current controls from the specified dom element.
  39990. * @param element Defines the element to stop listening the inputs from
  39991. */
  39992. detachControl(element: Nullable<HTMLElement>): void;
  39993. /**
  39994. * Update the current camera state depending on the inputs that have been used this frame.
  39995. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39996. */
  39997. checkInputs(): void;
  39998. /**
  39999. * Gets the class name of the current intput.
  40000. * @returns the class name
  40001. */
  40002. getClassName(): string;
  40003. /**
  40004. * Get the friendly name associated with the input class.
  40005. * @returns the input friendly name
  40006. */
  40007. getSimpleName(): string;
  40008. }
  40009. }
  40010. declare module "babylonjs/Misc/virtualJoystick" {
  40011. import { Nullable } from "babylonjs/types";
  40012. import { Vector3 } from "babylonjs/Maths/math.vector";
  40013. /**
  40014. * Defines the potential axis of a Joystick
  40015. */
  40016. export enum JoystickAxis {
  40017. /** X axis */
  40018. X = 0,
  40019. /** Y axis */
  40020. Y = 1,
  40021. /** Z axis */
  40022. Z = 2
  40023. }
  40024. /**
  40025. * Class used to define virtual joystick (used in touch mode)
  40026. */
  40027. export class VirtualJoystick {
  40028. /**
  40029. * Gets or sets a boolean indicating that left and right values must be inverted
  40030. */
  40031. reverseLeftRight: boolean;
  40032. /**
  40033. * Gets or sets a boolean indicating that up and down values must be inverted
  40034. */
  40035. reverseUpDown: boolean;
  40036. /**
  40037. * Gets the offset value for the position (ie. the change of the position value)
  40038. */
  40039. deltaPosition: Vector3;
  40040. /**
  40041. * Gets a boolean indicating if the virtual joystick was pressed
  40042. */
  40043. pressed: boolean;
  40044. /**
  40045. * Canvas the virtual joystick will render onto, default z-index of this is 5
  40046. */
  40047. static Canvas: Nullable<HTMLCanvasElement>;
  40048. private static _globalJoystickIndex;
  40049. private static vjCanvasContext;
  40050. private static vjCanvasWidth;
  40051. private static vjCanvasHeight;
  40052. private static halfWidth;
  40053. private _action;
  40054. private _axisTargetedByLeftAndRight;
  40055. private _axisTargetedByUpAndDown;
  40056. private _joystickSensibility;
  40057. private _inversedSensibility;
  40058. private _joystickPointerID;
  40059. private _joystickColor;
  40060. private _joystickPointerPos;
  40061. private _joystickPreviousPointerPos;
  40062. private _joystickPointerStartPos;
  40063. private _deltaJoystickVector;
  40064. private _leftJoystick;
  40065. private _touches;
  40066. private _onPointerDownHandlerRef;
  40067. private _onPointerMoveHandlerRef;
  40068. private _onPointerUpHandlerRef;
  40069. private _onResize;
  40070. /**
  40071. * Creates a new virtual joystick
  40072. * @param leftJoystick defines that the joystick is for left hand (false by default)
  40073. */
  40074. constructor(leftJoystick?: boolean);
  40075. /**
  40076. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  40077. * @param newJoystickSensibility defines the new sensibility
  40078. */
  40079. setJoystickSensibility(newJoystickSensibility: number): void;
  40080. private _onPointerDown;
  40081. private _onPointerMove;
  40082. private _onPointerUp;
  40083. /**
  40084. * Change the color of the virtual joystick
  40085. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  40086. */
  40087. setJoystickColor(newColor: string): void;
  40088. /**
  40089. * Defines a callback to call when the joystick is touched
  40090. * @param action defines the callback
  40091. */
  40092. setActionOnTouch(action: () => any): void;
  40093. /**
  40094. * Defines which axis you'd like to control for left & right
  40095. * @param axis defines the axis to use
  40096. */
  40097. setAxisForLeftRight(axis: JoystickAxis): void;
  40098. /**
  40099. * Defines which axis you'd like to control for up & down
  40100. * @param axis defines the axis to use
  40101. */
  40102. setAxisForUpDown(axis: JoystickAxis): void;
  40103. private _drawVirtualJoystick;
  40104. /**
  40105. * Release internal HTML canvas
  40106. */
  40107. releaseCanvas(): void;
  40108. }
  40109. }
  40110. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  40111. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  40112. import { Nullable } from "babylonjs/types";
  40113. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40114. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40115. module "babylonjs/Cameras/freeCameraInputsManager" {
  40116. interface FreeCameraInputsManager {
  40117. /**
  40118. * Add virtual joystick input support to the input manager.
  40119. * @returns the current input manager
  40120. */
  40121. addVirtualJoystick(): FreeCameraInputsManager;
  40122. }
  40123. }
  40124. /**
  40125. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  40126. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40127. */
  40128. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  40129. /**
  40130. * Defines the camera the input is attached to.
  40131. */
  40132. camera: FreeCamera;
  40133. private _leftjoystick;
  40134. private _rightjoystick;
  40135. /**
  40136. * Gets the left stick of the virtual joystick.
  40137. * @returns The virtual Joystick
  40138. */
  40139. getLeftJoystick(): VirtualJoystick;
  40140. /**
  40141. * Gets the right stick of the virtual joystick.
  40142. * @returns The virtual Joystick
  40143. */
  40144. getRightJoystick(): VirtualJoystick;
  40145. /**
  40146. * Update the current camera state depending on the inputs that have been used this frame.
  40147. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40148. */
  40149. checkInputs(): void;
  40150. /**
  40151. * Attach the input controls to a specific dom element to get the input from.
  40152. * @param element Defines the element the controls should be listened from
  40153. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40154. */
  40155. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40156. /**
  40157. * Detach the current controls from the specified dom element.
  40158. * @param element Defines the element to stop listening the inputs from
  40159. */
  40160. detachControl(element: Nullable<HTMLElement>): void;
  40161. /**
  40162. * Gets the class name of the current intput.
  40163. * @returns the class name
  40164. */
  40165. getClassName(): string;
  40166. /**
  40167. * Get the friendly name associated with the input class.
  40168. * @returns the input friendly name
  40169. */
  40170. getSimpleName(): string;
  40171. }
  40172. }
  40173. declare module "babylonjs/Cameras/Inputs/index" {
  40174. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  40175. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  40176. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  40177. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  40178. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40179. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  40180. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  40181. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  40182. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  40183. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  40184. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40185. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  40186. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  40187. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  40188. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  40189. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40190. }
  40191. declare module "babylonjs/Cameras/touchCamera" {
  40192. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40193. import { Scene } from "babylonjs/scene";
  40194. import { Vector3 } from "babylonjs/Maths/math.vector";
  40195. /**
  40196. * This represents a FPS type of camera controlled by touch.
  40197. * This is like a universal camera minus the Gamepad controls.
  40198. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40199. */
  40200. export class TouchCamera extends FreeCamera {
  40201. /**
  40202. * Defines the touch sensibility for rotation.
  40203. * The higher the faster.
  40204. */
  40205. touchAngularSensibility: number;
  40206. /**
  40207. * Defines the touch sensibility for move.
  40208. * The higher the faster.
  40209. */
  40210. touchMoveSensibility: number;
  40211. /**
  40212. * Instantiates a new touch camera.
  40213. * This represents a FPS type of camera controlled by touch.
  40214. * This is like a universal camera minus the Gamepad controls.
  40215. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40216. * @param name Define the name of the camera in the scene
  40217. * @param position Define the start position of the camera in the scene
  40218. * @param scene Define the scene the camera belongs to
  40219. */
  40220. constructor(name: string, position: Vector3, scene: Scene);
  40221. /**
  40222. * Gets the current object class name.
  40223. * @return the class name
  40224. */
  40225. getClassName(): string;
  40226. /** @hidden */
  40227. _setupInputs(): void;
  40228. }
  40229. }
  40230. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  40231. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40232. import { Scene } from "babylonjs/scene";
  40233. import { Vector3 } from "babylonjs/Maths/math.vector";
  40234. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40235. import { Axis } from "babylonjs/Maths/math.axis";
  40236. /**
  40237. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  40238. * being tilted forward or back and left or right.
  40239. */
  40240. export class DeviceOrientationCamera extends FreeCamera {
  40241. private _initialQuaternion;
  40242. private _quaternionCache;
  40243. private _tmpDragQuaternion;
  40244. private _disablePointerInputWhenUsingDeviceOrientation;
  40245. /**
  40246. * Creates a new device orientation camera
  40247. * @param name The name of the camera
  40248. * @param position The start position camera
  40249. * @param scene The scene the camera belongs to
  40250. */
  40251. constructor(name: string, position: Vector3, scene: Scene);
  40252. /**
  40253. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  40254. */
  40255. disablePointerInputWhenUsingDeviceOrientation: boolean;
  40256. private _dragFactor;
  40257. /**
  40258. * Enabled turning on the y axis when the orientation sensor is active
  40259. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  40260. */
  40261. enableHorizontalDragging(dragFactor?: number): void;
  40262. /**
  40263. * Gets the current instance class name ("DeviceOrientationCamera").
  40264. * This helps avoiding instanceof at run time.
  40265. * @returns the class name
  40266. */
  40267. getClassName(): string;
  40268. /**
  40269. * @hidden
  40270. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  40271. */
  40272. _checkInputs(): void;
  40273. /**
  40274. * Reset the camera to its default orientation on the specified axis only.
  40275. * @param axis The axis to reset
  40276. */
  40277. resetToCurrentRotation(axis?: Axis): void;
  40278. }
  40279. }
  40280. declare module "babylonjs/Gamepads/xboxGamepad" {
  40281. import { Observable } from "babylonjs/Misc/observable";
  40282. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40283. /**
  40284. * Defines supported buttons for XBox360 compatible gamepads
  40285. */
  40286. export enum Xbox360Button {
  40287. /** A */
  40288. A = 0,
  40289. /** B */
  40290. B = 1,
  40291. /** X */
  40292. X = 2,
  40293. /** Y */
  40294. Y = 3,
  40295. /** Start */
  40296. Start = 4,
  40297. /** Back */
  40298. Back = 5,
  40299. /** Left button */
  40300. LB = 6,
  40301. /** Right button */
  40302. RB = 7,
  40303. /** Left stick */
  40304. LeftStick = 8,
  40305. /** Right stick */
  40306. RightStick = 9
  40307. }
  40308. /** Defines values for XBox360 DPad */
  40309. export enum Xbox360Dpad {
  40310. /** Up */
  40311. Up = 0,
  40312. /** Down */
  40313. Down = 1,
  40314. /** Left */
  40315. Left = 2,
  40316. /** Right */
  40317. Right = 3
  40318. }
  40319. /**
  40320. * Defines a XBox360 gamepad
  40321. */
  40322. export class Xbox360Pad extends Gamepad {
  40323. private _leftTrigger;
  40324. private _rightTrigger;
  40325. private _onlefttriggerchanged;
  40326. private _onrighttriggerchanged;
  40327. private _onbuttondown;
  40328. private _onbuttonup;
  40329. private _ondpaddown;
  40330. private _ondpadup;
  40331. /** Observable raised when a button is pressed */
  40332. onButtonDownObservable: Observable<Xbox360Button>;
  40333. /** Observable raised when a button is released */
  40334. onButtonUpObservable: Observable<Xbox360Button>;
  40335. /** Observable raised when a pad is pressed */
  40336. onPadDownObservable: Observable<Xbox360Dpad>;
  40337. /** Observable raised when a pad is released */
  40338. onPadUpObservable: Observable<Xbox360Dpad>;
  40339. private _buttonA;
  40340. private _buttonB;
  40341. private _buttonX;
  40342. private _buttonY;
  40343. private _buttonBack;
  40344. private _buttonStart;
  40345. private _buttonLB;
  40346. private _buttonRB;
  40347. private _buttonLeftStick;
  40348. private _buttonRightStick;
  40349. private _dPadUp;
  40350. private _dPadDown;
  40351. private _dPadLeft;
  40352. private _dPadRight;
  40353. private _isXboxOnePad;
  40354. /**
  40355. * Creates a new XBox360 gamepad object
  40356. * @param id defines the id of this gamepad
  40357. * @param index defines its index
  40358. * @param gamepad defines the internal HTML gamepad object
  40359. * @param xboxOne defines if it is a XBox One gamepad
  40360. */
  40361. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  40362. /**
  40363. * Defines the callback to call when left trigger is pressed
  40364. * @param callback defines the callback to use
  40365. */
  40366. onlefttriggerchanged(callback: (value: number) => void): void;
  40367. /**
  40368. * Defines the callback to call when right trigger is pressed
  40369. * @param callback defines the callback to use
  40370. */
  40371. onrighttriggerchanged(callback: (value: number) => void): void;
  40372. /**
  40373. * Gets the left trigger value
  40374. */
  40375. /**
  40376. * Sets the left trigger value
  40377. */
  40378. leftTrigger: number;
  40379. /**
  40380. * Gets the right trigger value
  40381. */
  40382. /**
  40383. * Sets the right trigger value
  40384. */
  40385. rightTrigger: number;
  40386. /**
  40387. * Defines the callback to call when a button is pressed
  40388. * @param callback defines the callback to use
  40389. */
  40390. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  40391. /**
  40392. * Defines the callback to call when a button is released
  40393. * @param callback defines the callback to use
  40394. */
  40395. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  40396. /**
  40397. * Defines the callback to call when a pad is pressed
  40398. * @param callback defines the callback to use
  40399. */
  40400. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  40401. /**
  40402. * Defines the callback to call when a pad is released
  40403. * @param callback defines the callback to use
  40404. */
  40405. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  40406. private _setButtonValue;
  40407. private _setDPadValue;
  40408. /**
  40409. * Gets the value of the `A` button
  40410. */
  40411. /**
  40412. * Sets the value of the `A` button
  40413. */
  40414. buttonA: number;
  40415. /**
  40416. * Gets the value of the `B` button
  40417. */
  40418. /**
  40419. * Sets the value of the `B` button
  40420. */
  40421. buttonB: number;
  40422. /**
  40423. * Gets the value of the `X` button
  40424. */
  40425. /**
  40426. * Sets the value of the `X` button
  40427. */
  40428. buttonX: number;
  40429. /**
  40430. * Gets the value of the `Y` button
  40431. */
  40432. /**
  40433. * Sets the value of the `Y` button
  40434. */
  40435. buttonY: number;
  40436. /**
  40437. * Gets the value of the `Start` button
  40438. */
  40439. /**
  40440. * Sets the value of the `Start` button
  40441. */
  40442. buttonStart: number;
  40443. /**
  40444. * Gets the value of the `Back` button
  40445. */
  40446. /**
  40447. * Sets the value of the `Back` button
  40448. */
  40449. buttonBack: number;
  40450. /**
  40451. * Gets the value of the `Left` button
  40452. */
  40453. /**
  40454. * Sets the value of the `Left` button
  40455. */
  40456. buttonLB: number;
  40457. /**
  40458. * Gets the value of the `Right` button
  40459. */
  40460. /**
  40461. * Sets the value of the `Right` button
  40462. */
  40463. buttonRB: number;
  40464. /**
  40465. * Gets the value of the Left joystick
  40466. */
  40467. /**
  40468. * Sets the value of the Left joystick
  40469. */
  40470. buttonLeftStick: number;
  40471. /**
  40472. * Gets the value of the Right joystick
  40473. */
  40474. /**
  40475. * Sets the value of the Right joystick
  40476. */
  40477. buttonRightStick: number;
  40478. /**
  40479. * Gets the value of D-pad up
  40480. */
  40481. /**
  40482. * Sets the value of D-pad up
  40483. */
  40484. dPadUp: number;
  40485. /**
  40486. * Gets the value of D-pad down
  40487. */
  40488. /**
  40489. * Sets the value of D-pad down
  40490. */
  40491. dPadDown: number;
  40492. /**
  40493. * Gets the value of D-pad left
  40494. */
  40495. /**
  40496. * Sets the value of D-pad left
  40497. */
  40498. dPadLeft: number;
  40499. /**
  40500. * Gets the value of D-pad right
  40501. */
  40502. /**
  40503. * Sets the value of D-pad right
  40504. */
  40505. dPadRight: number;
  40506. /**
  40507. * Force the gamepad to synchronize with device values
  40508. */
  40509. update(): void;
  40510. /**
  40511. * Disposes the gamepad
  40512. */
  40513. dispose(): void;
  40514. }
  40515. }
  40516. declare module "babylonjs/Gamepads/dualShockGamepad" {
  40517. import { Observable } from "babylonjs/Misc/observable";
  40518. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40519. /**
  40520. * Defines supported buttons for DualShock compatible gamepads
  40521. */
  40522. export enum DualShockButton {
  40523. /** Cross */
  40524. Cross = 0,
  40525. /** Circle */
  40526. Circle = 1,
  40527. /** Square */
  40528. Square = 2,
  40529. /** Triangle */
  40530. Triangle = 3,
  40531. /** Options */
  40532. Options = 4,
  40533. /** Share */
  40534. Share = 5,
  40535. /** L1 */
  40536. L1 = 6,
  40537. /** R1 */
  40538. R1 = 7,
  40539. /** Left stick */
  40540. LeftStick = 8,
  40541. /** Right stick */
  40542. RightStick = 9
  40543. }
  40544. /** Defines values for DualShock DPad */
  40545. export enum DualShockDpad {
  40546. /** Up */
  40547. Up = 0,
  40548. /** Down */
  40549. Down = 1,
  40550. /** Left */
  40551. Left = 2,
  40552. /** Right */
  40553. Right = 3
  40554. }
  40555. /**
  40556. * Defines a DualShock gamepad
  40557. */
  40558. export class DualShockPad extends Gamepad {
  40559. private _leftTrigger;
  40560. private _rightTrigger;
  40561. private _onlefttriggerchanged;
  40562. private _onrighttriggerchanged;
  40563. private _onbuttondown;
  40564. private _onbuttonup;
  40565. private _ondpaddown;
  40566. private _ondpadup;
  40567. /** Observable raised when a button is pressed */
  40568. onButtonDownObservable: Observable<DualShockButton>;
  40569. /** Observable raised when a button is released */
  40570. onButtonUpObservable: Observable<DualShockButton>;
  40571. /** Observable raised when a pad is pressed */
  40572. onPadDownObservable: Observable<DualShockDpad>;
  40573. /** Observable raised when a pad is released */
  40574. onPadUpObservable: Observable<DualShockDpad>;
  40575. private _buttonCross;
  40576. private _buttonCircle;
  40577. private _buttonSquare;
  40578. private _buttonTriangle;
  40579. private _buttonShare;
  40580. private _buttonOptions;
  40581. private _buttonL1;
  40582. private _buttonR1;
  40583. private _buttonLeftStick;
  40584. private _buttonRightStick;
  40585. private _dPadUp;
  40586. private _dPadDown;
  40587. private _dPadLeft;
  40588. private _dPadRight;
  40589. /**
  40590. * Creates a new DualShock gamepad object
  40591. * @param id defines the id of this gamepad
  40592. * @param index defines its index
  40593. * @param gamepad defines the internal HTML gamepad object
  40594. */
  40595. constructor(id: string, index: number, gamepad: any);
  40596. /**
  40597. * Defines the callback to call when left trigger is pressed
  40598. * @param callback defines the callback to use
  40599. */
  40600. onlefttriggerchanged(callback: (value: number) => void): void;
  40601. /**
  40602. * Defines the callback to call when right trigger is pressed
  40603. * @param callback defines the callback to use
  40604. */
  40605. onrighttriggerchanged(callback: (value: number) => void): void;
  40606. /**
  40607. * Gets the left trigger value
  40608. */
  40609. /**
  40610. * Sets the left trigger value
  40611. */
  40612. leftTrigger: number;
  40613. /**
  40614. * Gets the right trigger value
  40615. */
  40616. /**
  40617. * Sets the right trigger value
  40618. */
  40619. rightTrigger: number;
  40620. /**
  40621. * Defines the callback to call when a button is pressed
  40622. * @param callback defines the callback to use
  40623. */
  40624. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  40625. /**
  40626. * Defines the callback to call when a button is released
  40627. * @param callback defines the callback to use
  40628. */
  40629. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  40630. /**
  40631. * Defines the callback to call when a pad is pressed
  40632. * @param callback defines the callback to use
  40633. */
  40634. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  40635. /**
  40636. * Defines the callback to call when a pad is released
  40637. * @param callback defines the callback to use
  40638. */
  40639. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  40640. private _setButtonValue;
  40641. private _setDPadValue;
  40642. /**
  40643. * Gets the value of the `Cross` button
  40644. */
  40645. /**
  40646. * Sets the value of the `Cross` button
  40647. */
  40648. buttonCross: number;
  40649. /**
  40650. * Gets the value of the `Circle` button
  40651. */
  40652. /**
  40653. * Sets the value of the `Circle` button
  40654. */
  40655. buttonCircle: number;
  40656. /**
  40657. * Gets the value of the `Square` button
  40658. */
  40659. /**
  40660. * Sets the value of the `Square` button
  40661. */
  40662. buttonSquare: number;
  40663. /**
  40664. * Gets the value of the `Triangle` button
  40665. */
  40666. /**
  40667. * Sets the value of the `Triangle` button
  40668. */
  40669. buttonTriangle: number;
  40670. /**
  40671. * Gets the value of the `Options` button
  40672. */
  40673. /**
  40674. * Sets the value of the `Options` button
  40675. */
  40676. buttonOptions: number;
  40677. /**
  40678. * Gets the value of the `Share` button
  40679. */
  40680. /**
  40681. * Sets the value of the `Share` button
  40682. */
  40683. buttonShare: number;
  40684. /**
  40685. * Gets the value of the `L1` button
  40686. */
  40687. /**
  40688. * Sets the value of the `L1` button
  40689. */
  40690. buttonL1: number;
  40691. /**
  40692. * Gets the value of the `R1` button
  40693. */
  40694. /**
  40695. * Sets the value of the `R1` button
  40696. */
  40697. buttonR1: number;
  40698. /**
  40699. * Gets the value of the Left joystick
  40700. */
  40701. /**
  40702. * Sets the value of the Left joystick
  40703. */
  40704. buttonLeftStick: number;
  40705. /**
  40706. * Gets the value of the Right joystick
  40707. */
  40708. /**
  40709. * Sets the value of the Right joystick
  40710. */
  40711. buttonRightStick: number;
  40712. /**
  40713. * Gets the value of D-pad up
  40714. */
  40715. /**
  40716. * Sets the value of D-pad up
  40717. */
  40718. dPadUp: number;
  40719. /**
  40720. * Gets the value of D-pad down
  40721. */
  40722. /**
  40723. * Sets the value of D-pad down
  40724. */
  40725. dPadDown: number;
  40726. /**
  40727. * Gets the value of D-pad left
  40728. */
  40729. /**
  40730. * Sets the value of D-pad left
  40731. */
  40732. dPadLeft: number;
  40733. /**
  40734. * Gets the value of D-pad right
  40735. */
  40736. /**
  40737. * Sets the value of D-pad right
  40738. */
  40739. dPadRight: number;
  40740. /**
  40741. * Force the gamepad to synchronize with device values
  40742. */
  40743. update(): void;
  40744. /**
  40745. * Disposes the gamepad
  40746. */
  40747. dispose(): void;
  40748. }
  40749. }
  40750. declare module "babylonjs/Gamepads/gamepadManager" {
  40751. import { Observable } from "babylonjs/Misc/observable";
  40752. import { Nullable } from "babylonjs/types";
  40753. import { Scene } from "babylonjs/scene";
  40754. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40755. /**
  40756. * Manager for handling gamepads
  40757. */
  40758. export class GamepadManager {
  40759. private _scene?;
  40760. private _babylonGamepads;
  40761. private _oneGamepadConnected;
  40762. /** @hidden */
  40763. _isMonitoring: boolean;
  40764. private _gamepadEventSupported;
  40765. private _gamepadSupport;
  40766. /**
  40767. * observable to be triggered when the gamepad controller has been connected
  40768. */
  40769. onGamepadConnectedObservable: Observable<Gamepad>;
  40770. /**
  40771. * observable to be triggered when the gamepad controller has been disconnected
  40772. */
  40773. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40774. private _onGamepadConnectedEvent;
  40775. private _onGamepadDisconnectedEvent;
  40776. /**
  40777. * Initializes the gamepad manager
  40778. * @param _scene BabylonJS scene
  40779. */
  40780. constructor(_scene?: Scene | undefined);
  40781. /**
  40782. * The gamepads in the game pad manager
  40783. */
  40784. readonly gamepads: Gamepad[];
  40785. /**
  40786. * Get the gamepad controllers based on type
  40787. * @param type The type of gamepad controller
  40788. * @returns Nullable gamepad
  40789. */
  40790. getGamepadByType(type?: number): Nullable<Gamepad>;
  40791. /**
  40792. * Disposes the gamepad manager
  40793. */
  40794. dispose(): void;
  40795. private _addNewGamepad;
  40796. private _startMonitoringGamepads;
  40797. private _stopMonitoringGamepads;
  40798. /** @hidden */
  40799. _checkGamepadsStatus(): void;
  40800. private _updateGamepadObjects;
  40801. }
  40802. }
  40803. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40804. import { Nullable } from "babylonjs/types";
  40805. import { Scene } from "babylonjs/scene";
  40806. import { ISceneComponent } from "babylonjs/sceneComponent";
  40807. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40808. module "babylonjs/scene" {
  40809. interface Scene {
  40810. /** @hidden */
  40811. _gamepadManager: Nullable<GamepadManager>;
  40812. /**
  40813. * Gets the gamepad manager associated with the scene
  40814. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40815. */
  40816. gamepadManager: GamepadManager;
  40817. }
  40818. }
  40819. module "babylonjs/Cameras/freeCameraInputsManager" {
  40820. /**
  40821. * Interface representing a free camera inputs manager
  40822. */
  40823. interface FreeCameraInputsManager {
  40824. /**
  40825. * Adds gamepad input support to the FreeCameraInputsManager.
  40826. * @returns the FreeCameraInputsManager
  40827. */
  40828. addGamepad(): FreeCameraInputsManager;
  40829. }
  40830. }
  40831. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40832. /**
  40833. * Interface representing an arc rotate camera inputs manager
  40834. */
  40835. interface ArcRotateCameraInputsManager {
  40836. /**
  40837. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40838. * @returns the camera inputs manager
  40839. */
  40840. addGamepad(): ArcRotateCameraInputsManager;
  40841. }
  40842. }
  40843. /**
  40844. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40845. */
  40846. export class GamepadSystemSceneComponent implements ISceneComponent {
  40847. /**
  40848. * The component name helpfull to identify the component in the list of scene components.
  40849. */
  40850. readonly name: string;
  40851. /**
  40852. * The scene the component belongs to.
  40853. */
  40854. scene: Scene;
  40855. /**
  40856. * Creates a new instance of the component for the given scene
  40857. * @param scene Defines the scene to register the component in
  40858. */
  40859. constructor(scene: Scene);
  40860. /**
  40861. * Registers the component in a given scene
  40862. */
  40863. register(): void;
  40864. /**
  40865. * Rebuilds the elements related to this component in case of
  40866. * context lost for instance.
  40867. */
  40868. rebuild(): void;
  40869. /**
  40870. * Disposes the component and the associated ressources
  40871. */
  40872. dispose(): void;
  40873. private _beforeCameraUpdate;
  40874. }
  40875. }
  40876. declare module "babylonjs/Cameras/universalCamera" {
  40877. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40878. import { Scene } from "babylonjs/scene";
  40879. import { Vector3 } from "babylonjs/Maths/math.vector";
  40880. import "babylonjs/Gamepads/gamepadSceneComponent";
  40881. /**
  40882. * 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,
  40883. * which still works and will still be found in many Playgrounds.
  40884. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40885. */
  40886. export class UniversalCamera extends TouchCamera {
  40887. /**
  40888. * Defines the gamepad rotation sensiblity.
  40889. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40890. */
  40891. gamepadAngularSensibility: number;
  40892. /**
  40893. * Defines the gamepad move sensiblity.
  40894. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40895. */
  40896. gamepadMoveSensibility: number;
  40897. /**
  40898. * 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,
  40899. * which still works and will still be found in many Playgrounds.
  40900. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40901. * @param name Define the name of the camera in the scene
  40902. * @param position Define the start position of the camera in the scene
  40903. * @param scene Define the scene the camera belongs to
  40904. */
  40905. constructor(name: string, position: Vector3, scene: Scene);
  40906. /**
  40907. * Gets the current object class name.
  40908. * @return the class name
  40909. */
  40910. getClassName(): string;
  40911. }
  40912. }
  40913. declare module "babylonjs/Cameras/gamepadCamera" {
  40914. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40915. import { Scene } from "babylonjs/scene";
  40916. import { Vector3 } from "babylonjs/Maths/math.vector";
  40917. /**
  40918. * This represents a FPS type of camera. This is only here for back compat purpose.
  40919. * Please use the UniversalCamera instead as both are identical.
  40920. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40921. */
  40922. export class GamepadCamera extends UniversalCamera {
  40923. /**
  40924. * Instantiates a new Gamepad Camera
  40925. * This represents a FPS type of camera. This is only here for back compat purpose.
  40926. * Please use the UniversalCamera instead as both are identical.
  40927. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40928. * @param name Define the name of the camera in the scene
  40929. * @param position Define the start position of the camera in the scene
  40930. * @param scene Define the scene the camera belongs to
  40931. */
  40932. constructor(name: string, position: Vector3, scene: Scene);
  40933. /**
  40934. * Gets the current object class name.
  40935. * @return the class name
  40936. */
  40937. getClassName(): string;
  40938. }
  40939. }
  40940. declare module "babylonjs/Shaders/pass.fragment" {
  40941. /** @hidden */
  40942. export var passPixelShader: {
  40943. name: string;
  40944. shader: string;
  40945. };
  40946. }
  40947. declare module "babylonjs/Shaders/passCube.fragment" {
  40948. /** @hidden */
  40949. export var passCubePixelShader: {
  40950. name: string;
  40951. shader: string;
  40952. };
  40953. }
  40954. declare module "babylonjs/PostProcesses/passPostProcess" {
  40955. import { Nullable } from "babylonjs/types";
  40956. import { Camera } from "babylonjs/Cameras/camera";
  40957. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40958. import { Engine } from "babylonjs/Engines/engine";
  40959. import "babylonjs/Shaders/pass.fragment";
  40960. import "babylonjs/Shaders/passCube.fragment";
  40961. /**
  40962. * PassPostProcess which produces an output the same as it's input
  40963. */
  40964. export class PassPostProcess extends PostProcess {
  40965. /**
  40966. * Creates the PassPostProcess
  40967. * @param name The name of the effect.
  40968. * @param options The required width/height ratio to downsize to before computing the render pass.
  40969. * @param camera The camera to apply the render pass to.
  40970. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40971. * @param engine The engine which the post process will be applied. (default: current engine)
  40972. * @param reusable If the post process can be reused on the same frame. (default: false)
  40973. * @param textureType The type of texture to be used when performing the post processing.
  40974. * @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)
  40975. */
  40976. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40977. }
  40978. /**
  40979. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40980. */
  40981. export class PassCubePostProcess extends PostProcess {
  40982. private _face;
  40983. /**
  40984. * Gets or sets the cube face to display.
  40985. * * 0 is +X
  40986. * * 1 is -X
  40987. * * 2 is +Y
  40988. * * 3 is -Y
  40989. * * 4 is +Z
  40990. * * 5 is -Z
  40991. */
  40992. face: number;
  40993. /**
  40994. * Creates the PassCubePostProcess
  40995. * @param name The name of the effect.
  40996. * @param options The required width/height ratio to downsize to before computing the render pass.
  40997. * @param camera The camera to apply the render pass to.
  40998. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40999. * @param engine The engine which the post process will be applied. (default: current engine)
  41000. * @param reusable If the post process can be reused on the same frame. (default: false)
  41001. * @param textureType The type of texture to be used when performing the post processing.
  41002. * @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)
  41003. */
  41004. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  41005. }
  41006. }
  41007. declare module "babylonjs/Shaders/anaglyph.fragment" {
  41008. /** @hidden */
  41009. export var anaglyphPixelShader: {
  41010. name: string;
  41011. shader: string;
  41012. };
  41013. }
  41014. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  41015. import { Engine } from "babylonjs/Engines/engine";
  41016. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41017. import { Camera } from "babylonjs/Cameras/camera";
  41018. import "babylonjs/Shaders/anaglyph.fragment";
  41019. /**
  41020. * Postprocess used to generate anaglyphic rendering
  41021. */
  41022. export class AnaglyphPostProcess extends PostProcess {
  41023. private _passedProcess;
  41024. /**
  41025. * Creates a new AnaglyphPostProcess
  41026. * @param name defines postprocess name
  41027. * @param options defines creation options or target ratio scale
  41028. * @param rigCameras defines cameras using this postprocess
  41029. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  41030. * @param engine defines hosting engine
  41031. * @param reusable defines if the postprocess will be reused multiple times per frame
  41032. */
  41033. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  41034. }
  41035. }
  41036. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  41037. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  41038. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41039. import { Scene } from "babylonjs/scene";
  41040. import { Vector3 } from "babylonjs/Maths/math.vector";
  41041. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41042. /**
  41043. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  41044. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41045. */
  41046. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  41047. /**
  41048. * Creates a new AnaglyphArcRotateCamera
  41049. * @param name defines camera name
  41050. * @param alpha defines alpha angle (in radians)
  41051. * @param beta defines beta angle (in radians)
  41052. * @param radius defines radius
  41053. * @param target defines camera target
  41054. * @param interaxialDistance defines distance between each color axis
  41055. * @param scene defines the hosting scene
  41056. */
  41057. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  41058. /**
  41059. * Gets camera class name
  41060. * @returns AnaglyphArcRotateCamera
  41061. */
  41062. getClassName(): string;
  41063. }
  41064. }
  41065. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  41066. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41067. import { Scene } from "babylonjs/scene";
  41068. import { Vector3 } from "babylonjs/Maths/math.vector";
  41069. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41070. /**
  41071. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  41072. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41073. */
  41074. export class AnaglyphFreeCamera extends FreeCamera {
  41075. /**
  41076. * Creates a new AnaglyphFreeCamera
  41077. * @param name defines camera name
  41078. * @param position defines initial position
  41079. * @param interaxialDistance defines distance between each color axis
  41080. * @param scene defines the hosting scene
  41081. */
  41082. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41083. /**
  41084. * Gets camera class name
  41085. * @returns AnaglyphFreeCamera
  41086. */
  41087. getClassName(): string;
  41088. }
  41089. }
  41090. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  41091. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41092. import { Scene } from "babylonjs/scene";
  41093. import { Vector3 } from "babylonjs/Maths/math.vector";
  41094. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41095. /**
  41096. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  41097. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41098. */
  41099. export class AnaglyphGamepadCamera extends GamepadCamera {
  41100. /**
  41101. * Creates a new AnaglyphGamepadCamera
  41102. * @param name defines camera name
  41103. * @param position defines initial position
  41104. * @param interaxialDistance defines distance between each color axis
  41105. * @param scene defines the hosting scene
  41106. */
  41107. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41108. /**
  41109. * Gets camera class name
  41110. * @returns AnaglyphGamepadCamera
  41111. */
  41112. getClassName(): string;
  41113. }
  41114. }
  41115. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  41116. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41117. import { Scene } from "babylonjs/scene";
  41118. import { Vector3 } from "babylonjs/Maths/math.vector";
  41119. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41120. /**
  41121. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  41122. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41123. */
  41124. export class AnaglyphUniversalCamera extends UniversalCamera {
  41125. /**
  41126. * Creates a new AnaglyphUniversalCamera
  41127. * @param name defines camera name
  41128. * @param position defines initial position
  41129. * @param interaxialDistance defines distance between each color axis
  41130. * @param scene defines the hosting scene
  41131. */
  41132. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41133. /**
  41134. * Gets camera class name
  41135. * @returns AnaglyphUniversalCamera
  41136. */
  41137. getClassName(): string;
  41138. }
  41139. }
  41140. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  41141. /** @hidden */
  41142. export var stereoscopicInterlacePixelShader: {
  41143. name: string;
  41144. shader: string;
  41145. };
  41146. }
  41147. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  41148. import { Camera } from "babylonjs/Cameras/camera";
  41149. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41150. import { Engine } from "babylonjs/Engines/engine";
  41151. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  41152. /**
  41153. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  41154. */
  41155. export class StereoscopicInterlacePostProcess extends PostProcess {
  41156. private _stepSize;
  41157. private _passedProcess;
  41158. /**
  41159. * Initializes a StereoscopicInterlacePostProcess
  41160. * @param name The name of the effect.
  41161. * @param rigCameras The rig cameras to be appled to the post process
  41162. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  41163. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41164. * @param engine The engine which the post process will be applied. (default: current engine)
  41165. * @param reusable If the post process can be reused on the same frame. (default: false)
  41166. */
  41167. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  41168. }
  41169. }
  41170. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  41171. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  41172. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41173. import { Scene } from "babylonjs/scene";
  41174. import { Vector3 } from "babylonjs/Maths/math.vector";
  41175. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41176. /**
  41177. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  41178. * @see http://doc.babylonjs.com/features/cameras
  41179. */
  41180. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  41181. /**
  41182. * Creates a new StereoscopicArcRotateCamera
  41183. * @param name defines camera name
  41184. * @param alpha defines alpha angle (in radians)
  41185. * @param beta defines beta angle (in radians)
  41186. * @param radius defines radius
  41187. * @param target defines camera target
  41188. * @param interaxialDistance defines distance between each color axis
  41189. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41190. * @param scene defines the hosting scene
  41191. */
  41192. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41193. /**
  41194. * Gets camera class name
  41195. * @returns StereoscopicArcRotateCamera
  41196. */
  41197. getClassName(): string;
  41198. }
  41199. }
  41200. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  41201. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41202. import { Scene } from "babylonjs/scene";
  41203. import { Vector3 } from "babylonjs/Maths/math.vector";
  41204. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41205. /**
  41206. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  41207. * @see http://doc.babylonjs.com/features/cameras
  41208. */
  41209. export class StereoscopicFreeCamera extends FreeCamera {
  41210. /**
  41211. * Creates a new StereoscopicFreeCamera
  41212. * @param name defines camera name
  41213. * @param position defines initial position
  41214. * @param interaxialDistance defines distance between each color axis
  41215. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41216. * @param scene defines the hosting scene
  41217. */
  41218. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41219. /**
  41220. * Gets camera class name
  41221. * @returns StereoscopicFreeCamera
  41222. */
  41223. getClassName(): string;
  41224. }
  41225. }
  41226. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  41227. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41228. import { Scene } from "babylonjs/scene";
  41229. import { Vector3 } from "babylonjs/Maths/math.vector";
  41230. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41231. /**
  41232. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  41233. * @see http://doc.babylonjs.com/features/cameras
  41234. */
  41235. export class StereoscopicGamepadCamera extends GamepadCamera {
  41236. /**
  41237. * Creates a new StereoscopicGamepadCamera
  41238. * @param name defines camera name
  41239. * @param position defines initial position
  41240. * @param interaxialDistance defines distance between each color axis
  41241. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41242. * @param scene defines the hosting scene
  41243. */
  41244. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41245. /**
  41246. * Gets camera class name
  41247. * @returns StereoscopicGamepadCamera
  41248. */
  41249. getClassName(): string;
  41250. }
  41251. }
  41252. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  41253. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41254. import { Scene } from "babylonjs/scene";
  41255. import { Vector3 } from "babylonjs/Maths/math.vector";
  41256. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41257. /**
  41258. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  41259. * @see http://doc.babylonjs.com/features/cameras
  41260. */
  41261. export class StereoscopicUniversalCamera extends UniversalCamera {
  41262. /**
  41263. * Creates a new StereoscopicUniversalCamera
  41264. * @param name defines camera name
  41265. * @param position defines initial position
  41266. * @param interaxialDistance defines distance between each color axis
  41267. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41268. * @param scene defines the hosting scene
  41269. */
  41270. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41271. /**
  41272. * Gets camera class name
  41273. * @returns StereoscopicUniversalCamera
  41274. */
  41275. getClassName(): string;
  41276. }
  41277. }
  41278. declare module "babylonjs/Cameras/Stereoscopic/index" {
  41279. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  41280. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  41281. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  41282. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  41283. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  41284. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  41285. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  41286. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  41287. }
  41288. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  41289. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41290. import { Scene } from "babylonjs/scene";
  41291. import { Vector3 } from "babylonjs/Maths/math.vector";
  41292. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  41293. /**
  41294. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  41295. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41296. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41297. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41298. */
  41299. export class VirtualJoysticksCamera extends FreeCamera {
  41300. /**
  41301. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  41302. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41303. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41304. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41305. * @param name Define the name of the camera in the scene
  41306. * @param position Define the start position of the camera in the scene
  41307. * @param scene Define the scene the camera belongs to
  41308. */
  41309. constructor(name: string, position: Vector3, scene: Scene);
  41310. /**
  41311. * Gets the current object class name.
  41312. * @return the class name
  41313. */
  41314. getClassName(): string;
  41315. }
  41316. }
  41317. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  41318. import { Matrix } from "babylonjs/Maths/math.vector";
  41319. /**
  41320. * This represents all the required metrics to create a VR camera.
  41321. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  41322. */
  41323. export class VRCameraMetrics {
  41324. /**
  41325. * Define the horizontal resolution off the screen.
  41326. */
  41327. hResolution: number;
  41328. /**
  41329. * Define the vertical resolution off the screen.
  41330. */
  41331. vResolution: number;
  41332. /**
  41333. * Define the horizontal screen size.
  41334. */
  41335. hScreenSize: number;
  41336. /**
  41337. * Define the vertical screen size.
  41338. */
  41339. vScreenSize: number;
  41340. /**
  41341. * Define the vertical screen center position.
  41342. */
  41343. vScreenCenter: number;
  41344. /**
  41345. * Define the distance of the eyes to the screen.
  41346. */
  41347. eyeToScreenDistance: number;
  41348. /**
  41349. * Define the distance between both lenses
  41350. */
  41351. lensSeparationDistance: number;
  41352. /**
  41353. * Define the distance between both viewer's eyes.
  41354. */
  41355. interpupillaryDistance: number;
  41356. /**
  41357. * Define the distortion factor of the VR postprocess.
  41358. * Please, touch with care.
  41359. */
  41360. distortionK: number[];
  41361. /**
  41362. * Define the chromatic aberration correction factors for the VR post process.
  41363. */
  41364. chromaAbCorrection: number[];
  41365. /**
  41366. * Define the scale factor of the post process.
  41367. * The smaller the better but the slower.
  41368. */
  41369. postProcessScaleFactor: number;
  41370. /**
  41371. * Define an offset for the lens center.
  41372. */
  41373. lensCenterOffset: number;
  41374. /**
  41375. * Define if the current vr camera should compensate the distortion of the lense or not.
  41376. */
  41377. compensateDistortion: boolean;
  41378. /**
  41379. * Defines if multiview should be enabled when rendering (Default: false)
  41380. */
  41381. multiviewEnabled: boolean;
  41382. /**
  41383. * Gets the rendering aspect ratio based on the provided resolutions.
  41384. */
  41385. readonly aspectRatio: number;
  41386. /**
  41387. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  41388. */
  41389. readonly aspectRatioFov: number;
  41390. /**
  41391. * @hidden
  41392. */
  41393. readonly leftHMatrix: Matrix;
  41394. /**
  41395. * @hidden
  41396. */
  41397. readonly rightHMatrix: Matrix;
  41398. /**
  41399. * @hidden
  41400. */
  41401. readonly leftPreViewMatrix: Matrix;
  41402. /**
  41403. * @hidden
  41404. */
  41405. readonly rightPreViewMatrix: Matrix;
  41406. /**
  41407. * Get the default VRMetrics based on the most generic setup.
  41408. * @returns the default vr metrics
  41409. */
  41410. static GetDefault(): VRCameraMetrics;
  41411. }
  41412. }
  41413. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  41414. /** @hidden */
  41415. export var vrDistortionCorrectionPixelShader: {
  41416. name: string;
  41417. shader: string;
  41418. };
  41419. }
  41420. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  41421. import { Camera } from "babylonjs/Cameras/camera";
  41422. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41423. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41424. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  41425. /**
  41426. * VRDistortionCorrectionPostProcess used for mobile VR
  41427. */
  41428. export class VRDistortionCorrectionPostProcess extends PostProcess {
  41429. private _isRightEye;
  41430. private _distortionFactors;
  41431. private _postProcessScaleFactor;
  41432. private _lensCenterOffset;
  41433. private _scaleIn;
  41434. private _scaleFactor;
  41435. private _lensCenter;
  41436. /**
  41437. * Initializes the VRDistortionCorrectionPostProcess
  41438. * @param name The name of the effect.
  41439. * @param camera The camera to apply the render pass to.
  41440. * @param isRightEye If this is for the right eye distortion
  41441. * @param vrMetrics All the required metrics for the VR camera
  41442. */
  41443. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  41444. }
  41445. }
  41446. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  41447. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  41448. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41449. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41450. import { Scene } from "babylonjs/scene";
  41451. import { Vector3 } from "babylonjs/Maths/math.vector";
  41452. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  41453. import "babylonjs/Cameras/RigModes/vrRigMode";
  41454. /**
  41455. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  41456. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41457. */
  41458. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  41459. /**
  41460. * Creates a new VRDeviceOrientationArcRotateCamera
  41461. * @param name defines camera name
  41462. * @param alpha defines the camera rotation along the logitudinal axis
  41463. * @param beta defines the camera rotation along the latitudinal axis
  41464. * @param radius defines the camera distance from its target
  41465. * @param target defines the camera target
  41466. * @param scene defines the scene the camera belongs to
  41467. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41468. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41469. */
  41470. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41471. /**
  41472. * Gets camera class name
  41473. * @returns VRDeviceOrientationArcRotateCamera
  41474. */
  41475. getClassName(): string;
  41476. }
  41477. }
  41478. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  41479. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41480. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41481. import { Scene } from "babylonjs/scene";
  41482. import { Vector3 } from "babylonjs/Maths/math.vector";
  41483. import "babylonjs/Cameras/RigModes/vrRigMode";
  41484. /**
  41485. * Camera used to simulate VR rendering (based on FreeCamera)
  41486. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41487. */
  41488. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  41489. /**
  41490. * Creates a new VRDeviceOrientationFreeCamera
  41491. * @param name defines camera name
  41492. * @param position defines the start position of the camera
  41493. * @param scene defines the scene the camera belongs to
  41494. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41495. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41496. */
  41497. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41498. /**
  41499. * Gets camera class name
  41500. * @returns VRDeviceOrientationFreeCamera
  41501. */
  41502. getClassName(): string;
  41503. }
  41504. }
  41505. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  41506. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41507. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41508. import { Scene } from "babylonjs/scene";
  41509. import { Vector3 } from "babylonjs/Maths/math.vector";
  41510. import "babylonjs/Gamepads/gamepadSceneComponent";
  41511. /**
  41512. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  41513. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41514. */
  41515. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  41516. /**
  41517. * Creates a new VRDeviceOrientationGamepadCamera
  41518. * @param name defines camera name
  41519. * @param position defines the start position of the camera
  41520. * @param scene defines the scene the camera belongs to
  41521. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41522. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41523. */
  41524. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41525. /**
  41526. * Gets camera class name
  41527. * @returns VRDeviceOrientationGamepadCamera
  41528. */
  41529. getClassName(): string;
  41530. }
  41531. }
  41532. declare module "babylonjs/Materials/pushMaterial" {
  41533. import { Nullable } from "babylonjs/types";
  41534. import { Scene } from "babylonjs/scene";
  41535. import { Matrix } from "babylonjs/Maths/math.vector";
  41536. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41537. import { Mesh } from "babylonjs/Meshes/mesh";
  41538. import { Material } from "babylonjs/Materials/material";
  41539. import { Effect } from "babylonjs/Materials/effect";
  41540. /**
  41541. * Base class of materials working in push mode in babylon JS
  41542. * @hidden
  41543. */
  41544. export class PushMaterial extends Material {
  41545. protected _activeEffect: Effect;
  41546. protected _normalMatrix: Matrix;
  41547. /**
  41548. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  41549. * This means that the material can keep using a previous shader while a new one is being compiled.
  41550. * This is mostly used when shader parallel compilation is supported (true by default)
  41551. */
  41552. allowShaderHotSwapping: boolean;
  41553. constructor(name: string, scene: Scene);
  41554. getEffect(): Effect;
  41555. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  41556. /**
  41557. * Binds the given world matrix to the active effect
  41558. *
  41559. * @param world the matrix to bind
  41560. */
  41561. bindOnlyWorldMatrix(world: Matrix): void;
  41562. /**
  41563. * Binds the given normal matrix to the active effect
  41564. *
  41565. * @param normalMatrix the matrix to bind
  41566. */
  41567. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  41568. bind(world: Matrix, mesh?: Mesh): void;
  41569. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  41570. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  41571. }
  41572. }
  41573. declare module "babylonjs/Materials/materialFlags" {
  41574. /**
  41575. * This groups all the flags used to control the materials channel.
  41576. */
  41577. export class MaterialFlags {
  41578. private static _DiffuseTextureEnabled;
  41579. /**
  41580. * Are diffuse textures enabled in the application.
  41581. */
  41582. static DiffuseTextureEnabled: boolean;
  41583. private static _AmbientTextureEnabled;
  41584. /**
  41585. * Are ambient textures enabled in the application.
  41586. */
  41587. static AmbientTextureEnabled: boolean;
  41588. private static _OpacityTextureEnabled;
  41589. /**
  41590. * Are opacity textures enabled in the application.
  41591. */
  41592. static OpacityTextureEnabled: boolean;
  41593. private static _ReflectionTextureEnabled;
  41594. /**
  41595. * Are reflection textures enabled in the application.
  41596. */
  41597. static ReflectionTextureEnabled: boolean;
  41598. private static _EmissiveTextureEnabled;
  41599. /**
  41600. * Are emissive textures enabled in the application.
  41601. */
  41602. static EmissiveTextureEnabled: boolean;
  41603. private static _SpecularTextureEnabled;
  41604. /**
  41605. * Are specular textures enabled in the application.
  41606. */
  41607. static SpecularTextureEnabled: boolean;
  41608. private static _BumpTextureEnabled;
  41609. /**
  41610. * Are bump textures enabled in the application.
  41611. */
  41612. static BumpTextureEnabled: boolean;
  41613. private static _LightmapTextureEnabled;
  41614. /**
  41615. * Are lightmap textures enabled in the application.
  41616. */
  41617. static LightmapTextureEnabled: boolean;
  41618. private static _RefractionTextureEnabled;
  41619. /**
  41620. * Are refraction textures enabled in the application.
  41621. */
  41622. static RefractionTextureEnabled: boolean;
  41623. private static _ColorGradingTextureEnabled;
  41624. /**
  41625. * Are color grading textures enabled in the application.
  41626. */
  41627. static ColorGradingTextureEnabled: boolean;
  41628. private static _FresnelEnabled;
  41629. /**
  41630. * Are fresnels enabled in the application.
  41631. */
  41632. static FresnelEnabled: boolean;
  41633. private static _ClearCoatTextureEnabled;
  41634. /**
  41635. * Are clear coat textures enabled in the application.
  41636. */
  41637. static ClearCoatTextureEnabled: boolean;
  41638. private static _ClearCoatBumpTextureEnabled;
  41639. /**
  41640. * Are clear coat bump textures enabled in the application.
  41641. */
  41642. static ClearCoatBumpTextureEnabled: boolean;
  41643. private static _ClearCoatTintTextureEnabled;
  41644. /**
  41645. * Are clear coat tint textures enabled in the application.
  41646. */
  41647. static ClearCoatTintTextureEnabled: boolean;
  41648. private static _SheenTextureEnabled;
  41649. /**
  41650. * Are sheen textures enabled in the application.
  41651. */
  41652. static SheenTextureEnabled: boolean;
  41653. private static _AnisotropicTextureEnabled;
  41654. /**
  41655. * Are anisotropic textures enabled in the application.
  41656. */
  41657. static AnisotropicTextureEnabled: boolean;
  41658. private static _ThicknessTextureEnabled;
  41659. /**
  41660. * Are thickness textures enabled in the application.
  41661. */
  41662. static ThicknessTextureEnabled: boolean;
  41663. }
  41664. }
  41665. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  41666. /** @hidden */
  41667. export var defaultFragmentDeclaration: {
  41668. name: string;
  41669. shader: string;
  41670. };
  41671. }
  41672. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  41673. /** @hidden */
  41674. export var defaultUboDeclaration: {
  41675. name: string;
  41676. shader: string;
  41677. };
  41678. }
  41679. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  41680. /** @hidden */
  41681. export var lightFragmentDeclaration: {
  41682. name: string;
  41683. shader: string;
  41684. };
  41685. }
  41686. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  41687. /** @hidden */
  41688. export var lightUboDeclaration: {
  41689. name: string;
  41690. shader: string;
  41691. };
  41692. }
  41693. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41694. /** @hidden */
  41695. export var lightsFragmentFunctions: {
  41696. name: string;
  41697. shader: string;
  41698. };
  41699. }
  41700. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41701. /** @hidden */
  41702. export var shadowsFragmentFunctions: {
  41703. name: string;
  41704. shader: string;
  41705. };
  41706. }
  41707. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41708. /** @hidden */
  41709. export var fresnelFunction: {
  41710. name: string;
  41711. shader: string;
  41712. };
  41713. }
  41714. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41715. /** @hidden */
  41716. export var reflectionFunction: {
  41717. name: string;
  41718. shader: string;
  41719. };
  41720. }
  41721. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41722. /** @hidden */
  41723. export var bumpFragmentFunctions: {
  41724. name: string;
  41725. shader: string;
  41726. };
  41727. }
  41728. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41729. /** @hidden */
  41730. export var logDepthDeclaration: {
  41731. name: string;
  41732. shader: string;
  41733. };
  41734. }
  41735. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41736. /** @hidden */
  41737. export var bumpFragment: {
  41738. name: string;
  41739. shader: string;
  41740. };
  41741. }
  41742. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41743. /** @hidden */
  41744. export var depthPrePass: {
  41745. name: string;
  41746. shader: string;
  41747. };
  41748. }
  41749. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41750. /** @hidden */
  41751. export var lightFragment: {
  41752. name: string;
  41753. shader: string;
  41754. };
  41755. }
  41756. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41757. /** @hidden */
  41758. export var logDepthFragment: {
  41759. name: string;
  41760. shader: string;
  41761. };
  41762. }
  41763. declare module "babylonjs/Shaders/default.fragment" {
  41764. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41765. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41766. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41767. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41768. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41769. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41770. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41771. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41772. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41773. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41774. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41775. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41776. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41777. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41778. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41779. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41780. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41781. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41782. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41783. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41784. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41785. /** @hidden */
  41786. export var defaultPixelShader: {
  41787. name: string;
  41788. shader: string;
  41789. };
  41790. }
  41791. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41792. /** @hidden */
  41793. export var defaultVertexDeclaration: {
  41794. name: string;
  41795. shader: string;
  41796. };
  41797. }
  41798. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41799. /** @hidden */
  41800. export var bumpVertexDeclaration: {
  41801. name: string;
  41802. shader: string;
  41803. };
  41804. }
  41805. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41806. /** @hidden */
  41807. export var bumpVertex: {
  41808. name: string;
  41809. shader: string;
  41810. };
  41811. }
  41812. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41813. /** @hidden */
  41814. export var fogVertex: {
  41815. name: string;
  41816. shader: string;
  41817. };
  41818. }
  41819. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41820. /** @hidden */
  41821. export var shadowsVertex: {
  41822. name: string;
  41823. shader: string;
  41824. };
  41825. }
  41826. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41827. /** @hidden */
  41828. export var pointCloudVertex: {
  41829. name: string;
  41830. shader: string;
  41831. };
  41832. }
  41833. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41834. /** @hidden */
  41835. export var logDepthVertex: {
  41836. name: string;
  41837. shader: string;
  41838. };
  41839. }
  41840. declare module "babylonjs/Shaders/default.vertex" {
  41841. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41842. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41843. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41844. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41845. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41846. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41847. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41848. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41849. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41850. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41851. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41852. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41853. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41854. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41855. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41856. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41857. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41858. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41859. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41860. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41861. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41862. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41863. /** @hidden */
  41864. export var defaultVertexShader: {
  41865. name: string;
  41866. shader: string;
  41867. };
  41868. }
  41869. declare module "babylonjs/Materials/standardMaterial" {
  41870. import { SmartArray } from "babylonjs/Misc/smartArray";
  41871. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41872. import { Nullable } from "babylonjs/types";
  41873. import { Scene } from "babylonjs/scene";
  41874. import { Matrix } from "babylonjs/Maths/math.vector";
  41875. import { Color3 } from "babylonjs/Maths/math.color";
  41876. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41877. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41878. import { Mesh } from "babylonjs/Meshes/mesh";
  41879. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41880. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41881. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41882. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41883. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41884. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41885. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41886. import "babylonjs/Shaders/default.fragment";
  41887. import "babylonjs/Shaders/default.vertex";
  41888. /** @hidden */
  41889. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41890. MAINUV1: boolean;
  41891. MAINUV2: boolean;
  41892. DIFFUSE: boolean;
  41893. DIFFUSEDIRECTUV: number;
  41894. AMBIENT: boolean;
  41895. AMBIENTDIRECTUV: number;
  41896. OPACITY: boolean;
  41897. OPACITYDIRECTUV: number;
  41898. OPACITYRGB: boolean;
  41899. REFLECTION: boolean;
  41900. EMISSIVE: boolean;
  41901. EMISSIVEDIRECTUV: number;
  41902. SPECULAR: boolean;
  41903. SPECULARDIRECTUV: number;
  41904. BUMP: boolean;
  41905. BUMPDIRECTUV: number;
  41906. PARALLAX: boolean;
  41907. PARALLAXOCCLUSION: boolean;
  41908. SPECULAROVERALPHA: boolean;
  41909. CLIPPLANE: boolean;
  41910. CLIPPLANE2: boolean;
  41911. CLIPPLANE3: boolean;
  41912. CLIPPLANE4: boolean;
  41913. ALPHATEST: boolean;
  41914. DEPTHPREPASS: boolean;
  41915. ALPHAFROMDIFFUSE: boolean;
  41916. POINTSIZE: boolean;
  41917. FOG: boolean;
  41918. SPECULARTERM: boolean;
  41919. DIFFUSEFRESNEL: boolean;
  41920. OPACITYFRESNEL: boolean;
  41921. REFLECTIONFRESNEL: boolean;
  41922. REFRACTIONFRESNEL: boolean;
  41923. EMISSIVEFRESNEL: boolean;
  41924. FRESNEL: boolean;
  41925. NORMAL: boolean;
  41926. UV1: boolean;
  41927. UV2: boolean;
  41928. VERTEXCOLOR: boolean;
  41929. VERTEXALPHA: boolean;
  41930. NUM_BONE_INFLUENCERS: number;
  41931. BonesPerMesh: number;
  41932. BONETEXTURE: boolean;
  41933. INSTANCES: boolean;
  41934. GLOSSINESS: boolean;
  41935. ROUGHNESS: boolean;
  41936. EMISSIVEASILLUMINATION: boolean;
  41937. LINKEMISSIVEWITHDIFFUSE: boolean;
  41938. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41939. LIGHTMAP: boolean;
  41940. LIGHTMAPDIRECTUV: number;
  41941. OBJECTSPACE_NORMALMAP: boolean;
  41942. USELIGHTMAPASSHADOWMAP: boolean;
  41943. REFLECTIONMAP_3D: boolean;
  41944. REFLECTIONMAP_SPHERICAL: boolean;
  41945. REFLECTIONMAP_PLANAR: boolean;
  41946. REFLECTIONMAP_CUBIC: boolean;
  41947. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41948. REFLECTIONMAP_PROJECTION: boolean;
  41949. REFLECTIONMAP_SKYBOX: boolean;
  41950. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41951. REFLECTIONMAP_EXPLICIT: boolean;
  41952. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41953. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41954. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41955. INVERTCUBICMAP: boolean;
  41956. LOGARITHMICDEPTH: boolean;
  41957. REFRACTION: boolean;
  41958. REFRACTIONMAP_3D: boolean;
  41959. REFLECTIONOVERALPHA: boolean;
  41960. TWOSIDEDLIGHTING: boolean;
  41961. SHADOWFLOAT: boolean;
  41962. MORPHTARGETS: boolean;
  41963. MORPHTARGETS_NORMAL: boolean;
  41964. MORPHTARGETS_TANGENT: boolean;
  41965. MORPHTARGETS_UV: boolean;
  41966. NUM_MORPH_INFLUENCERS: number;
  41967. NONUNIFORMSCALING: boolean;
  41968. PREMULTIPLYALPHA: boolean;
  41969. IMAGEPROCESSING: boolean;
  41970. VIGNETTE: boolean;
  41971. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41972. VIGNETTEBLENDMODEOPAQUE: boolean;
  41973. TONEMAPPING: boolean;
  41974. TONEMAPPING_ACES: boolean;
  41975. CONTRAST: boolean;
  41976. COLORCURVES: boolean;
  41977. COLORGRADING: boolean;
  41978. COLORGRADING3D: boolean;
  41979. SAMPLER3DGREENDEPTH: boolean;
  41980. SAMPLER3DBGRMAP: boolean;
  41981. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41982. MULTIVIEW: boolean;
  41983. /**
  41984. * If the reflection texture on this material is in linear color space
  41985. * @hidden
  41986. */
  41987. IS_REFLECTION_LINEAR: boolean;
  41988. /**
  41989. * If the refraction texture on this material is in linear color space
  41990. * @hidden
  41991. */
  41992. IS_REFRACTION_LINEAR: boolean;
  41993. EXPOSURE: boolean;
  41994. constructor();
  41995. setReflectionMode(modeToEnable: string): void;
  41996. }
  41997. /**
  41998. * This is the default material used in Babylon. It is the best trade off between quality
  41999. * and performances.
  42000. * @see http://doc.babylonjs.com/babylon101/materials
  42001. */
  42002. export class StandardMaterial extends PushMaterial {
  42003. private _diffuseTexture;
  42004. /**
  42005. * The basic texture of the material as viewed under a light.
  42006. */
  42007. diffuseTexture: Nullable<BaseTexture>;
  42008. private _ambientTexture;
  42009. /**
  42010. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  42011. */
  42012. ambientTexture: Nullable<BaseTexture>;
  42013. private _opacityTexture;
  42014. /**
  42015. * Define the transparency of the material from a texture.
  42016. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  42017. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  42018. */
  42019. opacityTexture: Nullable<BaseTexture>;
  42020. private _reflectionTexture;
  42021. /**
  42022. * Define the texture used to display the reflection.
  42023. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42024. */
  42025. reflectionTexture: Nullable<BaseTexture>;
  42026. private _emissiveTexture;
  42027. /**
  42028. * Define texture of the material as if self lit.
  42029. * This will be mixed in the final result even in the absence of light.
  42030. */
  42031. emissiveTexture: Nullable<BaseTexture>;
  42032. private _specularTexture;
  42033. /**
  42034. * Define how the color and intensity of the highlight given by the light in the material.
  42035. */
  42036. specularTexture: Nullable<BaseTexture>;
  42037. private _bumpTexture;
  42038. /**
  42039. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  42040. * 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.
  42041. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  42042. */
  42043. bumpTexture: Nullable<BaseTexture>;
  42044. private _lightmapTexture;
  42045. /**
  42046. * Complex lighting can be computationally expensive to compute at runtime.
  42047. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  42048. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  42049. */
  42050. lightmapTexture: Nullable<BaseTexture>;
  42051. private _refractionTexture;
  42052. /**
  42053. * Define the texture used to display the refraction.
  42054. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42055. */
  42056. refractionTexture: Nullable<BaseTexture>;
  42057. /**
  42058. * The color of the material lit by the environmental background lighting.
  42059. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  42060. */
  42061. ambientColor: Color3;
  42062. /**
  42063. * The basic color of the material as viewed under a light.
  42064. */
  42065. diffuseColor: Color3;
  42066. /**
  42067. * Define how the color and intensity of the highlight given by the light in the material.
  42068. */
  42069. specularColor: Color3;
  42070. /**
  42071. * Define the color of the material as if self lit.
  42072. * This will be mixed in the final result even in the absence of light.
  42073. */
  42074. emissiveColor: Color3;
  42075. /**
  42076. * Defines how sharp are the highlights in the material.
  42077. * The bigger the value the sharper giving a more glossy feeling to the result.
  42078. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  42079. */
  42080. specularPower: number;
  42081. private _useAlphaFromDiffuseTexture;
  42082. /**
  42083. * Does the transparency come from the diffuse texture alpha channel.
  42084. */
  42085. useAlphaFromDiffuseTexture: boolean;
  42086. private _useEmissiveAsIllumination;
  42087. /**
  42088. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  42089. */
  42090. useEmissiveAsIllumination: boolean;
  42091. private _linkEmissiveWithDiffuse;
  42092. /**
  42093. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  42094. * the emissive level when the final color is close to one.
  42095. */
  42096. linkEmissiveWithDiffuse: boolean;
  42097. private _useSpecularOverAlpha;
  42098. /**
  42099. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  42100. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  42101. */
  42102. useSpecularOverAlpha: boolean;
  42103. private _useReflectionOverAlpha;
  42104. /**
  42105. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  42106. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  42107. */
  42108. useReflectionOverAlpha: boolean;
  42109. private _disableLighting;
  42110. /**
  42111. * Does lights from the scene impacts this material.
  42112. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  42113. */
  42114. disableLighting: boolean;
  42115. private _useObjectSpaceNormalMap;
  42116. /**
  42117. * Allows using an object space normal map (instead of tangent space).
  42118. */
  42119. useObjectSpaceNormalMap: boolean;
  42120. private _useParallax;
  42121. /**
  42122. * Is parallax enabled or not.
  42123. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  42124. */
  42125. useParallax: boolean;
  42126. private _useParallaxOcclusion;
  42127. /**
  42128. * Is parallax occlusion enabled or not.
  42129. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  42130. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  42131. */
  42132. useParallaxOcclusion: boolean;
  42133. /**
  42134. * 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.
  42135. */
  42136. parallaxScaleBias: number;
  42137. private _roughness;
  42138. /**
  42139. * Helps to define how blurry the reflections should appears in the material.
  42140. */
  42141. roughness: number;
  42142. /**
  42143. * In case of refraction, define the value of the index of refraction.
  42144. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42145. */
  42146. indexOfRefraction: number;
  42147. /**
  42148. * Invert the refraction texture alongside the y axis.
  42149. * It can be useful with procedural textures or probe for instance.
  42150. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42151. */
  42152. invertRefractionY: boolean;
  42153. /**
  42154. * Defines the alpha limits in alpha test mode.
  42155. */
  42156. alphaCutOff: number;
  42157. private _useLightmapAsShadowmap;
  42158. /**
  42159. * In case of light mapping, define whether the map contains light or shadow informations.
  42160. */
  42161. useLightmapAsShadowmap: boolean;
  42162. private _diffuseFresnelParameters;
  42163. /**
  42164. * Define the diffuse fresnel parameters of the material.
  42165. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42166. */
  42167. diffuseFresnelParameters: FresnelParameters;
  42168. private _opacityFresnelParameters;
  42169. /**
  42170. * Define the opacity fresnel parameters of the material.
  42171. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42172. */
  42173. opacityFresnelParameters: FresnelParameters;
  42174. private _reflectionFresnelParameters;
  42175. /**
  42176. * Define the reflection fresnel parameters of the material.
  42177. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42178. */
  42179. reflectionFresnelParameters: FresnelParameters;
  42180. private _refractionFresnelParameters;
  42181. /**
  42182. * Define the refraction fresnel parameters of the material.
  42183. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42184. */
  42185. refractionFresnelParameters: FresnelParameters;
  42186. private _emissiveFresnelParameters;
  42187. /**
  42188. * Define the emissive fresnel parameters of the material.
  42189. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42190. */
  42191. emissiveFresnelParameters: FresnelParameters;
  42192. private _useReflectionFresnelFromSpecular;
  42193. /**
  42194. * If true automatically deducts the fresnels values from the material specularity.
  42195. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42196. */
  42197. useReflectionFresnelFromSpecular: boolean;
  42198. private _useGlossinessFromSpecularMapAlpha;
  42199. /**
  42200. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  42201. */
  42202. useGlossinessFromSpecularMapAlpha: boolean;
  42203. private _maxSimultaneousLights;
  42204. /**
  42205. * Defines the maximum number of lights that can be used in the material
  42206. */
  42207. maxSimultaneousLights: number;
  42208. private _invertNormalMapX;
  42209. /**
  42210. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  42211. */
  42212. invertNormalMapX: boolean;
  42213. private _invertNormalMapY;
  42214. /**
  42215. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  42216. */
  42217. invertNormalMapY: boolean;
  42218. private _twoSidedLighting;
  42219. /**
  42220. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  42221. */
  42222. twoSidedLighting: boolean;
  42223. /**
  42224. * Default configuration related to image processing available in the standard Material.
  42225. */
  42226. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42227. /**
  42228. * Gets the image processing configuration used either in this material.
  42229. */
  42230. /**
  42231. * Sets the Default image processing configuration used either in the this material.
  42232. *
  42233. * If sets to null, the scene one is in use.
  42234. */
  42235. imageProcessingConfiguration: ImageProcessingConfiguration;
  42236. /**
  42237. * Keep track of the image processing observer to allow dispose and replace.
  42238. */
  42239. private _imageProcessingObserver;
  42240. /**
  42241. * Attaches a new image processing configuration to the Standard Material.
  42242. * @param configuration
  42243. */
  42244. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  42245. /**
  42246. * Gets wether the color curves effect is enabled.
  42247. */
  42248. /**
  42249. * Sets wether the color curves effect is enabled.
  42250. */
  42251. cameraColorCurvesEnabled: boolean;
  42252. /**
  42253. * Gets wether the color grading effect is enabled.
  42254. */
  42255. /**
  42256. * Gets wether the color grading effect is enabled.
  42257. */
  42258. cameraColorGradingEnabled: boolean;
  42259. /**
  42260. * Gets wether tonemapping is enabled or not.
  42261. */
  42262. /**
  42263. * Sets wether tonemapping is enabled or not
  42264. */
  42265. cameraToneMappingEnabled: boolean;
  42266. /**
  42267. * The camera exposure used on this material.
  42268. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42269. * This corresponds to a photographic exposure.
  42270. */
  42271. /**
  42272. * The camera exposure used on this material.
  42273. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42274. * This corresponds to a photographic exposure.
  42275. */
  42276. cameraExposure: number;
  42277. /**
  42278. * Gets The camera contrast used on this material.
  42279. */
  42280. /**
  42281. * Sets The camera contrast used on this material.
  42282. */
  42283. cameraContrast: number;
  42284. /**
  42285. * Gets the Color Grading 2D Lookup Texture.
  42286. */
  42287. /**
  42288. * Sets the Color Grading 2D Lookup Texture.
  42289. */
  42290. cameraColorGradingTexture: Nullable<BaseTexture>;
  42291. /**
  42292. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42293. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42294. * 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;
  42295. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42296. */
  42297. /**
  42298. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42299. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42300. * 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;
  42301. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42302. */
  42303. cameraColorCurves: Nullable<ColorCurves>;
  42304. /**
  42305. * Custom callback helping to override the default shader used in the material.
  42306. */
  42307. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  42308. protected _renderTargets: SmartArray<RenderTargetTexture>;
  42309. protected _worldViewProjectionMatrix: Matrix;
  42310. protected _globalAmbientColor: Color3;
  42311. protected _useLogarithmicDepth: boolean;
  42312. protected _rebuildInParallel: boolean;
  42313. /**
  42314. * Instantiates a new standard material.
  42315. * This is the default material used in Babylon. It is the best trade off between quality
  42316. * and performances.
  42317. * @see http://doc.babylonjs.com/babylon101/materials
  42318. * @param name Define the name of the material in the scene
  42319. * @param scene Define the scene the material belong to
  42320. */
  42321. constructor(name: string, scene: Scene);
  42322. /**
  42323. * Gets a boolean indicating that current material needs to register RTT
  42324. */
  42325. readonly hasRenderTargetTextures: boolean;
  42326. /**
  42327. * Gets the current class name of the material e.g. "StandardMaterial"
  42328. * Mainly use in serialization.
  42329. * @returns the class name
  42330. */
  42331. getClassName(): string;
  42332. /**
  42333. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  42334. * You can try switching to logarithmic depth.
  42335. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  42336. */
  42337. useLogarithmicDepth: boolean;
  42338. /**
  42339. * Specifies if the material will require alpha blending
  42340. * @returns a boolean specifying if alpha blending is needed
  42341. */
  42342. needAlphaBlending(): boolean;
  42343. /**
  42344. * Specifies if this material should be rendered in alpha test mode
  42345. * @returns a boolean specifying if an alpha test is needed.
  42346. */
  42347. needAlphaTesting(): boolean;
  42348. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  42349. /**
  42350. * Get the texture used for alpha test purpose.
  42351. * @returns the diffuse texture in case of the standard material.
  42352. */
  42353. getAlphaTestTexture(): Nullable<BaseTexture>;
  42354. /**
  42355. * Get if the submesh is ready to be used and all its information available.
  42356. * Child classes can use it to update shaders
  42357. * @param mesh defines the mesh to check
  42358. * @param subMesh defines which submesh to check
  42359. * @param useInstances specifies that instances should be used
  42360. * @returns a boolean indicating that the submesh is ready or not
  42361. */
  42362. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  42363. /**
  42364. * Builds the material UBO layouts.
  42365. * Used internally during the effect preparation.
  42366. */
  42367. buildUniformLayout(): void;
  42368. /**
  42369. * Unbinds the material from the mesh
  42370. */
  42371. unbind(): void;
  42372. /**
  42373. * Binds the submesh to this material by preparing the effect and shader to draw
  42374. * @param world defines the world transformation matrix
  42375. * @param mesh defines the mesh containing the submesh
  42376. * @param subMesh defines the submesh to bind the material to
  42377. */
  42378. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  42379. /**
  42380. * Get the list of animatables in the material.
  42381. * @returns the list of animatables object used in the material
  42382. */
  42383. getAnimatables(): IAnimatable[];
  42384. /**
  42385. * Gets the active textures from the material
  42386. * @returns an array of textures
  42387. */
  42388. getActiveTextures(): BaseTexture[];
  42389. /**
  42390. * Specifies if the material uses a texture
  42391. * @param texture defines the texture to check against the material
  42392. * @returns a boolean specifying if the material uses the texture
  42393. */
  42394. hasTexture(texture: BaseTexture): boolean;
  42395. /**
  42396. * Disposes the material
  42397. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  42398. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  42399. */
  42400. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  42401. /**
  42402. * Makes a duplicate of the material, and gives it a new name
  42403. * @param name defines the new name for the duplicated material
  42404. * @returns the cloned material
  42405. */
  42406. clone(name: string): StandardMaterial;
  42407. /**
  42408. * Serializes this material in a JSON representation
  42409. * @returns the serialized material object
  42410. */
  42411. serialize(): any;
  42412. /**
  42413. * Creates a standard material from parsed material data
  42414. * @param source defines the JSON representation of the material
  42415. * @param scene defines the hosting scene
  42416. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  42417. * @returns a new standard material
  42418. */
  42419. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  42420. /**
  42421. * Are diffuse textures enabled in the application.
  42422. */
  42423. static DiffuseTextureEnabled: boolean;
  42424. /**
  42425. * Are ambient textures enabled in the application.
  42426. */
  42427. static AmbientTextureEnabled: boolean;
  42428. /**
  42429. * Are opacity textures enabled in the application.
  42430. */
  42431. static OpacityTextureEnabled: boolean;
  42432. /**
  42433. * Are reflection textures enabled in the application.
  42434. */
  42435. static ReflectionTextureEnabled: boolean;
  42436. /**
  42437. * Are emissive textures enabled in the application.
  42438. */
  42439. static EmissiveTextureEnabled: boolean;
  42440. /**
  42441. * Are specular textures enabled in the application.
  42442. */
  42443. static SpecularTextureEnabled: boolean;
  42444. /**
  42445. * Are bump textures enabled in the application.
  42446. */
  42447. static BumpTextureEnabled: boolean;
  42448. /**
  42449. * Are lightmap textures enabled in the application.
  42450. */
  42451. static LightmapTextureEnabled: boolean;
  42452. /**
  42453. * Are refraction textures enabled in the application.
  42454. */
  42455. static RefractionTextureEnabled: boolean;
  42456. /**
  42457. * Are color grading textures enabled in the application.
  42458. */
  42459. static ColorGradingTextureEnabled: boolean;
  42460. /**
  42461. * Are fresnels enabled in the application.
  42462. */
  42463. static FresnelEnabled: boolean;
  42464. }
  42465. }
  42466. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  42467. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  42468. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  42469. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  42470. /** @hidden */
  42471. export var imageProcessingPixelShader: {
  42472. name: string;
  42473. shader: string;
  42474. };
  42475. }
  42476. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  42477. import { Nullable } from "babylonjs/types";
  42478. import { Color4 } from "babylonjs/Maths/math.color";
  42479. import { Camera } from "babylonjs/Cameras/camera";
  42480. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  42481. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  42482. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  42483. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  42484. import { Engine } from "babylonjs/Engines/engine";
  42485. import "babylonjs/Shaders/imageProcessing.fragment";
  42486. import "babylonjs/Shaders/postprocess.vertex";
  42487. /**
  42488. * ImageProcessingPostProcess
  42489. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  42490. */
  42491. export class ImageProcessingPostProcess extends PostProcess {
  42492. /**
  42493. * Default configuration related to image processing available in the PBR Material.
  42494. */
  42495. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42496. /**
  42497. * Gets the image processing configuration used either in this material.
  42498. */
  42499. /**
  42500. * Sets the Default image processing configuration used either in the this material.
  42501. *
  42502. * If sets to null, the scene one is in use.
  42503. */
  42504. imageProcessingConfiguration: ImageProcessingConfiguration;
  42505. /**
  42506. * Keep track of the image processing observer to allow dispose and replace.
  42507. */
  42508. private _imageProcessingObserver;
  42509. /**
  42510. * Attaches a new image processing configuration to the PBR Material.
  42511. * @param configuration
  42512. */
  42513. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  42514. /**
  42515. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42516. */
  42517. /**
  42518. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42519. */
  42520. colorCurves: Nullable<ColorCurves>;
  42521. /**
  42522. * Gets wether the color curves effect is enabled.
  42523. */
  42524. /**
  42525. * Sets wether the color curves effect is enabled.
  42526. */
  42527. colorCurvesEnabled: boolean;
  42528. /**
  42529. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42530. */
  42531. /**
  42532. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42533. */
  42534. colorGradingTexture: Nullable<BaseTexture>;
  42535. /**
  42536. * Gets wether the color grading effect is enabled.
  42537. */
  42538. /**
  42539. * Gets wether the color grading effect is enabled.
  42540. */
  42541. colorGradingEnabled: boolean;
  42542. /**
  42543. * Gets exposure used in the effect.
  42544. */
  42545. /**
  42546. * Sets exposure used in the effect.
  42547. */
  42548. exposure: number;
  42549. /**
  42550. * Gets wether tonemapping is enabled or not.
  42551. */
  42552. /**
  42553. * Sets wether tonemapping is enabled or not
  42554. */
  42555. toneMappingEnabled: boolean;
  42556. /**
  42557. * Gets the type of tone mapping effect.
  42558. */
  42559. /**
  42560. * Sets the type of tone mapping effect.
  42561. */
  42562. toneMappingType: number;
  42563. /**
  42564. * Gets contrast used in the effect.
  42565. */
  42566. /**
  42567. * Sets contrast used in the effect.
  42568. */
  42569. contrast: number;
  42570. /**
  42571. * Gets Vignette stretch size.
  42572. */
  42573. /**
  42574. * Sets Vignette stretch size.
  42575. */
  42576. vignetteStretch: number;
  42577. /**
  42578. * Gets Vignette centre X Offset.
  42579. */
  42580. /**
  42581. * Sets Vignette centre X Offset.
  42582. */
  42583. vignetteCentreX: number;
  42584. /**
  42585. * Gets Vignette centre Y Offset.
  42586. */
  42587. /**
  42588. * Sets Vignette centre Y Offset.
  42589. */
  42590. vignetteCentreY: number;
  42591. /**
  42592. * Gets Vignette weight or intensity of the vignette effect.
  42593. */
  42594. /**
  42595. * Sets Vignette weight or intensity of the vignette effect.
  42596. */
  42597. vignetteWeight: number;
  42598. /**
  42599. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42600. * if vignetteEnabled is set to true.
  42601. */
  42602. /**
  42603. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42604. * if vignetteEnabled is set to true.
  42605. */
  42606. vignetteColor: Color4;
  42607. /**
  42608. * Gets Camera field of view used by the Vignette effect.
  42609. */
  42610. /**
  42611. * Sets Camera field of view used by the Vignette effect.
  42612. */
  42613. vignetteCameraFov: number;
  42614. /**
  42615. * Gets the vignette blend mode allowing different kind of effect.
  42616. */
  42617. /**
  42618. * Sets the vignette blend mode allowing different kind of effect.
  42619. */
  42620. vignetteBlendMode: number;
  42621. /**
  42622. * Gets wether the vignette effect is enabled.
  42623. */
  42624. /**
  42625. * Sets wether the vignette effect is enabled.
  42626. */
  42627. vignetteEnabled: boolean;
  42628. private _fromLinearSpace;
  42629. /**
  42630. * Gets wether the input of the processing is in Gamma or Linear Space.
  42631. */
  42632. /**
  42633. * Sets wether the input of the processing is in Gamma or Linear Space.
  42634. */
  42635. fromLinearSpace: boolean;
  42636. /**
  42637. * Defines cache preventing GC.
  42638. */
  42639. private _defines;
  42640. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42641. /**
  42642. * "ImageProcessingPostProcess"
  42643. * @returns "ImageProcessingPostProcess"
  42644. */
  42645. getClassName(): string;
  42646. protected _updateParameters(): void;
  42647. dispose(camera?: Camera): void;
  42648. }
  42649. }
  42650. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42651. import { Scene } from "babylonjs/scene";
  42652. import { Color3 } from "babylonjs/Maths/math.color";
  42653. import { Mesh } from "babylonjs/Meshes/mesh";
  42654. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42655. import { Nullable } from "babylonjs/types";
  42656. /**
  42657. * Class containing static functions to help procedurally build meshes
  42658. */
  42659. export class GroundBuilder {
  42660. /**
  42661. * Creates a ground mesh
  42662. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42663. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42664. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42665. * @param name defines the name of the mesh
  42666. * @param options defines the options used to create the mesh
  42667. * @param scene defines the hosting scene
  42668. * @returns the ground mesh
  42669. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42670. */
  42671. static CreateGround(name: string, options: {
  42672. width?: number;
  42673. height?: number;
  42674. subdivisions?: number;
  42675. subdivisionsX?: number;
  42676. subdivisionsY?: number;
  42677. updatable?: boolean;
  42678. }, scene: any): Mesh;
  42679. /**
  42680. * Creates a tiled ground mesh
  42681. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42682. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42683. * * 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
  42684. * * 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
  42685. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42686. * @param name defines the name of the mesh
  42687. * @param options defines the options used to create the mesh
  42688. * @param scene defines the hosting scene
  42689. * @returns the tiled ground mesh
  42690. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42691. */
  42692. static CreateTiledGround(name: string, options: {
  42693. xmin: number;
  42694. zmin: number;
  42695. xmax: number;
  42696. zmax: number;
  42697. subdivisions?: {
  42698. w: number;
  42699. h: number;
  42700. };
  42701. precision?: {
  42702. w: number;
  42703. h: number;
  42704. };
  42705. updatable?: boolean;
  42706. }, scene?: Nullable<Scene>): Mesh;
  42707. /**
  42708. * Creates a ground mesh from a height map
  42709. * * The parameter `url` sets the URL of the height map image resource.
  42710. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42711. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42712. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42713. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42714. * * 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.
  42715. * * 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).
  42716. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42717. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42718. * @param name defines the name of the mesh
  42719. * @param url defines the url to the height map
  42720. * @param options defines the options used to create the mesh
  42721. * @param scene defines the hosting scene
  42722. * @returns the ground mesh
  42723. * @see https://doc.babylonjs.com/babylon101/height_map
  42724. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42725. */
  42726. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42727. width?: number;
  42728. height?: number;
  42729. subdivisions?: number;
  42730. minHeight?: number;
  42731. maxHeight?: number;
  42732. colorFilter?: Color3;
  42733. alphaFilter?: number;
  42734. updatable?: boolean;
  42735. onReady?: (mesh: GroundMesh) => void;
  42736. }, scene?: Nullable<Scene>): GroundMesh;
  42737. }
  42738. }
  42739. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42740. import { Vector4 } from "babylonjs/Maths/math.vector";
  42741. import { Mesh } from "babylonjs/Meshes/mesh";
  42742. /**
  42743. * Class containing static functions to help procedurally build meshes
  42744. */
  42745. export class TorusBuilder {
  42746. /**
  42747. * Creates a torus mesh
  42748. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42749. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42750. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42751. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42752. * * If you create a double-sided mesh, you can choose what parts of 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
  42753. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42754. * @param name defines the name of the mesh
  42755. * @param options defines the options used to create the mesh
  42756. * @param scene defines the hosting scene
  42757. * @returns the torus mesh
  42758. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42759. */
  42760. static CreateTorus(name: string, options: {
  42761. diameter?: number;
  42762. thickness?: number;
  42763. tessellation?: number;
  42764. updatable?: boolean;
  42765. sideOrientation?: number;
  42766. frontUVs?: Vector4;
  42767. backUVs?: Vector4;
  42768. }, scene: any): Mesh;
  42769. }
  42770. }
  42771. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42772. import { Vector4 } from "babylonjs/Maths/math.vector";
  42773. import { Color4 } from "babylonjs/Maths/math.color";
  42774. import { Mesh } from "babylonjs/Meshes/mesh";
  42775. /**
  42776. * Class containing static functions to help procedurally build meshes
  42777. */
  42778. export class CylinderBuilder {
  42779. /**
  42780. * Creates a cylinder or a cone mesh
  42781. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42782. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42783. * * 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.
  42784. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42785. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42786. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42787. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42788. * * 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).
  42789. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42790. * * 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).
  42791. * * 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
  42792. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42793. * * 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
  42794. * * 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.
  42795. * * If `enclose` is false, a ring surface is one element.
  42796. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42797. * * 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
  42798. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42799. * * If you create a double-sided mesh, you can choose what parts of 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
  42800. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42801. * @param name defines the name of the mesh
  42802. * @param options defines the options used to create the mesh
  42803. * @param scene defines the hosting scene
  42804. * @returns the cylinder mesh
  42805. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42806. */
  42807. static CreateCylinder(name: string, options: {
  42808. height?: number;
  42809. diameterTop?: number;
  42810. diameterBottom?: number;
  42811. diameter?: number;
  42812. tessellation?: number;
  42813. subdivisions?: number;
  42814. arc?: number;
  42815. faceColors?: Color4[];
  42816. faceUV?: Vector4[];
  42817. updatable?: boolean;
  42818. hasRings?: boolean;
  42819. enclose?: boolean;
  42820. cap?: number;
  42821. sideOrientation?: number;
  42822. frontUVs?: Vector4;
  42823. backUVs?: Vector4;
  42824. }, scene: any): Mesh;
  42825. }
  42826. }
  42827. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42828. import { Observable } from "babylonjs/Misc/observable";
  42829. import { Nullable } from "babylonjs/types";
  42830. import { Camera } from "babylonjs/Cameras/camera";
  42831. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42832. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42833. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42834. import { Scene } from "babylonjs/scene";
  42835. import { Vector3 } from "babylonjs/Maths/math.vector";
  42836. import { Color3 } from "babylonjs/Maths/math.color";
  42837. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42838. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42839. import { Mesh } from "babylonjs/Meshes/mesh";
  42840. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42841. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42842. import "babylonjs/Meshes/Builders/groundBuilder";
  42843. import "babylonjs/Meshes/Builders/torusBuilder";
  42844. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42845. import "babylonjs/Gamepads/gamepadSceneComponent";
  42846. import "babylonjs/Animations/animatable";
  42847. /**
  42848. * Options to modify the vr teleportation behavior.
  42849. */
  42850. export interface VRTeleportationOptions {
  42851. /**
  42852. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42853. */
  42854. floorMeshName?: string;
  42855. /**
  42856. * A list of meshes to be used as the teleportation floor. (default: empty)
  42857. */
  42858. floorMeshes?: Mesh[];
  42859. }
  42860. /**
  42861. * Options to modify the vr experience helper's behavior.
  42862. */
  42863. export interface VRExperienceHelperOptions extends WebVROptions {
  42864. /**
  42865. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42866. */
  42867. createDeviceOrientationCamera?: boolean;
  42868. /**
  42869. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42870. */
  42871. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42872. /**
  42873. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42874. */
  42875. laserToggle?: boolean;
  42876. /**
  42877. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42878. */
  42879. floorMeshes?: Mesh[];
  42880. /**
  42881. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42882. */
  42883. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42884. }
  42885. /**
  42886. * Event containing information after VR has been entered
  42887. */
  42888. export class OnAfterEnteringVRObservableEvent {
  42889. /**
  42890. * If entering vr was successful
  42891. */
  42892. success: boolean;
  42893. }
  42894. /**
  42895. * Helps to quickly add VR support to an existing scene.
  42896. * See http://doc.babylonjs.com/how_to/webvr_helper
  42897. */
  42898. export class VRExperienceHelper {
  42899. /** Options to modify the vr experience helper's behavior. */
  42900. webVROptions: VRExperienceHelperOptions;
  42901. private _scene;
  42902. private _position;
  42903. private _btnVR;
  42904. private _btnVRDisplayed;
  42905. private _webVRsupported;
  42906. private _webVRready;
  42907. private _webVRrequesting;
  42908. private _webVRpresenting;
  42909. private _hasEnteredVR;
  42910. private _fullscreenVRpresenting;
  42911. private _inputElement;
  42912. private _webVRCamera;
  42913. private _vrDeviceOrientationCamera;
  42914. private _deviceOrientationCamera;
  42915. private _existingCamera;
  42916. private _onKeyDown;
  42917. private _onVrDisplayPresentChange;
  42918. private _onVRDisplayChanged;
  42919. private _onVRRequestPresentStart;
  42920. private _onVRRequestPresentComplete;
  42921. /**
  42922. * 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)
  42923. */
  42924. enableGazeEvenWhenNoPointerLock: boolean;
  42925. /**
  42926. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42927. */
  42928. exitVROnDoubleTap: boolean;
  42929. /**
  42930. * Observable raised right before entering VR.
  42931. */
  42932. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42933. /**
  42934. * Observable raised when entering VR has completed.
  42935. */
  42936. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42937. /**
  42938. * Observable raised when exiting VR.
  42939. */
  42940. onExitingVRObservable: Observable<VRExperienceHelper>;
  42941. /**
  42942. * Observable raised when controller mesh is loaded.
  42943. */
  42944. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42945. /** Return this.onEnteringVRObservable
  42946. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42947. */
  42948. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42949. /** Return this.onExitingVRObservable
  42950. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42951. */
  42952. readonly onExitingVR: Observable<VRExperienceHelper>;
  42953. /** Return this.onControllerMeshLoadedObservable
  42954. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42955. */
  42956. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42957. private _rayLength;
  42958. private _useCustomVRButton;
  42959. private _teleportationRequested;
  42960. private _teleportActive;
  42961. private _floorMeshName;
  42962. private _floorMeshesCollection;
  42963. private _rotationAllowed;
  42964. private _teleportBackwardsVector;
  42965. private _teleportationTarget;
  42966. private _isDefaultTeleportationTarget;
  42967. private _postProcessMove;
  42968. private _teleportationFillColor;
  42969. private _teleportationBorderColor;
  42970. private _rotationAngle;
  42971. private _haloCenter;
  42972. private _cameraGazer;
  42973. private _padSensibilityUp;
  42974. private _padSensibilityDown;
  42975. private _leftController;
  42976. private _rightController;
  42977. /**
  42978. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42979. */
  42980. onNewMeshSelected: Observable<AbstractMesh>;
  42981. /**
  42982. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  42983. * This observable will provide the mesh and the controller used to select the mesh
  42984. */
  42985. onMeshSelectedWithController: Observable<{
  42986. mesh: AbstractMesh;
  42987. controller: WebVRController;
  42988. }>;
  42989. /**
  42990. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42991. */
  42992. onNewMeshPicked: Observable<PickingInfo>;
  42993. private _circleEase;
  42994. /**
  42995. * Observable raised before camera teleportation
  42996. */
  42997. onBeforeCameraTeleport: Observable<Vector3>;
  42998. /**
  42999. * Observable raised after camera teleportation
  43000. */
  43001. onAfterCameraTeleport: Observable<Vector3>;
  43002. /**
  43003. * Observable raised when current selected mesh gets unselected
  43004. */
  43005. onSelectedMeshUnselected: Observable<AbstractMesh>;
  43006. private _raySelectionPredicate;
  43007. /**
  43008. * To be optionaly changed by user to define custom ray selection
  43009. */
  43010. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  43011. /**
  43012. * To be optionaly changed by user to define custom selection logic (after ray selection)
  43013. */
  43014. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  43015. /**
  43016. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  43017. */
  43018. teleportationEnabled: boolean;
  43019. private _defaultHeight;
  43020. private _teleportationInitialized;
  43021. private _interactionsEnabled;
  43022. private _interactionsRequested;
  43023. private _displayGaze;
  43024. private _displayLaserPointer;
  43025. /**
  43026. * The mesh used to display where the user is going to teleport.
  43027. */
  43028. /**
  43029. * Sets the mesh to be used to display where the user is going to teleport.
  43030. */
  43031. teleportationTarget: Mesh;
  43032. /**
  43033. * 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
  43034. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  43035. * See http://doc.babylonjs.com/resources/baking_transformations
  43036. */
  43037. gazeTrackerMesh: Mesh;
  43038. /**
  43039. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  43040. */
  43041. updateGazeTrackerScale: boolean;
  43042. /**
  43043. * If the gaze trackers color should be updated when selecting meshes
  43044. */
  43045. updateGazeTrackerColor: boolean;
  43046. /**
  43047. * If the controller laser color should be updated when selecting meshes
  43048. */
  43049. updateControllerLaserColor: boolean;
  43050. /**
  43051. * The gaze tracking mesh corresponding to the left controller
  43052. */
  43053. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  43054. /**
  43055. * The gaze tracking mesh corresponding to the right controller
  43056. */
  43057. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  43058. /**
  43059. * If the ray of the gaze should be displayed.
  43060. */
  43061. /**
  43062. * Sets if the ray of the gaze should be displayed.
  43063. */
  43064. displayGaze: boolean;
  43065. /**
  43066. * If the ray of the LaserPointer should be displayed.
  43067. */
  43068. /**
  43069. * Sets if the ray of the LaserPointer should be displayed.
  43070. */
  43071. displayLaserPointer: boolean;
  43072. /**
  43073. * The deviceOrientationCamera used as the camera when not in VR.
  43074. */
  43075. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  43076. /**
  43077. * Based on the current WebVR support, returns the current VR camera used.
  43078. */
  43079. readonly currentVRCamera: Nullable<Camera>;
  43080. /**
  43081. * The webVRCamera which is used when in VR.
  43082. */
  43083. readonly webVRCamera: WebVRFreeCamera;
  43084. /**
  43085. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  43086. */
  43087. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  43088. /**
  43089. * The html button that is used to trigger entering into VR.
  43090. */
  43091. readonly vrButton: Nullable<HTMLButtonElement>;
  43092. private readonly _teleportationRequestInitiated;
  43093. /**
  43094. * Defines wether or not Pointer lock should be requested when switching to
  43095. * full screen.
  43096. */
  43097. requestPointerLockOnFullScreen: boolean;
  43098. /**
  43099. * Instantiates a VRExperienceHelper.
  43100. * Helps to quickly add VR support to an existing scene.
  43101. * @param scene The scene the VRExperienceHelper belongs to.
  43102. * @param webVROptions Options to modify the vr experience helper's behavior.
  43103. */
  43104. constructor(scene: Scene,
  43105. /** Options to modify the vr experience helper's behavior. */
  43106. webVROptions?: VRExperienceHelperOptions);
  43107. private _onDefaultMeshLoaded;
  43108. private _onResize;
  43109. private _onFullscreenChange;
  43110. /**
  43111. * Gets a value indicating if we are currently in VR mode.
  43112. */
  43113. readonly isInVRMode: boolean;
  43114. private onVrDisplayPresentChange;
  43115. private onVRDisplayChanged;
  43116. private moveButtonToBottomRight;
  43117. private displayVRButton;
  43118. private updateButtonVisibility;
  43119. private _cachedAngularSensibility;
  43120. /**
  43121. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  43122. * Otherwise, will use the fullscreen API.
  43123. */
  43124. enterVR(): void;
  43125. /**
  43126. * Attempt to exit VR, or fullscreen.
  43127. */
  43128. exitVR(): void;
  43129. /**
  43130. * The position of the vr experience helper.
  43131. */
  43132. /**
  43133. * Sets the position of the vr experience helper.
  43134. */
  43135. position: Vector3;
  43136. /**
  43137. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  43138. */
  43139. enableInteractions(): void;
  43140. private readonly _noControllerIsActive;
  43141. private beforeRender;
  43142. private _isTeleportationFloor;
  43143. /**
  43144. * Adds a floor mesh to be used for teleportation.
  43145. * @param floorMesh the mesh to be used for teleportation.
  43146. */
  43147. addFloorMesh(floorMesh: Mesh): void;
  43148. /**
  43149. * Removes a floor mesh from being used for teleportation.
  43150. * @param floorMesh the mesh to be removed.
  43151. */
  43152. removeFloorMesh(floorMesh: Mesh): void;
  43153. /**
  43154. * Enables interactions and teleportation using the VR controllers and gaze.
  43155. * @param vrTeleportationOptions options to modify teleportation behavior.
  43156. */
  43157. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  43158. private _onNewGamepadConnected;
  43159. private _tryEnableInteractionOnController;
  43160. private _onNewGamepadDisconnected;
  43161. private _enableInteractionOnController;
  43162. private _checkTeleportWithRay;
  43163. private _checkRotate;
  43164. private _checkTeleportBackwards;
  43165. private _enableTeleportationOnController;
  43166. private _createTeleportationCircles;
  43167. private _displayTeleportationTarget;
  43168. private _hideTeleportationTarget;
  43169. private _rotateCamera;
  43170. private _moveTeleportationSelectorTo;
  43171. private _workingVector;
  43172. private _workingQuaternion;
  43173. private _workingMatrix;
  43174. /**
  43175. * Teleports the users feet to the desired location
  43176. * @param location The location where the user's feet should be placed
  43177. */
  43178. teleportCamera(location: Vector3): void;
  43179. private _convertNormalToDirectionOfRay;
  43180. private _castRayAndSelectObject;
  43181. private _notifySelectedMeshUnselected;
  43182. /**
  43183. * Sets the color of the laser ray from the vr controllers.
  43184. * @param color new color for the ray.
  43185. */
  43186. changeLaserColor(color: Color3): void;
  43187. /**
  43188. * Sets the color of the ray from the vr headsets gaze.
  43189. * @param color new color for the ray.
  43190. */
  43191. changeGazeColor(color: Color3): void;
  43192. /**
  43193. * Exits VR and disposes of the vr experience helper
  43194. */
  43195. dispose(): void;
  43196. /**
  43197. * Gets the name of the VRExperienceHelper class
  43198. * @returns "VRExperienceHelper"
  43199. */
  43200. getClassName(): string;
  43201. }
  43202. }
  43203. declare module "babylonjs/Cameras/VR/index" {
  43204. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  43205. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  43206. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  43207. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  43208. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  43209. export * from "babylonjs/Cameras/VR/webVRCamera";
  43210. }
  43211. declare module "babylonjs/Cameras/XR/webXRTypes" {
  43212. import { Nullable } from "babylonjs/types";
  43213. import { IDisposable } from "babylonjs/scene";
  43214. /**
  43215. * States of the webXR experience
  43216. */
  43217. export enum WebXRState {
  43218. /**
  43219. * Transitioning to being in XR mode
  43220. */
  43221. ENTERING_XR = 0,
  43222. /**
  43223. * Transitioning to non XR mode
  43224. */
  43225. EXITING_XR = 1,
  43226. /**
  43227. * In XR mode and presenting
  43228. */
  43229. IN_XR = 2,
  43230. /**
  43231. * Not entered XR mode
  43232. */
  43233. NOT_IN_XR = 3
  43234. }
  43235. /**
  43236. * Abstraction of the XR render target
  43237. */
  43238. export interface WebXRRenderTarget extends IDisposable {
  43239. /**
  43240. * xrpresent context of the canvas which can be used to display/mirror xr content
  43241. */
  43242. canvasContext: WebGLRenderingContext;
  43243. /**
  43244. * xr layer for the canvas
  43245. */
  43246. xrLayer: Nullable<XRWebGLLayer>;
  43247. /**
  43248. * Initializes the xr layer for the session
  43249. * @param xrSession xr session
  43250. * @returns a promise that will resolve once the XR Layer has been created
  43251. */
  43252. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  43253. }
  43254. }
  43255. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  43256. import { Nullable } from "babylonjs/types";
  43257. import { Observable } from "babylonjs/Misc/observable";
  43258. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  43259. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43260. /**
  43261. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  43262. */
  43263. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  43264. private _engine;
  43265. private _canvas;
  43266. /**
  43267. * xrpresent context of the canvas which can be used to display/mirror xr content
  43268. */
  43269. canvasContext: WebGLRenderingContext;
  43270. /**
  43271. * xr layer for the canvas
  43272. */
  43273. xrLayer: Nullable<XRWebGLLayer>;
  43274. /**
  43275. * Initializes the xr layer for the session
  43276. * @param xrSession xr session
  43277. * @returns a promise that will resolve once the XR Layer has been created
  43278. */
  43279. initializeXRLayerAsync(xrSession: any): any;
  43280. /**
  43281. * Initializes the canvas to be added/removed upon entering/exiting xr
  43282. * @param engine the Babylon engine
  43283. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  43284. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  43285. */
  43286. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>);
  43287. /**
  43288. * Disposes of the object
  43289. */
  43290. dispose(): void;
  43291. private _setManagedOutputCanvas;
  43292. private _addCanvas;
  43293. private _removeCanvas;
  43294. }
  43295. }
  43296. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  43297. import { Observable } from "babylonjs/Misc/observable";
  43298. import { Nullable } from "babylonjs/types";
  43299. import { IDisposable, Scene } from "babylonjs/scene";
  43300. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  43301. import { WebXRRenderTarget, WebXRState } from "babylonjs/Cameras/XR/webXRTypes";
  43302. /**
  43303. * Manages an XRSession to work with Babylon's engine
  43304. * @see https://doc.babylonjs.com/how_to/webxr
  43305. */
  43306. export class WebXRSessionManager implements IDisposable {
  43307. private scene;
  43308. /**
  43309. * Fires every time a new xrFrame arrives which can be used to update the camera
  43310. */
  43311. onXRFrameObservable: Observable<any>;
  43312. /**
  43313. * Fires when the xr session is ended either by the device or manually done
  43314. */
  43315. onXRSessionEnded: Observable<any>;
  43316. /**
  43317. * Underlying xr session
  43318. */
  43319. session: XRSession;
  43320. /**
  43321. * Type of reference space used when creating the session
  43322. */
  43323. referenceSpace: XRReferenceSpace;
  43324. /**
  43325. * Current XR frame
  43326. */
  43327. currentFrame: Nullable<XRFrame>;
  43328. private _xrNavigator;
  43329. private baseLayer;
  43330. private _rttProvider;
  43331. private _sessionEnded;
  43332. /**
  43333. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  43334. * @param scene The scene which the session should be created for
  43335. */
  43336. constructor(scene: Scene);
  43337. /**
  43338. * Initializes the manager
  43339. * After initialization enterXR can be called to start an XR session
  43340. * @returns Promise which resolves after it is initialized
  43341. */
  43342. initializeAsync(): Promise<void>;
  43343. /**
  43344. * Initializes an xr session
  43345. * @param xrSessionMode mode to initialize
  43346. * @param optionalFeatures defines optional values to pass to the session builder
  43347. * @returns a promise which will resolve once the session has been initialized
  43348. */
  43349. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): any;
  43350. /**
  43351. * Sets the reference space on the xr session
  43352. * @param referenceSpace space to set
  43353. * @returns a promise that will resolve once the reference space has been set
  43354. */
  43355. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  43356. /**
  43357. * Updates the render state of the session
  43358. * @param state state to set
  43359. * @returns a promise that resolves once the render state has been updated
  43360. */
  43361. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  43362. /**
  43363. * Starts rendering to the xr layer
  43364. * @returns a promise that will resolve once rendering has started
  43365. */
  43366. startRenderingToXRAsync(): Promise<void>;
  43367. /**
  43368. * Gets the correct render target texture to be rendered this frame for this eye
  43369. * @param eye the eye for which to get the render target
  43370. * @returns the render target for the specified eye
  43371. */
  43372. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  43373. /**
  43374. * Stops the xrSession and restores the renderloop
  43375. * @returns Promise which resolves after it exits XR
  43376. */
  43377. exitXRAsync(): Promise<void>;
  43378. /**
  43379. * Checks if a session would be supported for the creation options specified
  43380. * @param sessionMode session mode to check if supported eg. immersive-vr
  43381. * @returns true if supported
  43382. */
  43383. supportsSessionAsync(sessionMode: XRSessionMode): any;
  43384. /**
  43385. * Creates a WebXRRenderTarget object for the XR session
  43386. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  43387. * @returns a WebXR render target to which the session can render
  43388. */
  43389. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>): WebXRRenderTarget;
  43390. /**
  43391. * @hidden
  43392. * Converts the render layer of xrSession to a render target
  43393. * @param session session to create render target for
  43394. * @param scene scene the new render target should be created for
  43395. */
  43396. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  43397. /**
  43398. * Disposes of the session manager
  43399. */
  43400. dispose(): void;
  43401. }
  43402. }
  43403. declare module "babylonjs/Cameras/XR/webXRCamera" {
  43404. import { Scene } from "babylonjs/scene";
  43405. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  43406. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43407. /**
  43408. * WebXR Camera which holds the views for the xrSession
  43409. * @see https://doc.babylonjs.com/how_to/webxr
  43410. */
  43411. export class WebXRCamera extends FreeCamera {
  43412. private static _TmpMatrix;
  43413. /**
  43414. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  43415. * @param name the name of the camera
  43416. * @param scene the scene to add the camera to
  43417. */
  43418. constructor(name: string, scene: Scene);
  43419. private _updateNumberOfRigCameras;
  43420. /** @hidden */
  43421. _updateForDualEyeDebugging(): void;
  43422. /**
  43423. * Updates the cameras position from the current pose information of the XR session
  43424. * @param xrSessionManager the session containing pose information
  43425. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  43426. */
  43427. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  43428. }
  43429. }
  43430. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  43431. import { Observable } from "babylonjs/Misc/observable";
  43432. import { IDisposable, Scene } from "babylonjs/scene";
  43433. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  43434. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43435. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43436. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  43437. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43438. /**
  43439. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  43440. * @see https://doc.babylonjs.com/how_to/webxr
  43441. */
  43442. export class WebXRExperienceHelper implements IDisposable {
  43443. private scene;
  43444. /**
  43445. * 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
  43446. */
  43447. container: AbstractMesh;
  43448. /**
  43449. * Camera used to render xr content
  43450. */
  43451. camera: WebXRCamera;
  43452. /**
  43453. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  43454. */
  43455. state: WebXRState;
  43456. private _setState;
  43457. private static _TmpVector;
  43458. /**
  43459. * Fires when the state of the experience helper has changed
  43460. */
  43461. onStateChangedObservable: Observable<WebXRState>;
  43462. /** Session manager used to keep track of xr session */
  43463. sessionManager: WebXRSessionManager;
  43464. private _nonVRCamera;
  43465. private _originalSceneAutoClear;
  43466. private _supported;
  43467. /**
  43468. * Creates the experience helper
  43469. * @param scene the scene to attach the experience helper to
  43470. * @returns a promise for the experience helper
  43471. */
  43472. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  43473. /**
  43474. * Creates a WebXRExperienceHelper
  43475. * @param scene The scene the helper should be created in
  43476. */
  43477. private constructor();
  43478. /**
  43479. * Exits XR mode and returns the scene to its original state
  43480. * @returns promise that resolves after xr mode has exited
  43481. */
  43482. exitXRAsync(): Promise<void>;
  43483. /**
  43484. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  43485. * @param sessionMode options for the XR session
  43486. * @param referenceSpaceType frame of reference of the XR session
  43487. * @param renderTarget the output canvas that will be used to enter XR mode
  43488. * @returns promise that resolves after xr mode has entered
  43489. */
  43490. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
  43491. /**
  43492. * Updates the global position of the camera by moving the camera's container
  43493. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  43494. * @param position The desired global position of the camera
  43495. */
  43496. setPositionOfCameraUsingContainer(position: Vector3): void;
  43497. /**
  43498. * Rotates the xr camera by rotating the camera's container around the camera's position
  43499. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  43500. * @param rotation the desired quaternion rotation to apply to the camera
  43501. */
  43502. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  43503. /**
  43504. * Disposes of the experience helper
  43505. */
  43506. dispose(): void;
  43507. }
  43508. }
  43509. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  43510. import { Nullable } from "babylonjs/types";
  43511. import { Observable } from "babylonjs/Misc/observable";
  43512. import { IDisposable, Scene } from "babylonjs/scene";
  43513. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43514. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43515. /**
  43516. * Button which can be used to enter a different mode of XR
  43517. */
  43518. export class WebXREnterExitUIButton {
  43519. /** button element */
  43520. element: HTMLElement;
  43521. /** XR initialization options for the button */
  43522. sessionMode: XRSessionMode;
  43523. /** Reference space type */
  43524. referenceSpaceType: XRReferenceSpaceType;
  43525. /**
  43526. * Creates a WebXREnterExitUIButton
  43527. * @param element button element
  43528. * @param sessionMode XR initialization session mode
  43529. * @param referenceSpaceType the type of reference space to be used
  43530. */
  43531. constructor(
  43532. /** button element */
  43533. element: HTMLElement,
  43534. /** XR initialization options for the button */
  43535. sessionMode: XRSessionMode,
  43536. /** Reference space type */
  43537. referenceSpaceType: XRReferenceSpaceType);
  43538. /**
  43539. * Overwritable function which can be used to update the button's visuals when the state changes
  43540. * @param activeButton the current active button in the UI
  43541. */
  43542. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  43543. }
  43544. /**
  43545. * Options to create the webXR UI
  43546. */
  43547. export class WebXREnterExitUIOptions {
  43548. /**
  43549. * Context to enter xr with
  43550. */
  43551. renderTarget?: Nullable<WebXRRenderTarget>;
  43552. /**
  43553. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  43554. */
  43555. customButtons?: Array<WebXREnterExitUIButton>;
  43556. }
  43557. /**
  43558. * UI to allow the user to enter/exit XR mode
  43559. */
  43560. export class WebXREnterExitUI implements IDisposable {
  43561. private scene;
  43562. private _overlay;
  43563. private _buttons;
  43564. private _activeButton;
  43565. /**
  43566. * Fired every time the active button is changed.
  43567. *
  43568. * When xr is entered via a button that launches xr that button will be the callback parameter
  43569. *
  43570. * When exiting xr the callback parameter will be null)
  43571. */
  43572. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  43573. /**
  43574. * Creates UI to allow the user to enter/exit XR mode
  43575. * @param scene the scene to add the ui to
  43576. * @param helper the xr experience helper to enter/exit xr with
  43577. * @param options options to configure the UI
  43578. * @returns the created ui
  43579. */
  43580. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  43581. private constructor();
  43582. private _updateButtons;
  43583. /**
  43584. * Disposes of the object
  43585. */
  43586. dispose(): void;
  43587. }
  43588. }
  43589. declare module "babylonjs/Cameras/XR/webXRController" {
  43590. import { Nullable } from "babylonjs/types";
  43591. import { Observable } from "babylonjs/Misc/observable";
  43592. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43593. import { Ray } from "babylonjs/Culling/ray";
  43594. import { Scene } from "babylonjs/scene";
  43595. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43596. /**
  43597. * Represents an XR input
  43598. */
  43599. export class WebXRController {
  43600. private scene;
  43601. /** The underlying input source for the controller */
  43602. inputSource: XRInputSource;
  43603. private parentContainer;
  43604. /**
  43605. * 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
  43606. */
  43607. grip?: AbstractMesh;
  43608. /**
  43609. * Pointer which can be used to select objects or attach a visible laser to
  43610. */
  43611. pointer: AbstractMesh;
  43612. private _gamepadMode;
  43613. /**
  43614. * If available, this is the gamepad object related to this controller.
  43615. * Using this object it is possible to get click events and trackpad changes of the
  43616. * webxr controller that is currently being used.
  43617. */
  43618. gamepadController?: WebVRController;
  43619. /**
  43620. * Event that fires when the controller is removed/disposed
  43621. */
  43622. onDisposeObservable: Observable<{}>;
  43623. private _tmpMatrix;
  43624. private _tmpQuaternion;
  43625. private _tmpVector;
  43626. /**
  43627. * Creates the controller
  43628. * @see https://doc.babylonjs.com/how_to/webxr
  43629. * @param scene the scene which the controller should be associated to
  43630. * @param inputSource the underlying input source for the controller
  43631. * @param parentContainer parent that the controller meshes should be children of
  43632. */
  43633. constructor(scene: Scene,
  43634. /** The underlying input source for the controller */
  43635. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  43636. /**
  43637. * Updates the controller pose based on the given XRFrame
  43638. * @param xrFrame xr frame to update the pose with
  43639. * @param referenceSpace reference space to use
  43640. */
  43641. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  43642. /**
  43643. * Gets a world space ray coming from the controller
  43644. * @param result the resulting ray
  43645. */
  43646. getWorldPointerRayToRef(result: Ray): void;
  43647. /**
  43648. * Get the scene associated with this controller
  43649. * @returns the scene object
  43650. */
  43651. getScene(): Scene;
  43652. /**
  43653. * Disposes of the object
  43654. */
  43655. dispose(): void;
  43656. }
  43657. }
  43658. declare module "babylonjs/Cameras/XR/webXRInput" {
  43659. import { Observable } from "babylonjs/Misc/observable";
  43660. import { IDisposable } from "babylonjs/scene";
  43661. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43662. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43663. /**
  43664. * XR input used to track XR inputs such as controllers/rays
  43665. */
  43666. export class WebXRInput implements IDisposable {
  43667. /**
  43668. * Base experience the input listens to
  43669. */
  43670. baseExperience: WebXRExperienceHelper;
  43671. /**
  43672. * XR controllers being tracked
  43673. */
  43674. controllers: Array<WebXRController>;
  43675. private _frameObserver;
  43676. private _stateObserver;
  43677. /**
  43678. * Event when a controller has been connected/added
  43679. */
  43680. onControllerAddedObservable: Observable<WebXRController>;
  43681. /**
  43682. * Event when a controller has been removed/disconnected
  43683. */
  43684. onControllerRemovedObservable: Observable<WebXRController>;
  43685. /**
  43686. * Initializes the WebXRInput
  43687. * @param baseExperience experience helper which the input should be created for
  43688. */
  43689. constructor(
  43690. /**
  43691. * Base experience the input listens to
  43692. */
  43693. baseExperience: WebXRExperienceHelper);
  43694. private _onInputSourcesChange;
  43695. private _addAndRemoveControllers;
  43696. /**
  43697. * Disposes of the object
  43698. */
  43699. dispose(): void;
  43700. }
  43701. }
  43702. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43703. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43704. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43705. /**
  43706. * Enables teleportation
  43707. */
  43708. export class WebXRControllerTeleportation {
  43709. private _teleportationFillColor;
  43710. private _teleportationBorderColor;
  43711. private _tmpRay;
  43712. private _tmpVector;
  43713. /**
  43714. * Creates a WebXRControllerTeleportation
  43715. * @param input input manager to add teleportation to
  43716. * @param floorMeshes floormeshes which can be teleported to
  43717. */
  43718. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43719. }
  43720. }
  43721. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43722. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43723. /**
  43724. * Handles pointer input automatically for the pointer of XR controllers
  43725. */
  43726. export class WebXRControllerPointerSelection {
  43727. private static _idCounter;
  43728. private _tmpRay;
  43729. /**
  43730. * Creates a WebXRControllerPointerSelection
  43731. * @param input input manager to setup pointer selection
  43732. */
  43733. constructor(input: WebXRInput);
  43734. private _convertNormalToDirectionOfRay;
  43735. private _updatePointerDistance;
  43736. }
  43737. }
  43738. declare module "babylonjs/Loading/sceneLoader" {
  43739. import { Observable } from "babylonjs/Misc/observable";
  43740. import { Nullable } from "babylonjs/types";
  43741. import { Scene } from "babylonjs/scene";
  43742. import { Engine } from "babylonjs/Engines/engine";
  43743. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43744. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43745. import { AssetContainer } from "babylonjs/assetContainer";
  43746. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43747. import { Skeleton } from "babylonjs/Bones/skeleton";
  43748. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  43749. import { WebRequest } from "babylonjs/Misc/webRequest";
  43750. /**
  43751. * Class used to represent data loading progression
  43752. */
  43753. export class SceneLoaderProgressEvent {
  43754. /** defines if data length to load can be evaluated */
  43755. readonly lengthComputable: boolean;
  43756. /** defines the loaded data length */
  43757. readonly loaded: number;
  43758. /** defines the data length to load */
  43759. readonly total: number;
  43760. /**
  43761. * Create a new progress event
  43762. * @param lengthComputable defines if data length to load can be evaluated
  43763. * @param loaded defines the loaded data length
  43764. * @param total defines the data length to load
  43765. */
  43766. constructor(
  43767. /** defines if data length to load can be evaluated */
  43768. lengthComputable: boolean,
  43769. /** defines the loaded data length */
  43770. loaded: number,
  43771. /** defines the data length to load */
  43772. total: number);
  43773. /**
  43774. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43775. * @param event defines the source event
  43776. * @returns a new SceneLoaderProgressEvent
  43777. */
  43778. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43779. }
  43780. /**
  43781. * Interface used by SceneLoader plugins to define supported file extensions
  43782. */
  43783. export interface ISceneLoaderPluginExtensions {
  43784. /**
  43785. * Defines the list of supported extensions
  43786. */
  43787. [extension: string]: {
  43788. isBinary: boolean;
  43789. };
  43790. }
  43791. /**
  43792. * Interface used by SceneLoader plugin factory
  43793. */
  43794. export interface ISceneLoaderPluginFactory {
  43795. /**
  43796. * Defines the name of the factory
  43797. */
  43798. name: string;
  43799. /**
  43800. * Function called to create a new plugin
  43801. * @return the new plugin
  43802. */
  43803. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43804. /**
  43805. * The callback that returns true if the data can be directly loaded.
  43806. * @param data string containing the file data
  43807. * @returns if the data can be loaded directly
  43808. */
  43809. canDirectLoad?(data: string): boolean;
  43810. }
  43811. /**
  43812. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  43813. */
  43814. export interface ISceneLoaderPluginBase {
  43815. /**
  43816. * The friendly name of this plugin.
  43817. */
  43818. name: string;
  43819. /**
  43820. * The file extensions supported by this plugin.
  43821. */
  43822. extensions: string | ISceneLoaderPluginExtensions;
  43823. /**
  43824. * The callback called when loading from a url.
  43825. * @param scene scene loading this url
  43826. * @param url url to load
  43827. * @param onSuccess callback called when the file successfully loads
  43828. * @param onProgress callback called while file is loading (if the server supports this mode)
  43829. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  43830. * @param onError callback called when the file fails to load
  43831. * @returns a file request object
  43832. */
  43833. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43834. /**
  43835. * The callback called when loading from a file object.
  43836. * @param scene scene loading this file
  43837. * @param file defines the file to load
  43838. * @param onSuccess defines the callback to call when data is loaded
  43839. * @param onProgress defines the callback to call during loading process
  43840. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  43841. * @param onError defines the callback to call when an error occurs
  43842. * @returns a file request object
  43843. */
  43844. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43845. /**
  43846. * The callback that returns true if the data can be directly loaded.
  43847. * @param data string containing the file data
  43848. * @returns if the data can be loaded directly
  43849. */
  43850. canDirectLoad?(data: string): boolean;
  43851. /**
  43852. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  43853. * @param scene scene loading this data
  43854. * @param data string containing the data
  43855. * @returns data to pass to the plugin
  43856. */
  43857. directLoad?(scene: Scene, data: string): any;
  43858. /**
  43859. * The callback that allows custom handling of the root url based on the response url.
  43860. * @param rootUrl the original root url
  43861. * @param responseURL the response url if available
  43862. * @returns the new root url
  43863. */
  43864. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  43865. }
  43866. /**
  43867. * Interface used to define a SceneLoader plugin
  43868. */
  43869. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  43870. /**
  43871. * Import meshes into a scene.
  43872. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43873. * @param scene The scene to import into
  43874. * @param data The data to import
  43875. * @param rootUrl The root url for scene and resources
  43876. * @param meshes The meshes array to import into
  43877. * @param particleSystems The particle systems array to import into
  43878. * @param skeletons The skeletons array to import into
  43879. * @param onError The callback when import fails
  43880. * @returns True if successful or false otherwise
  43881. */
  43882. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43883. /**
  43884. * Load into a scene.
  43885. * @param scene The scene to load into
  43886. * @param data The data to import
  43887. * @param rootUrl The root url for scene and resources
  43888. * @param onError The callback when import fails
  43889. * @returns True if successful or false otherwise
  43890. */
  43891. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43892. /**
  43893. * Load into an asset container.
  43894. * @param scene The scene to load into
  43895. * @param data The data to import
  43896. * @param rootUrl The root url for scene and resources
  43897. * @param onError The callback when import fails
  43898. * @returns The loaded asset container
  43899. */
  43900. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43901. }
  43902. /**
  43903. * Interface used to define an async SceneLoader plugin
  43904. */
  43905. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  43906. /**
  43907. * Import meshes into a scene.
  43908. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43909. * @param scene The scene to import into
  43910. * @param data The data to import
  43911. * @param rootUrl The root url for scene and resources
  43912. * @param onProgress The callback when the load progresses
  43913. * @param fileName Defines the name of the file to load
  43914. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43915. */
  43916. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43917. meshes: AbstractMesh[];
  43918. particleSystems: IParticleSystem[];
  43919. skeletons: Skeleton[];
  43920. animationGroups: AnimationGroup[];
  43921. }>;
  43922. /**
  43923. * Load into a scene.
  43924. * @param scene The scene to load into
  43925. * @param data The data to import
  43926. * @param rootUrl The root url for scene and resources
  43927. * @param onProgress The callback when the load progresses
  43928. * @param fileName Defines the name of the file to load
  43929. * @returns Nothing
  43930. */
  43931. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43932. /**
  43933. * Load into an asset container.
  43934. * @param scene The scene to load into
  43935. * @param data The data to import
  43936. * @param rootUrl The root url for scene and resources
  43937. * @param onProgress The callback when the load progresses
  43938. * @param fileName Defines the name of the file to load
  43939. * @returns The loaded asset container
  43940. */
  43941. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43942. }
  43943. /**
  43944. * Class used to load scene from various file formats using registered plugins
  43945. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43946. */
  43947. export class SceneLoader {
  43948. /**
  43949. * No logging while loading
  43950. */
  43951. static readonly NO_LOGGING: number;
  43952. /**
  43953. * Minimal logging while loading
  43954. */
  43955. static readonly MINIMAL_LOGGING: number;
  43956. /**
  43957. * Summary logging while loading
  43958. */
  43959. static readonly SUMMARY_LOGGING: number;
  43960. /**
  43961. * Detailled logging while loading
  43962. */
  43963. static readonly DETAILED_LOGGING: number;
  43964. /**
  43965. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43966. */
  43967. static ForceFullSceneLoadingForIncremental: boolean;
  43968. /**
  43969. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43970. */
  43971. static ShowLoadingScreen: boolean;
  43972. /**
  43973. * Defines the current logging level (while loading the scene)
  43974. * @ignorenaming
  43975. */
  43976. static loggingLevel: number;
  43977. /**
  43978. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43979. */
  43980. static CleanBoneMatrixWeights: boolean;
  43981. /**
  43982. * Event raised when a plugin is used to load a scene
  43983. */
  43984. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43985. private static _registeredPlugins;
  43986. private static _getDefaultPlugin;
  43987. private static _getPluginForExtension;
  43988. private static _getPluginForDirectLoad;
  43989. private static _getPluginForFilename;
  43990. private static _getDirectLoad;
  43991. private static _loadData;
  43992. private static _getFileInfo;
  43993. /**
  43994. * Gets a plugin that can load the given extension
  43995. * @param extension defines the extension to load
  43996. * @returns a plugin or null if none works
  43997. */
  43998. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43999. /**
  44000. * Gets a boolean indicating that the given extension can be loaded
  44001. * @param extension defines the extension to load
  44002. * @returns true if the extension is supported
  44003. */
  44004. static IsPluginForExtensionAvailable(extension: string): boolean;
  44005. /**
  44006. * Adds a new plugin to the list of registered plugins
  44007. * @param plugin defines the plugin to add
  44008. */
  44009. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  44010. /**
  44011. * Import meshes into a scene
  44012. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44013. * @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)
  44014. * @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)
  44015. * @param scene the instance of BABYLON.Scene to append to
  44016. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  44017. * @param onProgress a callback with a progress event for each file being loaded
  44018. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44019. * @param pluginExtension the extension used to determine the plugin
  44020. * @returns The loaded plugin
  44021. */
  44022. 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>;
  44023. /**
  44024. * Import meshes into a scene
  44025. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44026. * @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)
  44027. * @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)
  44028. * @param scene the instance of BABYLON.Scene to append to
  44029. * @param onProgress a callback with a progress event for each file being loaded
  44030. * @param pluginExtension the extension used to determine the plugin
  44031. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  44032. */
  44033. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  44034. meshes: AbstractMesh[];
  44035. particleSystems: IParticleSystem[];
  44036. skeletons: Skeleton[];
  44037. animationGroups: AnimationGroup[];
  44038. }>;
  44039. /**
  44040. * Load a scene
  44041. * @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)
  44042. * @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)
  44043. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44044. * @param onSuccess a callback with the scene when import succeeds
  44045. * @param onProgress a callback with a progress event for each file being loaded
  44046. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44047. * @param pluginExtension the extension used to determine the plugin
  44048. * @returns The loaded plugin
  44049. */
  44050. 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>;
  44051. /**
  44052. * Load a scene
  44053. * @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)
  44054. * @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)
  44055. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44056. * @param onProgress a callback with a progress event for each file being loaded
  44057. * @param pluginExtension the extension used to determine the plugin
  44058. * @returns The loaded scene
  44059. */
  44060. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44061. /**
  44062. * Append a scene
  44063. * @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)
  44064. * @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)
  44065. * @param scene is the instance of BABYLON.Scene to append to
  44066. * @param onSuccess a callback with the scene when import succeeds
  44067. * @param onProgress a callback with a progress event for each file being loaded
  44068. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44069. * @param pluginExtension the extension used to determine the plugin
  44070. * @returns The loaded plugin
  44071. */
  44072. 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>;
  44073. /**
  44074. * Append a scene
  44075. * @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)
  44076. * @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)
  44077. * @param scene is the instance of BABYLON.Scene to append to
  44078. * @param onProgress a callback with a progress event for each file being loaded
  44079. * @param pluginExtension the extension used to determine the plugin
  44080. * @returns The given scene
  44081. */
  44082. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44083. /**
  44084. * Load a scene into an asset container
  44085. * @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)
  44086. * @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)
  44087. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  44088. * @param onSuccess a callback with the scene when import succeeds
  44089. * @param onProgress a callback with a progress event for each file being loaded
  44090. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44091. * @param pluginExtension the extension used to determine the plugin
  44092. * @returns The loaded plugin
  44093. */
  44094. 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>;
  44095. /**
  44096. * Load a scene into an asset container
  44097. * @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)
  44098. * @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)
  44099. * @param scene is the instance of Scene to append to
  44100. * @param onProgress a callback with a progress event for each file being loaded
  44101. * @param pluginExtension the extension used to determine the plugin
  44102. * @returns The loaded asset container
  44103. */
  44104. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  44105. }
  44106. }
  44107. declare module "babylonjs/Gamepads/Controllers/genericController" {
  44108. import { Scene } from "babylonjs/scene";
  44109. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44110. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44111. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44112. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44113. /**
  44114. * Generic Controller
  44115. */
  44116. export class GenericController extends WebVRController {
  44117. /**
  44118. * Base Url for the controller model.
  44119. */
  44120. static readonly MODEL_BASE_URL: string;
  44121. /**
  44122. * File name for the controller model.
  44123. */
  44124. static readonly MODEL_FILENAME: string;
  44125. /**
  44126. * Creates a new GenericController from a gamepad
  44127. * @param vrGamepad the gamepad that the controller should be created from
  44128. */
  44129. constructor(vrGamepad: any);
  44130. /**
  44131. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44132. * @param scene scene in which to add meshes
  44133. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44134. */
  44135. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44136. /**
  44137. * Called once for each button that changed state since the last frame
  44138. * @param buttonIdx Which button index changed
  44139. * @param state New state of the button
  44140. * @param changes Which properties on the state changed since last frame
  44141. */
  44142. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44143. }
  44144. }
  44145. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  44146. import { Observable } from "babylonjs/Misc/observable";
  44147. import { Scene } from "babylonjs/scene";
  44148. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44149. import { Ray } from "babylonjs/Culling/ray";
  44150. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44151. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44152. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44153. /**
  44154. * Defines the WindowsMotionController object that the state of the windows motion controller
  44155. */
  44156. export class WindowsMotionController extends WebVRController {
  44157. /**
  44158. * The base url used to load the left and right controller models
  44159. */
  44160. static MODEL_BASE_URL: string;
  44161. /**
  44162. * The name of the left controller model file
  44163. */
  44164. static MODEL_LEFT_FILENAME: string;
  44165. /**
  44166. * The name of the right controller model file
  44167. */
  44168. static MODEL_RIGHT_FILENAME: string;
  44169. /**
  44170. * The controller name prefix for this controller type
  44171. */
  44172. static readonly GAMEPAD_ID_PREFIX: string;
  44173. /**
  44174. * The controller id pattern for this controller type
  44175. */
  44176. private static readonly GAMEPAD_ID_PATTERN;
  44177. private _loadedMeshInfo;
  44178. private readonly _mapping;
  44179. /**
  44180. * Fired when the trackpad on this controller is clicked
  44181. */
  44182. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  44183. /**
  44184. * Fired when the trackpad on this controller is modified
  44185. */
  44186. onTrackpadValuesChangedObservable: Observable<StickValues>;
  44187. /**
  44188. * The current x and y values of this controller's trackpad
  44189. */
  44190. trackpad: StickValues;
  44191. /**
  44192. * Creates a new WindowsMotionController from a gamepad
  44193. * @param vrGamepad the gamepad that the controller should be created from
  44194. */
  44195. constructor(vrGamepad: any);
  44196. /**
  44197. * Fired when the trigger on this controller is modified
  44198. */
  44199. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44200. /**
  44201. * Fired when the menu button on this controller is modified
  44202. */
  44203. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44204. /**
  44205. * Fired when the grip button on this controller is modified
  44206. */
  44207. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44208. /**
  44209. * Fired when the thumbstick button on this controller is modified
  44210. */
  44211. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44212. /**
  44213. * Fired when the touchpad button on this controller is modified
  44214. */
  44215. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44216. /**
  44217. * Fired when the touchpad values on this controller are modified
  44218. */
  44219. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  44220. private _updateTrackpad;
  44221. /**
  44222. * Called once per frame by the engine.
  44223. */
  44224. update(): void;
  44225. /**
  44226. * Called once for each button that changed state since the last frame
  44227. * @param buttonIdx Which button index changed
  44228. * @param state New state of the button
  44229. * @param changes Which properties on the state changed since last frame
  44230. */
  44231. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44232. /**
  44233. * Moves the buttons on the controller mesh based on their current state
  44234. * @param buttonName the name of the button to move
  44235. * @param buttonValue the value of the button which determines the buttons new position
  44236. */
  44237. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  44238. /**
  44239. * Moves the axis on the controller mesh based on its current state
  44240. * @param axis the index of the axis
  44241. * @param axisValue the value of the axis which determines the meshes new position
  44242. * @hidden
  44243. */
  44244. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  44245. /**
  44246. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44247. * @param scene scene in which to add meshes
  44248. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44249. */
  44250. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  44251. /**
  44252. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  44253. * can be transformed by button presses and axes values, based on this._mapping.
  44254. *
  44255. * @param scene scene in which the meshes exist
  44256. * @param meshes list of meshes that make up the controller model to process
  44257. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  44258. */
  44259. private processModel;
  44260. private createMeshInfo;
  44261. /**
  44262. * Gets the ray of the controller in the direction the controller is pointing
  44263. * @param length the length the resulting ray should be
  44264. * @returns a ray in the direction the controller is pointing
  44265. */
  44266. getForwardRay(length?: number): Ray;
  44267. /**
  44268. * Disposes of the controller
  44269. */
  44270. dispose(): void;
  44271. }
  44272. }
  44273. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  44274. import { Observable } from "babylonjs/Misc/observable";
  44275. import { Scene } from "babylonjs/scene";
  44276. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44277. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44278. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44279. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44280. /**
  44281. * Oculus Touch Controller
  44282. */
  44283. export class OculusTouchController extends WebVRController {
  44284. /**
  44285. * Base Url for the controller model.
  44286. */
  44287. static MODEL_BASE_URL: string;
  44288. /**
  44289. * File name for the left controller model.
  44290. */
  44291. static MODEL_LEFT_FILENAME: string;
  44292. /**
  44293. * File name for the right controller model.
  44294. */
  44295. static MODEL_RIGHT_FILENAME: string;
  44296. /**
  44297. * Base Url for the Quest controller model.
  44298. */
  44299. static QUEST_MODEL_BASE_URL: string;
  44300. /**
  44301. * @hidden
  44302. * If the controllers are running on a device that needs the updated Quest controller models
  44303. */
  44304. static _IsQuest: boolean;
  44305. /**
  44306. * Fired when the secondary trigger on this controller is modified
  44307. */
  44308. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  44309. /**
  44310. * Fired when the thumb rest on this controller is modified
  44311. */
  44312. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  44313. /**
  44314. * Creates a new OculusTouchController from a gamepad
  44315. * @param vrGamepad the gamepad that the controller should be created from
  44316. */
  44317. constructor(vrGamepad: any);
  44318. /**
  44319. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44320. * @param scene scene in which to add meshes
  44321. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44322. */
  44323. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44324. /**
  44325. * Fired when the A button on this controller is modified
  44326. */
  44327. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44328. /**
  44329. * Fired when the B button on this controller is modified
  44330. */
  44331. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44332. /**
  44333. * Fired when the X button on this controller is modified
  44334. */
  44335. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44336. /**
  44337. * Fired when the Y button on this controller is modified
  44338. */
  44339. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44340. /**
  44341. * Called once for each button that changed state since the last frame
  44342. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  44343. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  44344. * 2) secondary trigger (same)
  44345. * 3) A (right) X (left), touch, pressed = value
  44346. * 4) B / Y
  44347. * 5) thumb rest
  44348. * @param buttonIdx Which button index changed
  44349. * @param state New state of the button
  44350. * @param changes Which properties on the state changed since last frame
  44351. */
  44352. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44353. }
  44354. }
  44355. declare module "babylonjs/Gamepads/Controllers/viveController" {
  44356. import { Scene } from "babylonjs/scene";
  44357. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44358. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44359. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44360. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44361. import { Observable } from "babylonjs/Misc/observable";
  44362. /**
  44363. * Vive Controller
  44364. */
  44365. export class ViveController extends WebVRController {
  44366. /**
  44367. * Base Url for the controller model.
  44368. */
  44369. static MODEL_BASE_URL: string;
  44370. /**
  44371. * File name for the controller model.
  44372. */
  44373. static MODEL_FILENAME: string;
  44374. /**
  44375. * Creates a new ViveController from a gamepad
  44376. * @param vrGamepad the gamepad that the controller should be created from
  44377. */
  44378. constructor(vrGamepad: any);
  44379. /**
  44380. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44381. * @param scene scene in which to add meshes
  44382. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44383. */
  44384. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44385. /**
  44386. * Fired when the left button on this controller is modified
  44387. */
  44388. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44389. /**
  44390. * Fired when the right button on this controller is modified
  44391. */
  44392. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44393. /**
  44394. * Fired when the menu button on this controller is modified
  44395. */
  44396. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44397. /**
  44398. * Called once for each button that changed state since the last frame
  44399. * Vive mapping:
  44400. * 0: touchpad
  44401. * 1: trigger
  44402. * 2: left AND right buttons
  44403. * 3: menu button
  44404. * @param buttonIdx Which button index changed
  44405. * @param state New state of the button
  44406. * @param changes Which properties on the state changed since last frame
  44407. */
  44408. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44409. }
  44410. }
  44411. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  44412. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44413. /**
  44414. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  44415. */
  44416. export class WebXRControllerModelLoader {
  44417. /**
  44418. * Creates the WebXRControllerModelLoader
  44419. * @param input xr input that creates the controllers
  44420. */
  44421. constructor(input: WebXRInput);
  44422. }
  44423. }
  44424. declare module "babylonjs/Cameras/XR/index" {
  44425. export * from "babylonjs/Cameras/XR/webXRCamera";
  44426. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  44427. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44428. export * from "babylonjs/Cameras/XR/webXRInput";
  44429. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44430. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44431. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44432. export * from "babylonjs/Cameras/XR/webXRController";
  44433. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44434. export * from "babylonjs/Cameras/XR/webXRTypes";
  44435. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  44436. }
  44437. declare module "babylonjs/Cameras/RigModes/index" {
  44438. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  44439. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  44440. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  44441. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  44442. }
  44443. declare module "babylonjs/Cameras/index" {
  44444. export * from "babylonjs/Cameras/Inputs/index";
  44445. export * from "babylonjs/Cameras/cameraInputsManager";
  44446. export * from "babylonjs/Cameras/camera";
  44447. export * from "babylonjs/Cameras/targetCamera";
  44448. export * from "babylonjs/Cameras/freeCamera";
  44449. export * from "babylonjs/Cameras/freeCameraInputsManager";
  44450. export * from "babylonjs/Cameras/touchCamera";
  44451. export * from "babylonjs/Cameras/arcRotateCamera";
  44452. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  44453. export * from "babylonjs/Cameras/deviceOrientationCamera";
  44454. export * from "babylonjs/Cameras/flyCamera";
  44455. export * from "babylonjs/Cameras/flyCameraInputsManager";
  44456. export * from "babylonjs/Cameras/followCamera";
  44457. export * from "babylonjs/Cameras/followCameraInputsManager";
  44458. export * from "babylonjs/Cameras/gamepadCamera";
  44459. export * from "babylonjs/Cameras/Stereoscopic/index";
  44460. export * from "babylonjs/Cameras/universalCamera";
  44461. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  44462. export * from "babylonjs/Cameras/VR/index";
  44463. export * from "babylonjs/Cameras/XR/index";
  44464. export * from "babylonjs/Cameras/RigModes/index";
  44465. }
  44466. declare module "babylonjs/Collisions/index" {
  44467. export * from "babylonjs/Collisions/collider";
  44468. export * from "babylonjs/Collisions/collisionCoordinator";
  44469. export * from "babylonjs/Collisions/pickingInfo";
  44470. export * from "babylonjs/Collisions/intersectionInfo";
  44471. export * from "babylonjs/Collisions/meshCollisionData";
  44472. }
  44473. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  44474. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  44475. import { Vector3 } from "babylonjs/Maths/math.vector";
  44476. import { Ray } from "babylonjs/Culling/ray";
  44477. import { Plane } from "babylonjs/Maths/math.plane";
  44478. /**
  44479. * Contains an array of blocks representing the octree
  44480. */
  44481. export interface IOctreeContainer<T> {
  44482. /**
  44483. * Blocks within the octree
  44484. */
  44485. blocks: Array<OctreeBlock<T>>;
  44486. }
  44487. /**
  44488. * Class used to store a cell in an octree
  44489. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44490. */
  44491. export class OctreeBlock<T> {
  44492. /**
  44493. * Gets the content of the current block
  44494. */
  44495. entries: T[];
  44496. /**
  44497. * Gets the list of block children
  44498. */
  44499. blocks: Array<OctreeBlock<T>>;
  44500. private _depth;
  44501. private _maxDepth;
  44502. private _capacity;
  44503. private _minPoint;
  44504. private _maxPoint;
  44505. private _boundingVectors;
  44506. private _creationFunc;
  44507. /**
  44508. * Creates a new block
  44509. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  44510. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  44511. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44512. * @param depth defines the current depth of this block in the octree
  44513. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  44514. * @param creationFunc defines a callback to call when an element is added to the block
  44515. */
  44516. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  44517. /**
  44518. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44519. */
  44520. readonly capacity: number;
  44521. /**
  44522. * Gets the minimum vector (in world space) of the block's bounding box
  44523. */
  44524. readonly minPoint: Vector3;
  44525. /**
  44526. * Gets the maximum vector (in world space) of the block's bounding box
  44527. */
  44528. readonly maxPoint: Vector3;
  44529. /**
  44530. * Add a new element to this block
  44531. * @param entry defines the element to add
  44532. */
  44533. addEntry(entry: T): void;
  44534. /**
  44535. * Remove an element from this block
  44536. * @param entry defines the element to remove
  44537. */
  44538. removeEntry(entry: T): void;
  44539. /**
  44540. * Add an array of elements to this block
  44541. * @param entries defines the array of elements to add
  44542. */
  44543. addEntries(entries: T[]): void;
  44544. /**
  44545. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  44546. * @param frustumPlanes defines the frustum planes to test
  44547. * @param selection defines the array to store current content if selection is positive
  44548. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44549. */
  44550. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44551. /**
  44552. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  44553. * @param sphereCenter defines the bounding sphere center
  44554. * @param sphereRadius defines the bounding sphere radius
  44555. * @param selection defines the array to store current content if selection is positive
  44556. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44557. */
  44558. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44559. /**
  44560. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  44561. * @param ray defines the ray to test with
  44562. * @param selection defines the array to store current content if selection is positive
  44563. */
  44564. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  44565. /**
  44566. * Subdivide the content into child blocks (this block will then be empty)
  44567. */
  44568. createInnerBlocks(): void;
  44569. /**
  44570. * @hidden
  44571. */
  44572. 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;
  44573. }
  44574. }
  44575. declare module "babylonjs/Culling/Octrees/octree" {
  44576. import { SmartArray } from "babylonjs/Misc/smartArray";
  44577. import { Vector3 } from "babylonjs/Maths/math.vector";
  44578. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44579. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44580. import { Ray } from "babylonjs/Culling/ray";
  44581. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  44582. import { Plane } from "babylonjs/Maths/math.plane";
  44583. /**
  44584. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  44585. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44586. */
  44587. export class Octree<T> {
  44588. /** 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.) */
  44589. maxDepth: number;
  44590. /**
  44591. * Blocks within the octree containing objects
  44592. */
  44593. blocks: Array<OctreeBlock<T>>;
  44594. /**
  44595. * Content stored in the octree
  44596. */
  44597. dynamicContent: T[];
  44598. private _maxBlockCapacity;
  44599. private _selectionContent;
  44600. private _creationFunc;
  44601. /**
  44602. * Creates a octree
  44603. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44604. * @param creationFunc function to be used to instatiate the octree
  44605. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  44606. * @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.)
  44607. */
  44608. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  44609. /** 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.) */
  44610. maxDepth?: number);
  44611. /**
  44612. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  44613. * @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);
  44614. * @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);
  44615. * @param entries meshes to be added to the octree blocks
  44616. */
  44617. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  44618. /**
  44619. * Adds a mesh to the octree
  44620. * @param entry Mesh to add to the octree
  44621. */
  44622. addMesh(entry: T): void;
  44623. /**
  44624. * Remove an element from the octree
  44625. * @param entry defines the element to remove
  44626. */
  44627. removeMesh(entry: T): void;
  44628. /**
  44629. * Selects an array of meshes within the frustum
  44630. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  44631. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  44632. * @returns array of meshes within the frustum
  44633. */
  44634. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  44635. /**
  44636. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  44637. * @param sphereCenter defines the bounding sphere center
  44638. * @param sphereRadius defines the bounding sphere radius
  44639. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44640. * @returns an array of objects that intersect the sphere
  44641. */
  44642. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  44643. /**
  44644. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  44645. * @param ray defines the ray to test with
  44646. * @returns array of intersected objects
  44647. */
  44648. intersectsRay(ray: Ray): SmartArray<T>;
  44649. /**
  44650. * Adds a mesh into the octree block if it intersects the block
  44651. */
  44652. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  44653. /**
  44654. * Adds a submesh into the octree block if it intersects the block
  44655. */
  44656. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  44657. }
  44658. }
  44659. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  44660. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  44661. import { Scene } from "babylonjs/scene";
  44662. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44663. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44664. import { Ray } from "babylonjs/Culling/ray";
  44665. import { Octree } from "babylonjs/Culling/Octrees/octree";
  44666. import { Collider } from "babylonjs/Collisions/collider";
  44667. module "babylonjs/scene" {
  44668. interface Scene {
  44669. /**
  44670. * @hidden
  44671. * Backing Filed
  44672. */
  44673. _selectionOctree: Octree<AbstractMesh>;
  44674. /**
  44675. * Gets the octree used to boost mesh selection (picking)
  44676. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44677. */
  44678. selectionOctree: Octree<AbstractMesh>;
  44679. /**
  44680. * Creates or updates the octree used to boost selection (picking)
  44681. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44682. * @param maxCapacity defines the maximum capacity per leaf
  44683. * @param maxDepth defines the maximum depth of the octree
  44684. * @returns an octree of AbstractMesh
  44685. */
  44686. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  44687. }
  44688. }
  44689. module "babylonjs/Meshes/abstractMesh" {
  44690. interface AbstractMesh {
  44691. /**
  44692. * @hidden
  44693. * Backing Field
  44694. */
  44695. _submeshesOctree: Octree<SubMesh>;
  44696. /**
  44697. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44698. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44699. * @param maxCapacity defines the maximum size of each block (64 by default)
  44700. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44701. * @returns the new octree
  44702. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44703. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44704. */
  44705. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44706. }
  44707. }
  44708. /**
  44709. * Defines the octree scene component responsible to manage any octrees
  44710. * in a given scene.
  44711. */
  44712. export class OctreeSceneComponent {
  44713. /**
  44714. * The component name help to identify the component in the list of scene components.
  44715. */
  44716. readonly name: string;
  44717. /**
  44718. * The scene the component belongs to.
  44719. */
  44720. scene: Scene;
  44721. /**
  44722. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44723. */
  44724. readonly checksIsEnabled: boolean;
  44725. /**
  44726. * Creates a new instance of the component for the given scene
  44727. * @param scene Defines the scene to register the component in
  44728. */
  44729. constructor(scene: Scene);
  44730. /**
  44731. * Registers the component in a given scene
  44732. */
  44733. register(): void;
  44734. /**
  44735. * Return the list of active meshes
  44736. * @returns the list of active meshes
  44737. */
  44738. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44739. /**
  44740. * Return the list of active sub meshes
  44741. * @param mesh The mesh to get the candidates sub meshes from
  44742. * @returns the list of active sub meshes
  44743. */
  44744. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44745. private _tempRay;
  44746. /**
  44747. * Return the list of sub meshes intersecting with a given local ray
  44748. * @param mesh defines the mesh to find the submesh for
  44749. * @param localRay defines the ray in local space
  44750. * @returns the list of intersecting sub meshes
  44751. */
  44752. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44753. /**
  44754. * Return the list of sub meshes colliding with a collider
  44755. * @param mesh defines the mesh to find the submesh for
  44756. * @param collider defines the collider to evaluate the collision against
  44757. * @returns the list of colliding sub meshes
  44758. */
  44759. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44760. /**
  44761. * Rebuilds the elements related to this component in case of
  44762. * context lost for instance.
  44763. */
  44764. rebuild(): void;
  44765. /**
  44766. * Disposes the component and the associated ressources.
  44767. */
  44768. dispose(): void;
  44769. }
  44770. }
  44771. declare module "babylonjs/Culling/Octrees/index" {
  44772. export * from "babylonjs/Culling/Octrees/octree";
  44773. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44774. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44775. }
  44776. declare module "babylonjs/Culling/index" {
  44777. export * from "babylonjs/Culling/boundingBox";
  44778. export * from "babylonjs/Culling/boundingInfo";
  44779. export * from "babylonjs/Culling/boundingSphere";
  44780. export * from "babylonjs/Culling/Octrees/index";
  44781. export * from "babylonjs/Culling/ray";
  44782. }
  44783. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44784. import { IDisposable, Scene } from "babylonjs/scene";
  44785. import { Nullable } from "babylonjs/types";
  44786. import { Observable } from "babylonjs/Misc/observable";
  44787. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44788. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44789. import { Camera } from "babylonjs/Cameras/camera";
  44790. /**
  44791. * Renders a layer on top of an existing scene
  44792. */
  44793. export class UtilityLayerRenderer implements IDisposable {
  44794. /** the original scene that will be rendered on top of */
  44795. originalScene: Scene;
  44796. private _pointerCaptures;
  44797. private _lastPointerEvents;
  44798. private static _DefaultUtilityLayer;
  44799. private static _DefaultKeepDepthUtilityLayer;
  44800. private _sharedGizmoLight;
  44801. private _renderCamera;
  44802. /**
  44803. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44804. * @returns the camera that is used when rendering the utility layer
  44805. */
  44806. getRenderCamera(): Nullable<Camera>;
  44807. /**
  44808. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44809. * @param cam the camera that should be used when rendering the utility layer
  44810. */
  44811. setRenderCamera(cam: Nullable<Camera>): void;
  44812. /**
  44813. * @hidden
  44814. * Light which used by gizmos to get light shading
  44815. */
  44816. _getSharedGizmoLight(): HemisphericLight;
  44817. /**
  44818. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44819. */
  44820. pickUtilitySceneFirst: boolean;
  44821. /**
  44822. * 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)
  44823. */
  44824. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44825. /**
  44826. * 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)
  44827. */
  44828. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44829. /**
  44830. * The scene that is rendered on top of the original scene
  44831. */
  44832. utilityLayerScene: Scene;
  44833. /**
  44834. * If the utility layer should automatically be rendered on top of existing scene
  44835. */
  44836. shouldRender: boolean;
  44837. /**
  44838. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44839. */
  44840. onlyCheckPointerDownEvents: boolean;
  44841. /**
  44842. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44843. */
  44844. processAllEvents: boolean;
  44845. /**
  44846. * Observable raised when the pointer move from the utility layer scene to the main scene
  44847. */
  44848. onPointerOutObservable: Observable<number>;
  44849. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44850. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44851. private _afterRenderObserver;
  44852. private _sceneDisposeObserver;
  44853. private _originalPointerObserver;
  44854. /**
  44855. * Instantiates a UtilityLayerRenderer
  44856. * @param originalScene the original scene that will be rendered on top of
  44857. * @param handleEvents boolean indicating if the utility layer should handle events
  44858. */
  44859. constructor(
  44860. /** the original scene that will be rendered on top of */
  44861. originalScene: Scene, handleEvents?: boolean);
  44862. private _notifyObservers;
  44863. /**
  44864. * Renders the utility layers scene on top of the original scene
  44865. */
  44866. render(): void;
  44867. /**
  44868. * Disposes of the renderer
  44869. */
  44870. dispose(): void;
  44871. private _updateCamera;
  44872. }
  44873. }
  44874. declare module "babylonjs/Gizmos/gizmo" {
  44875. import { Nullable } from "babylonjs/types";
  44876. import { IDisposable } from "babylonjs/scene";
  44877. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44878. import { Mesh } from "babylonjs/Meshes/mesh";
  44879. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44880. /**
  44881. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44882. */
  44883. export class Gizmo implements IDisposable {
  44884. /** The utility layer the gizmo will be added to */
  44885. gizmoLayer: UtilityLayerRenderer;
  44886. /**
  44887. * The root mesh of the gizmo
  44888. */
  44889. _rootMesh: Mesh;
  44890. private _attachedMesh;
  44891. /**
  44892. * Ratio for the scale of the gizmo (Default: 1)
  44893. */
  44894. scaleRatio: number;
  44895. /**
  44896. * If a custom mesh has been set (Default: false)
  44897. */
  44898. protected _customMeshSet: boolean;
  44899. /**
  44900. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44901. * * When set, interactions will be enabled
  44902. */
  44903. attachedMesh: Nullable<AbstractMesh>;
  44904. /**
  44905. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44906. * @param mesh The mesh to replace the default mesh of the gizmo
  44907. */
  44908. setCustomMesh(mesh: Mesh): void;
  44909. /**
  44910. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44911. */
  44912. updateGizmoRotationToMatchAttachedMesh: boolean;
  44913. /**
  44914. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44915. */
  44916. updateGizmoPositionToMatchAttachedMesh: boolean;
  44917. /**
  44918. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44919. */
  44920. updateScale: boolean;
  44921. protected _interactionsEnabled: boolean;
  44922. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44923. private _beforeRenderObserver;
  44924. private _tempVector;
  44925. /**
  44926. * Creates a gizmo
  44927. * @param gizmoLayer The utility layer the gizmo will be added to
  44928. */
  44929. constructor(
  44930. /** The utility layer the gizmo will be added to */
  44931. gizmoLayer?: UtilityLayerRenderer);
  44932. /**
  44933. * Updates the gizmo to match the attached mesh's position/rotation
  44934. */
  44935. protected _update(): void;
  44936. /**
  44937. * Disposes of the gizmo
  44938. */
  44939. dispose(): void;
  44940. }
  44941. }
  44942. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44943. import { Observable } from "babylonjs/Misc/observable";
  44944. import { Nullable } from "babylonjs/types";
  44945. import { Vector3 } from "babylonjs/Maths/math.vector";
  44946. import { Color3 } from "babylonjs/Maths/math.color";
  44947. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44948. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44949. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44950. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44951. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44952. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44953. import { Scene } from "babylonjs/scene";
  44954. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44955. /**
  44956. * Single plane drag gizmo
  44957. */
  44958. export class PlaneDragGizmo extends Gizmo {
  44959. /**
  44960. * Drag behavior responsible for the gizmos dragging interactions
  44961. */
  44962. dragBehavior: PointerDragBehavior;
  44963. private _pointerObserver;
  44964. /**
  44965. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44966. */
  44967. snapDistance: number;
  44968. /**
  44969. * Event that fires each time the gizmo snaps to a new location.
  44970. * * snapDistance is the the change in distance
  44971. */
  44972. onSnapObservable: Observable<{
  44973. snapDistance: number;
  44974. }>;
  44975. private _plane;
  44976. private _coloredMaterial;
  44977. private _hoverMaterial;
  44978. private _isEnabled;
  44979. private _parent;
  44980. /** @hidden */
  44981. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44982. /** @hidden */
  44983. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44984. /**
  44985. * Creates a PlaneDragGizmo
  44986. * @param gizmoLayer The utility layer the gizmo will be added to
  44987. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44988. * @param color The color of the gizmo
  44989. */
  44990. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44991. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44992. /**
  44993. * If the gizmo is enabled
  44994. */
  44995. isEnabled: boolean;
  44996. /**
  44997. * Disposes of the gizmo
  44998. */
  44999. dispose(): void;
  45000. }
  45001. }
  45002. declare module "babylonjs/Gizmos/positionGizmo" {
  45003. import { Observable } from "babylonjs/Misc/observable";
  45004. import { Nullable } from "babylonjs/types";
  45005. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45006. import { Mesh } from "babylonjs/Meshes/mesh";
  45007. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45008. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  45009. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  45010. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45011. /**
  45012. * Gizmo that enables dragging a mesh along 3 axis
  45013. */
  45014. export class PositionGizmo extends Gizmo {
  45015. /**
  45016. * Internal gizmo used for interactions on the x axis
  45017. */
  45018. xGizmo: AxisDragGizmo;
  45019. /**
  45020. * Internal gizmo used for interactions on the y axis
  45021. */
  45022. yGizmo: AxisDragGizmo;
  45023. /**
  45024. * Internal gizmo used for interactions on the z axis
  45025. */
  45026. zGizmo: AxisDragGizmo;
  45027. /**
  45028. * Internal gizmo used for interactions on the yz plane
  45029. */
  45030. xPlaneGizmo: PlaneDragGizmo;
  45031. /**
  45032. * Internal gizmo used for interactions on the xz plane
  45033. */
  45034. yPlaneGizmo: PlaneDragGizmo;
  45035. /**
  45036. * Internal gizmo used for interactions on the xy plane
  45037. */
  45038. zPlaneGizmo: PlaneDragGizmo;
  45039. /**
  45040. * private variables
  45041. */
  45042. private _meshAttached;
  45043. private _updateGizmoRotationToMatchAttachedMesh;
  45044. private _snapDistance;
  45045. private _scaleRatio;
  45046. /** Fires an event when any of it's sub gizmos are dragged */
  45047. onDragStartObservable: Observable<unknown>;
  45048. /** Fires an event when any of it's sub gizmos are released from dragging */
  45049. onDragEndObservable: Observable<unknown>;
  45050. /**
  45051. * If set to true, planar drag is enabled
  45052. */
  45053. private _planarGizmoEnabled;
  45054. attachedMesh: Nullable<AbstractMesh>;
  45055. /**
  45056. * Creates a PositionGizmo
  45057. * @param gizmoLayer The utility layer the gizmo will be added to
  45058. */
  45059. constructor(gizmoLayer?: UtilityLayerRenderer);
  45060. /**
  45061. * If the planar drag gizmo is enabled
  45062. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  45063. */
  45064. planarGizmoEnabled: boolean;
  45065. updateGizmoRotationToMatchAttachedMesh: boolean;
  45066. /**
  45067. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45068. */
  45069. snapDistance: number;
  45070. /**
  45071. * Ratio for the scale of the gizmo (Default: 1)
  45072. */
  45073. scaleRatio: number;
  45074. /**
  45075. * Disposes of the gizmo
  45076. */
  45077. dispose(): void;
  45078. /**
  45079. * CustomMeshes are not supported by this gizmo
  45080. * @param mesh The mesh to replace the default mesh of the gizmo
  45081. */
  45082. setCustomMesh(mesh: Mesh): void;
  45083. }
  45084. }
  45085. declare module "babylonjs/Gizmos/axisDragGizmo" {
  45086. import { Observable } from "babylonjs/Misc/observable";
  45087. import { Nullable } from "babylonjs/types";
  45088. import { Vector3 } from "babylonjs/Maths/math.vector";
  45089. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45090. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45091. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45092. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45093. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45094. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  45095. import { Scene } from "babylonjs/scene";
  45096. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45097. import { Color3 } from "babylonjs/Maths/math.color";
  45098. /**
  45099. * Single axis drag gizmo
  45100. */
  45101. export class AxisDragGizmo extends Gizmo {
  45102. /**
  45103. * Drag behavior responsible for the gizmos dragging interactions
  45104. */
  45105. dragBehavior: PointerDragBehavior;
  45106. private _pointerObserver;
  45107. /**
  45108. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45109. */
  45110. snapDistance: number;
  45111. /**
  45112. * Event that fires each time the gizmo snaps to a new location.
  45113. * * snapDistance is the the change in distance
  45114. */
  45115. onSnapObservable: Observable<{
  45116. snapDistance: number;
  45117. }>;
  45118. private _isEnabled;
  45119. private _parent;
  45120. private _arrow;
  45121. private _coloredMaterial;
  45122. private _hoverMaterial;
  45123. /** @hidden */
  45124. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  45125. /** @hidden */
  45126. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  45127. /**
  45128. * Creates an AxisDragGizmo
  45129. * @param gizmoLayer The utility layer the gizmo will be added to
  45130. * @param dragAxis The axis which the gizmo will be able to drag on
  45131. * @param color The color of the gizmo
  45132. */
  45133. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  45134. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45135. /**
  45136. * If the gizmo is enabled
  45137. */
  45138. isEnabled: boolean;
  45139. /**
  45140. * Disposes of the gizmo
  45141. */
  45142. dispose(): void;
  45143. }
  45144. }
  45145. declare module "babylonjs/Debug/axesViewer" {
  45146. import { Vector3 } from "babylonjs/Maths/math.vector";
  45147. import { Nullable } from "babylonjs/types";
  45148. import { Scene } from "babylonjs/scene";
  45149. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45150. /**
  45151. * The Axes viewer will show 3 axes in a specific point in space
  45152. */
  45153. export class AxesViewer {
  45154. private _xAxis;
  45155. private _yAxis;
  45156. private _zAxis;
  45157. private _scaleLinesFactor;
  45158. private _instanced;
  45159. /**
  45160. * Gets the hosting scene
  45161. */
  45162. scene: Scene;
  45163. /**
  45164. * Gets or sets a number used to scale line length
  45165. */
  45166. scaleLines: number;
  45167. /** Gets the node hierarchy used to render x-axis */
  45168. readonly xAxis: TransformNode;
  45169. /** Gets the node hierarchy used to render y-axis */
  45170. readonly yAxis: TransformNode;
  45171. /** Gets the node hierarchy used to render z-axis */
  45172. readonly zAxis: TransformNode;
  45173. /**
  45174. * Creates a new AxesViewer
  45175. * @param scene defines the hosting scene
  45176. * @param scaleLines defines a number used to scale line length (1 by default)
  45177. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  45178. * @param xAxis defines the node hierarchy used to render the x-axis
  45179. * @param yAxis defines the node hierarchy used to render the y-axis
  45180. * @param zAxis defines the node hierarchy used to render the z-axis
  45181. */
  45182. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  45183. /**
  45184. * Force the viewer to update
  45185. * @param position defines the position of the viewer
  45186. * @param xaxis defines the x axis of the viewer
  45187. * @param yaxis defines the y axis of the viewer
  45188. * @param zaxis defines the z axis of the viewer
  45189. */
  45190. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  45191. /**
  45192. * Creates an instance of this axes viewer.
  45193. * @returns a new axes viewer with instanced meshes
  45194. */
  45195. createInstance(): AxesViewer;
  45196. /** Releases resources */
  45197. dispose(): void;
  45198. private static _SetRenderingGroupId;
  45199. }
  45200. }
  45201. declare module "babylonjs/Debug/boneAxesViewer" {
  45202. import { Nullable } from "babylonjs/types";
  45203. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  45204. import { Vector3 } from "babylonjs/Maths/math.vector";
  45205. import { Mesh } from "babylonjs/Meshes/mesh";
  45206. import { Bone } from "babylonjs/Bones/bone";
  45207. import { Scene } from "babylonjs/scene";
  45208. /**
  45209. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  45210. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  45211. */
  45212. export class BoneAxesViewer extends AxesViewer {
  45213. /**
  45214. * Gets or sets the target mesh where to display the axes viewer
  45215. */
  45216. mesh: Nullable<Mesh>;
  45217. /**
  45218. * Gets or sets the target bone where to display the axes viewer
  45219. */
  45220. bone: Nullable<Bone>;
  45221. /** Gets current position */
  45222. pos: Vector3;
  45223. /** Gets direction of X axis */
  45224. xaxis: Vector3;
  45225. /** Gets direction of Y axis */
  45226. yaxis: Vector3;
  45227. /** Gets direction of Z axis */
  45228. zaxis: Vector3;
  45229. /**
  45230. * Creates a new BoneAxesViewer
  45231. * @param scene defines the hosting scene
  45232. * @param bone defines the target bone
  45233. * @param mesh defines the target mesh
  45234. * @param scaleLines defines a scaling factor for line length (1 by default)
  45235. */
  45236. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  45237. /**
  45238. * Force the viewer to update
  45239. */
  45240. update(): void;
  45241. /** Releases resources */
  45242. dispose(): void;
  45243. }
  45244. }
  45245. declare module "babylonjs/Debug/debugLayer" {
  45246. import { Scene } from "babylonjs/scene";
  45247. /**
  45248. * Interface used to define scene explorer extensibility option
  45249. */
  45250. export interface IExplorerExtensibilityOption {
  45251. /**
  45252. * Define the option label
  45253. */
  45254. label: string;
  45255. /**
  45256. * Defines the action to execute on click
  45257. */
  45258. action: (entity: any) => void;
  45259. }
  45260. /**
  45261. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  45262. */
  45263. export interface IExplorerExtensibilityGroup {
  45264. /**
  45265. * Defines a predicate to test if a given type mut be extended
  45266. */
  45267. predicate: (entity: any) => boolean;
  45268. /**
  45269. * Gets the list of options added to a type
  45270. */
  45271. entries: IExplorerExtensibilityOption[];
  45272. }
  45273. /**
  45274. * Interface used to define the options to use to create the Inspector
  45275. */
  45276. export interface IInspectorOptions {
  45277. /**
  45278. * Display in overlay mode (default: false)
  45279. */
  45280. overlay?: boolean;
  45281. /**
  45282. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  45283. */
  45284. globalRoot?: HTMLElement;
  45285. /**
  45286. * Display the Scene explorer
  45287. */
  45288. showExplorer?: boolean;
  45289. /**
  45290. * Display the property inspector
  45291. */
  45292. showInspector?: boolean;
  45293. /**
  45294. * Display in embed mode (both panes on the right)
  45295. */
  45296. embedMode?: boolean;
  45297. /**
  45298. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  45299. */
  45300. handleResize?: boolean;
  45301. /**
  45302. * Allow the panes to popup (default: true)
  45303. */
  45304. enablePopup?: boolean;
  45305. /**
  45306. * Allow the panes to be closed by users (default: true)
  45307. */
  45308. enableClose?: boolean;
  45309. /**
  45310. * Optional list of extensibility entries
  45311. */
  45312. explorerExtensibility?: IExplorerExtensibilityGroup[];
  45313. /**
  45314. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  45315. */
  45316. inspectorURL?: string;
  45317. }
  45318. module "babylonjs/scene" {
  45319. interface Scene {
  45320. /**
  45321. * @hidden
  45322. * Backing field
  45323. */
  45324. _debugLayer: DebugLayer;
  45325. /**
  45326. * Gets the debug layer (aka Inspector) associated with the scene
  45327. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45328. */
  45329. debugLayer: DebugLayer;
  45330. }
  45331. }
  45332. /**
  45333. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45334. * what is happening in your scene
  45335. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45336. */
  45337. export class DebugLayer {
  45338. /**
  45339. * Define the url to get the inspector script from.
  45340. * By default it uses the babylonjs CDN.
  45341. * @ignoreNaming
  45342. */
  45343. static InspectorURL: string;
  45344. private _scene;
  45345. private BJSINSPECTOR;
  45346. private _onPropertyChangedObservable?;
  45347. /**
  45348. * Observable triggered when a property is changed through the inspector.
  45349. */
  45350. readonly onPropertyChangedObservable: any;
  45351. /**
  45352. * Instantiates a new debug layer.
  45353. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45354. * what is happening in your scene
  45355. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45356. * @param scene Defines the scene to inspect
  45357. */
  45358. constructor(scene: Scene);
  45359. /** Creates the inspector window. */
  45360. private _createInspector;
  45361. /**
  45362. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  45363. * @param entity defines the entity to select
  45364. * @param lineContainerTitle defines the specific block to highlight
  45365. */
  45366. select(entity: any, lineContainerTitle?: string): void;
  45367. /** Get the inspector from bundle or global */
  45368. private _getGlobalInspector;
  45369. /**
  45370. * Get if the inspector is visible or not.
  45371. * @returns true if visible otherwise, false
  45372. */
  45373. isVisible(): boolean;
  45374. /**
  45375. * Hide the inspector and close its window.
  45376. */
  45377. hide(): void;
  45378. /**
  45379. * Launch the debugLayer.
  45380. * @param config Define the configuration of the inspector
  45381. * @return a promise fulfilled when the debug layer is visible
  45382. */
  45383. show(config?: IInspectorOptions): Promise<DebugLayer>;
  45384. }
  45385. }
  45386. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  45387. import { Nullable } from "babylonjs/types";
  45388. import { Scene } from "babylonjs/scene";
  45389. import { Vector4 } from "babylonjs/Maths/math.vector";
  45390. import { Color4 } from "babylonjs/Maths/math.color";
  45391. import { Mesh } from "babylonjs/Meshes/mesh";
  45392. /**
  45393. * Class containing static functions to help procedurally build meshes
  45394. */
  45395. export class BoxBuilder {
  45396. /**
  45397. * Creates a box mesh
  45398. * * The parameter `size` sets the size (float) of each box side (default 1)
  45399. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  45400. * * 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)
  45401. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45402. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45403. * * If you create a double-sided mesh, you can choose what parts of 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
  45404. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45405. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  45406. * @param name defines the name of the mesh
  45407. * @param options defines the options used to create the mesh
  45408. * @param scene defines the hosting scene
  45409. * @returns the box mesh
  45410. */
  45411. static CreateBox(name: string, options: {
  45412. size?: number;
  45413. width?: number;
  45414. height?: number;
  45415. depth?: number;
  45416. faceUV?: Vector4[];
  45417. faceColors?: Color4[];
  45418. sideOrientation?: number;
  45419. frontUVs?: Vector4;
  45420. backUVs?: Vector4;
  45421. wrap?: boolean;
  45422. topBaseAt?: number;
  45423. bottomBaseAt?: number;
  45424. updatable?: boolean;
  45425. }, scene?: Nullable<Scene>): Mesh;
  45426. }
  45427. }
  45428. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  45429. import { Vector4 } from "babylonjs/Maths/math.vector";
  45430. import { Mesh } from "babylonjs/Meshes/mesh";
  45431. import { Scene } from "babylonjs/scene";
  45432. import { Nullable } from "babylonjs/types";
  45433. /**
  45434. * Class containing static functions to help procedurally build meshes
  45435. */
  45436. export class SphereBuilder {
  45437. /**
  45438. * Creates a sphere mesh
  45439. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  45440. * * 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`)
  45441. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  45442. * * 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
  45443. * * 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)
  45444. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45445. * * If you create a double-sided mesh, you can choose what parts of 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
  45446. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45447. * @param name defines the name of the mesh
  45448. * @param options defines the options used to create the mesh
  45449. * @param scene defines the hosting scene
  45450. * @returns the sphere mesh
  45451. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  45452. */
  45453. static CreateSphere(name: string, options: {
  45454. segments?: number;
  45455. diameter?: number;
  45456. diameterX?: number;
  45457. diameterY?: number;
  45458. diameterZ?: number;
  45459. arc?: number;
  45460. slice?: number;
  45461. sideOrientation?: number;
  45462. frontUVs?: Vector4;
  45463. backUVs?: Vector4;
  45464. updatable?: boolean;
  45465. }, scene?: Nullable<Scene>): Mesh;
  45466. }
  45467. }
  45468. declare module "babylonjs/Debug/physicsViewer" {
  45469. import { Nullable } from "babylonjs/types";
  45470. import { Scene } from "babylonjs/scene";
  45471. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45472. import { Mesh } from "babylonjs/Meshes/mesh";
  45473. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  45474. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  45475. /**
  45476. * Used to show the physics impostor around the specific mesh
  45477. */
  45478. export class PhysicsViewer {
  45479. /** @hidden */
  45480. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  45481. /** @hidden */
  45482. protected _meshes: Array<Nullable<AbstractMesh>>;
  45483. /** @hidden */
  45484. protected _scene: Nullable<Scene>;
  45485. /** @hidden */
  45486. protected _numMeshes: number;
  45487. /** @hidden */
  45488. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  45489. private _renderFunction;
  45490. private _utilityLayer;
  45491. private _debugBoxMesh;
  45492. private _debugSphereMesh;
  45493. private _debugCylinderMesh;
  45494. private _debugMaterial;
  45495. private _debugMeshMeshes;
  45496. /**
  45497. * Creates a new PhysicsViewer
  45498. * @param scene defines the hosting scene
  45499. */
  45500. constructor(scene: Scene);
  45501. /** @hidden */
  45502. protected _updateDebugMeshes(): void;
  45503. /**
  45504. * Renders a specified physic impostor
  45505. * @param impostor defines the impostor to render
  45506. * @param targetMesh defines the mesh represented by the impostor
  45507. * @returns the new debug mesh used to render the impostor
  45508. */
  45509. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  45510. /**
  45511. * Hides a specified physic impostor
  45512. * @param impostor defines the impostor to hide
  45513. */
  45514. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  45515. private _getDebugMaterial;
  45516. private _getDebugBoxMesh;
  45517. private _getDebugSphereMesh;
  45518. private _getDebugCylinderMesh;
  45519. private _getDebugMeshMesh;
  45520. private _getDebugMesh;
  45521. /** Releases all resources */
  45522. dispose(): void;
  45523. }
  45524. }
  45525. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  45526. import { Vector3 } from "babylonjs/Maths/math.vector";
  45527. import { Color4 } from "babylonjs/Maths/math.color";
  45528. import { Nullable } from "babylonjs/types";
  45529. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45530. import { Scene } from "babylonjs/scene";
  45531. /**
  45532. * Class containing static functions to help procedurally build meshes
  45533. */
  45534. export class LinesBuilder {
  45535. /**
  45536. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  45537. * * 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
  45538. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  45539. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  45540. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  45541. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  45542. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  45543. * * 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
  45544. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  45545. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45546. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  45547. * @param name defines the name of the new line system
  45548. * @param options defines the options used to create the line system
  45549. * @param scene defines the hosting scene
  45550. * @returns a new line system mesh
  45551. */
  45552. static CreateLineSystem(name: string, options: {
  45553. lines: Vector3[][];
  45554. updatable?: boolean;
  45555. instance?: Nullable<LinesMesh>;
  45556. colors?: Nullable<Color4[][]>;
  45557. useVertexAlpha?: boolean;
  45558. }, scene: Nullable<Scene>): LinesMesh;
  45559. /**
  45560. * Creates a line mesh
  45561. * 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
  45562. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45563. * * The parameter `points` is an array successive Vector3
  45564. * * 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
  45565. * * The optional parameter `colors` is an array of successive Color4, one per line point
  45566. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  45567. * * When updating an instance, remember that only point positions can change, not the number of points
  45568. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45569. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  45570. * @param name defines the name of the new line system
  45571. * @param options defines the options used to create the line system
  45572. * @param scene defines the hosting scene
  45573. * @returns a new line mesh
  45574. */
  45575. static CreateLines(name: string, options: {
  45576. points: Vector3[];
  45577. updatable?: boolean;
  45578. instance?: Nullable<LinesMesh>;
  45579. colors?: Color4[];
  45580. useVertexAlpha?: boolean;
  45581. }, scene?: Nullable<Scene>): LinesMesh;
  45582. /**
  45583. * Creates a dashed line mesh
  45584. * * 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
  45585. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45586. * * The parameter `points` is an array successive Vector3
  45587. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  45588. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  45589. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  45590. * * 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
  45591. * * When updating an instance, remember that only point positions can change, not the number of points
  45592. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45593. * @param name defines the name of the mesh
  45594. * @param options defines the options used to create the mesh
  45595. * @param scene defines the hosting scene
  45596. * @returns the dashed line mesh
  45597. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  45598. */
  45599. static CreateDashedLines(name: string, options: {
  45600. points: Vector3[];
  45601. dashSize?: number;
  45602. gapSize?: number;
  45603. dashNb?: number;
  45604. updatable?: boolean;
  45605. instance?: LinesMesh;
  45606. }, scene?: Nullable<Scene>): LinesMesh;
  45607. }
  45608. }
  45609. declare module "babylonjs/Debug/rayHelper" {
  45610. import { Nullable } from "babylonjs/types";
  45611. import { Ray } from "babylonjs/Culling/ray";
  45612. import { Vector3 } from "babylonjs/Maths/math.vector";
  45613. import { Color3 } from "babylonjs/Maths/math.color";
  45614. import { Scene } from "babylonjs/scene";
  45615. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45616. import "babylonjs/Meshes/Builders/linesBuilder";
  45617. /**
  45618. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45619. * in order to better appreciate the issue one might have.
  45620. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45621. */
  45622. export class RayHelper {
  45623. /**
  45624. * Defines the ray we are currently tryin to visualize.
  45625. */
  45626. ray: Nullable<Ray>;
  45627. private _renderPoints;
  45628. private _renderLine;
  45629. private _renderFunction;
  45630. private _scene;
  45631. private _updateToMeshFunction;
  45632. private _attachedToMesh;
  45633. private _meshSpaceDirection;
  45634. private _meshSpaceOrigin;
  45635. /**
  45636. * Helper function to create a colored helper in a scene in one line.
  45637. * @param ray Defines the ray we are currently tryin to visualize
  45638. * @param scene Defines the scene the ray is used in
  45639. * @param color Defines the color we want to see the ray in
  45640. * @returns The newly created ray helper.
  45641. */
  45642. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  45643. /**
  45644. * Instantiate a new ray helper.
  45645. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45646. * in order to better appreciate the issue one might have.
  45647. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45648. * @param ray Defines the ray we are currently tryin to visualize
  45649. */
  45650. constructor(ray: Ray);
  45651. /**
  45652. * Shows the ray we are willing to debug.
  45653. * @param scene Defines the scene the ray needs to be rendered in
  45654. * @param color Defines the color the ray needs to be rendered in
  45655. */
  45656. show(scene: Scene, color?: Color3): void;
  45657. /**
  45658. * Hides the ray we are debugging.
  45659. */
  45660. hide(): void;
  45661. private _render;
  45662. /**
  45663. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  45664. * @param mesh Defines the mesh we want the helper attached to
  45665. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  45666. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  45667. * @param length Defines the length of the ray
  45668. */
  45669. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  45670. /**
  45671. * Detach the ray helper from the mesh it has previously been attached to.
  45672. */
  45673. detachFromMesh(): void;
  45674. private _updateToMesh;
  45675. /**
  45676. * Dispose the helper and release its associated resources.
  45677. */
  45678. dispose(): void;
  45679. }
  45680. }
  45681. declare module "babylonjs/Debug/skeletonViewer" {
  45682. import { Color3 } from "babylonjs/Maths/math.color";
  45683. import { Scene } from "babylonjs/scene";
  45684. import { Nullable } from "babylonjs/types";
  45685. import { Skeleton } from "babylonjs/Bones/skeleton";
  45686. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45687. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45688. /**
  45689. * Class used to render a debug view of a given skeleton
  45690. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45691. */
  45692. export class SkeletonViewer {
  45693. /** defines the skeleton to render */
  45694. skeleton: Skeleton;
  45695. /** defines the mesh attached to the skeleton */
  45696. mesh: AbstractMesh;
  45697. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45698. autoUpdateBonesMatrices: boolean;
  45699. /** defines the rendering group id to use with the viewer */
  45700. renderingGroupId: number;
  45701. /** Gets or sets the color used to render the skeleton */
  45702. color: Color3;
  45703. private _scene;
  45704. private _debugLines;
  45705. private _debugMesh;
  45706. private _isEnabled;
  45707. private _renderFunction;
  45708. private _utilityLayer;
  45709. /**
  45710. * Returns the mesh used to render the bones
  45711. */
  45712. readonly debugMesh: Nullable<LinesMesh>;
  45713. /**
  45714. * Creates a new SkeletonViewer
  45715. * @param skeleton defines the skeleton to render
  45716. * @param mesh defines the mesh attached to the skeleton
  45717. * @param scene defines the hosting scene
  45718. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  45719. * @param renderingGroupId defines the rendering group id to use with the viewer
  45720. */
  45721. constructor(
  45722. /** defines the skeleton to render */
  45723. skeleton: Skeleton,
  45724. /** defines the mesh attached to the skeleton */
  45725. mesh: AbstractMesh, scene: Scene,
  45726. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45727. autoUpdateBonesMatrices?: boolean,
  45728. /** defines the rendering group id to use with the viewer */
  45729. renderingGroupId?: number);
  45730. /** Gets or sets a boolean indicating if the viewer is enabled */
  45731. isEnabled: boolean;
  45732. private _getBonePosition;
  45733. private _getLinesForBonesWithLength;
  45734. private _getLinesForBonesNoLength;
  45735. /** Update the viewer to sync with current skeleton state */
  45736. update(): void;
  45737. /** Release associated resources */
  45738. dispose(): void;
  45739. }
  45740. }
  45741. declare module "babylonjs/Debug/index" {
  45742. export * from "babylonjs/Debug/axesViewer";
  45743. export * from "babylonjs/Debug/boneAxesViewer";
  45744. export * from "babylonjs/Debug/debugLayer";
  45745. export * from "babylonjs/Debug/physicsViewer";
  45746. export * from "babylonjs/Debug/rayHelper";
  45747. export * from "babylonjs/Debug/skeletonViewer";
  45748. }
  45749. declare module "babylonjs/Engines/nullEngine" {
  45750. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45751. import { Scene } from "babylonjs/scene";
  45752. import { Engine } from "babylonjs/Engines/engine";
  45753. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45754. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45755. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45756. import { Effect } from "babylonjs/Materials/effect";
  45757. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45758. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45759. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45760. /**
  45761. * Options to create the null engine
  45762. */
  45763. export class NullEngineOptions {
  45764. /**
  45765. * Render width (Default: 512)
  45766. */
  45767. renderWidth: number;
  45768. /**
  45769. * Render height (Default: 256)
  45770. */
  45771. renderHeight: number;
  45772. /**
  45773. * Texture size (Default: 512)
  45774. */
  45775. textureSize: number;
  45776. /**
  45777. * If delta time between frames should be constant
  45778. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45779. */
  45780. deterministicLockstep: boolean;
  45781. /**
  45782. * Maximum about of steps between frames (Default: 4)
  45783. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45784. */
  45785. lockstepMaxSteps: number;
  45786. }
  45787. /**
  45788. * The null engine class provides support for headless version of babylon.js.
  45789. * This can be used in server side scenario or for testing purposes
  45790. */
  45791. export class NullEngine extends Engine {
  45792. private _options;
  45793. /**
  45794. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  45795. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45796. * @returns true if engine is in deterministic lock step mode
  45797. */
  45798. isDeterministicLockStep(): boolean;
  45799. /**
  45800. * Gets the max steps when engine is running in deterministic lock step
  45801. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45802. * @returns the max steps
  45803. */
  45804. getLockstepMaxSteps(): number;
  45805. /**
  45806. * Gets the current hardware scaling level.
  45807. * By default the hardware scaling level is computed from the window device ratio.
  45808. * 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.
  45809. * @returns a number indicating the current hardware scaling level
  45810. */
  45811. getHardwareScalingLevel(): number;
  45812. constructor(options?: NullEngineOptions);
  45813. /**
  45814. * Creates a vertex buffer
  45815. * @param vertices the data for the vertex buffer
  45816. * @returns the new WebGL static buffer
  45817. */
  45818. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45819. /**
  45820. * Creates a new index buffer
  45821. * @param indices defines the content of the index buffer
  45822. * @param updatable defines if the index buffer must be updatable
  45823. * @returns a new webGL buffer
  45824. */
  45825. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45826. /**
  45827. * Clear the current render buffer or the current render target (if any is set up)
  45828. * @param color defines the color to use
  45829. * @param backBuffer defines if the back buffer must be cleared
  45830. * @param depth defines if the depth buffer must be cleared
  45831. * @param stencil defines if the stencil buffer must be cleared
  45832. */
  45833. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45834. /**
  45835. * Gets the current render width
  45836. * @param useScreen defines if screen size must be used (or the current render target if any)
  45837. * @returns a number defining the current render width
  45838. */
  45839. getRenderWidth(useScreen?: boolean): number;
  45840. /**
  45841. * Gets the current render height
  45842. * @param useScreen defines if screen size must be used (or the current render target if any)
  45843. * @returns a number defining the current render height
  45844. */
  45845. getRenderHeight(useScreen?: boolean): number;
  45846. /**
  45847. * Set the WebGL's viewport
  45848. * @param viewport defines the viewport element to be used
  45849. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  45850. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  45851. */
  45852. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45853. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45854. /**
  45855. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  45856. * @param pipelineContext defines the pipeline context to use
  45857. * @param uniformsNames defines the list of uniform names
  45858. * @returns an array of webGL uniform locations
  45859. */
  45860. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45861. /**
  45862. * Gets the lsit of active attributes for a given webGL program
  45863. * @param pipelineContext defines the pipeline context to use
  45864. * @param attributesNames defines the list of attribute names to get
  45865. * @returns an array of indices indicating the offset of each attribute
  45866. */
  45867. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45868. /**
  45869. * Binds an effect to the webGL context
  45870. * @param effect defines the effect to bind
  45871. */
  45872. bindSamplers(effect: Effect): void;
  45873. /**
  45874. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  45875. * @param effect defines the effect to activate
  45876. */
  45877. enableEffect(effect: Effect): void;
  45878. /**
  45879. * Set various states to the webGL context
  45880. * @param culling defines backface culling state
  45881. * @param zOffset defines the value to apply to zOffset (0 by default)
  45882. * @param force defines if states must be applied even if cache is up to date
  45883. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  45884. */
  45885. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45886. /**
  45887. * Set the value of an uniform to an array of int32
  45888. * @param uniform defines the webGL uniform location where to store the value
  45889. * @param array defines the array of int32 to store
  45890. */
  45891. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45892. /**
  45893. * Set the value of an uniform to an array of int32 (stored as vec2)
  45894. * @param uniform defines the webGL uniform location where to store the value
  45895. * @param array defines the array of int32 to store
  45896. */
  45897. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45898. /**
  45899. * Set the value of an uniform to an array of int32 (stored as vec3)
  45900. * @param uniform defines the webGL uniform location where to store the value
  45901. * @param array defines the array of int32 to store
  45902. */
  45903. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45904. /**
  45905. * Set the value of an uniform to an array of int32 (stored as vec4)
  45906. * @param uniform defines the webGL uniform location where to store the value
  45907. * @param array defines the array of int32 to store
  45908. */
  45909. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45910. /**
  45911. * Set the value of an uniform to an array of float32
  45912. * @param uniform defines the webGL uniform location where to store the value
  45913. * @param array defines the array of float32 to store
  45914. */
  45915. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45916. /**
  45917. * Set the value of an uniform to an array of float32 (stored as vec2)
  45918. * @param uniform defines the webGL uniform location where to store the value
  45919. * @param array defines the array of float32 to store
  45920. */
  45921. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45922. /**
  45923. * Set the value of an uniform to an array of float32 (stored as vec3)
  45924. * @param uniform defines the webGL uniform location where to store the value
  45925. * @param array defines the array of float32 to store
  45926. */
  45927. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45928. /**
  45929. * Set the value of an uniform to an array of float32 (stored as vec4)
  45930. * @param uniform defines the webGL uniform location where to store the value
  45931. * @param array defines the array of float32 to store
  45932. */
  45933. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45934. /**
  45935. * Set the value of an uniform to an array of number
  45936. * @param uniform defines the webGL uniform location where to store the value
  45937. * @param array defines the array of number to store
  45938. */
  45939. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45940. /**
  45941. * Set the value of an uniform to an array of number (stored as vec2)
  45942. * @param uniform defines the webGL uniform location where to store the value
  45943. * @param array defines the array of number to store
  45944. */
  45945. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45946. /**
  45947. * Set the value of an uniform to an array of number (stored as vec3)
  45948. * @param uniform defines the webGL uniform location where to store the value
  45949. * @param array defines the array of number to store
  45950. */
  45951. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45952. /**
  45953. * Set the value of an uniform to an array of number (stored as vec4)
  45954. * @param uniform defines the webGL uniform location where to store the value
  45955. * @param array defines the array of number to store
  45956. */
  45957. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45958. /**
  45959. * Set the value of an uniform to an array of float32 (stored as matrices)
  45960. * @param uniform defines the webGL uniform location where to store the value
  45961. * @param matrices defines the array of float32 to store
  45962. */
  45963. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45964. /**
  45965. * Set the value of an uniform to a matrix (3x3)
  45966. * @param uniform defines the webGL uniform location where to store the value
  45967. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  45968. */
  45969. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45970. /**
  45971. * Set the value of an uniform to a matrix (2x2)
  45972. * @param uniform defines the webGL uniform location where to store the value
  45973. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  45974. */
  45975. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45976. /**
  45977. * Set the value of an uniform to a number (float)
  45978. * @param uniform defines the webGL uniform location where to store the value
  45979. * @param value defines the float number to store
  45980. */
  45981. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45982. /**
  45983. * Set the value of an uniform to a vec2
  45984. * @param uniform defines the webGL uniform location where to store the value
  45985. * @param x defines the 1st component of the value
  45986. * @param y defines the 2nd component of the value
  45987. */
  45988. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45989. /**
  45990. * Set the value of an uniform to a vec3
  45991. * @param uniform defines the webGL uniform location where to store the value
  45992. * @param x defines the 1st component of the value
  45993. * @param y defines the 2nd component of the value
  45994. * @param z defines the 3rd component of the value
  45995. */
  45996. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45997. /**
  45998. * Set the value of an uniform to a boolean
  45999. * @param uniform defines the webGL uniform location where to store the value
  46000. * @param bool defines the boolean to store
  46001. */
  46002. setBool(uniform: WebGLUniformLocation, bool: number): void;
  46003. /**
  46004. * Set the value of an uniform to a vec4
  46005. * @param uniform defines the webGL uniform location where to store the value
  46006. * @param x defines the 1st component of the value
  46007. * @param y defines the 2nd component of the value
  46008. * @param z defines the 3rd component of the value
  46009. * @param w defines the 4th component of the value
  46010. */
  46011. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  46012. /**
  46013. * Sets the current alpha mode
  46014. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  46015. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  46016. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46017. */
  46018. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  46019. /**
  46020. * Bind webGl buffers directly to the webGL context
  46021. * @param vertexBuffers defines the vertex buffer to bind
  46022. * @param indexBuffer defines the index buffer to bind
  46023. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  46024. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  46025. * @param effect defines the effect associated with the vertex buffer
  46026. */
  46027. bindBuffers(vertexBuffers: {
  46028. [key: string]: VertexBuffer;
  46029. }, indexBuffer: DataBuffer, effect: Effect): void;
  46030. /**
  46031. * Force the entire cache to be cleared
  46032. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  46033. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  46034. */
  46035. wipeCaches(bruteForce?: boolean): void;
  46036. /**
  46037. * Send a draw order
  46038. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  46039. * @param indexStart defines the starting index
  46040. * @param indexCount defines the number of index to draw
  46041. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46042. */
  46043. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  46044. /**
  46045. * Draw a list of indexed primitives
  46046. * @param fillMode defines the primitive to use
  46047. * @param indexStart defines the starting index
  46048. * @param indexCount defines the number of index to draw
  46049. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46050. */
  46051. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  46052. /**
  46053. * Draw a list of unindexed primitives
  46054. * @param fillMode defines the primitive to use
  46055. * @param verticesStart defines the index of first vertex to draw
  46056. * @param verticesCount defines the count of vertices to draw
  46057. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46058. */
  46059. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  46060. /** @hidden */
  46061. _createTexture(): WebGLTexture;
  46062. /** @hidden */
  46063. _releaseTexture(texture: InternalTexture): void;
  46064. /**
  46065. * Usually called from Texture.ts.
  46066. * Passed information to create a WebGLTexture
  46067. * @param urlArg defines a value which contains one of the following:
  46068. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  46069. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  46070. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  46071. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  46072. * @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)
  46073. * @param scene needed for loading to the correct scene
  46074. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  46075. * @param onLoad optional callback to be called upon successful completion
  46076. * @param onError optional callback to be called upon failure
  46077. * @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
  46078. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  46079. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  46080. * @param forcedExtension defines the extension to use to pick the right loader
  46081. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  46082. * @returns a InternalTexture for assignment back into BABYLON.Texture
  46083. */
  46084. 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;
  46085. /**
  46086. * Creates a new render target texture
  46087. * @param size defines the size of the texture
  46088. * @param options defines the options used to create the texture
  46089. * @returns a new render target texture stored in an InternalTexture
  46090. */
  46091. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  46092. /**
  46093. * Update the sampling mode of a given texture
  46094. * @param samplingMode defines the required sampling mode
  46095. * @param texture defines the texture to update
  46096. */
  46097. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  46098. /**
  46099. * Binds the frame buffer to the specified texture.
  46100. * @param texture The texture to render to or null for the default canvas
  46101. * @param faceIndex The face of the texture to render to in case of cube texture
  46102. * @param requiredWidth The width of the target to render to
  46103. * @param requiredHeight The height of the target to render to
  46104. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  46105. * @param depthStencilTexture The depth stencil texture to use to render
  46106. * @param lodLevel defines le lod level to bind to the frame buffer
  46107. */
  46108. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  46109. /**
  46110. * Unbind the current render target texture from the webGL context
  46111. * @param texture defines the render target texture to unbind
  46112. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46113. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46114. */
  46115. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  46116. /**
  46117. * Creates a dynamic vertex buffer
  46118. * @param vertices the data for the dynamic vertex buffer
  46119. * @returns the new WebGL dynamic buffer
  46120. */
  46121. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  46122. /**
  46123. * Update the content of a dynamic texture
  46124. * @param texture defines the texture to update
  46125. * @param canvas defines the canvas containing the source
  46126. * @param invertY defines if data must be stored with Y axis inverted
  46127. * @param premulAlpha defines if alpha is stored as premultiplied
  46128. * @param format defines the format of the data
  46129. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  46130. */
  46131. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  46132. /**
  46133. * Gets a boolean indicating if all created effects are ready
  46134. * @returns true if all effects are ready
  46135. */
  46136. areAllEffectsReady(): boolean;
  46137. /**
  46138. * @hidden
  46139. * Get the current error code of the webGL context
  46140. * @returns the error code
  46141. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  46142. */
  46143. getError(): number;
  46144. /** @hidden */
  46145. _getUnpackAlignement(): number;
  46146. /** @hidden */
  46147. _unpackFlipY(value: boolean): void;
  46148. /**
  46149. * Update a dynamic index buffer
  46150. * @param indexBuffer defines the target index buffer
  46151. * @param indices defines the data to update
  46152. * @param offset defines the offset in the target index buffer where update should start
  46153. */
  46154. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  46155. /**
  46156. * Updates a dynamic vertex buffer.
  46157. * @param vertexBuffer the vertex buffer to update
  46158. * @param vertices the data used to update the vertex buffer
  46159. * @param byteOffset the byte offset of the data (optional)
  46160. * @param byteLength the byte length of the data (optional)
  46161. */
  46162. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  46163. /** @hidden */
  46164. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  46165. /** @hidden */
  46166. _bindTexture(channel: number, texture: InternalTexture): void;
  46167. protected _deleteBuffer(buffer: WebGLBuffer): void;
  46168. /**
  46169. * 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
  46170. */
  46171. releaseEffects(): void;
  46172. displayLoadingUI(): void;
  46173. hideLoadingUI(): void;
  46174. /** @hidden */
  46175. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46176. /** @hidden */
  46177. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46178. /** @hidden */
  46179. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46180. /** @hidden */
  46181. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  46182. }
  46183. }
  46184. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  46185. import { Nullable, int } from "babylonjs/types";
  46186. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  46187. /** @hidden */
  46188. export class _OcclusionDataStorage {
  46189. /** @hidden */
  46190. occlusionInternalRetryCounter: number;
  46191. /** @hidden */
  46192. isOcclusionQueryInProgress: boolean;
  46193. /** @hidden */
  46194. isOccluded: boolean;
  46195. /** @hidden */
  46196. occlusionRetryCount: number;
  46197. /** @hidden */
  46198. occlusionType: number;
  46199. /** @hidden */
  46200. occlusionQueryAlgorithmType: number;
  46201. }
  46202. module "babylonjs/Engines/engine" {
  46203. interface Engine {
  46204. /**
  46205. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  46206. * @return the new query
  46207. */
  46208. createQuery(): WebGLQuery;
  46209. /**
  46210. * Delete and release a webGL query
  46211. * @param query defines the query to delete
  46212. * @return the current engine
  46213. */
  46214. deleteQuery(query: WebGLQuery): Engine;
  46215. /**
  46216. * Check if a given query has resolved and got its value
  46217. * @param query defines the query to check
  46218. * @returns true if the query got its value
  46219. */
  46220. isQueryResultAvailable(query: WebGLQuery): boolean;
  46221. /**
  46222. * Gets the value of a given query
  46223. * @param query defines the query to check
  46224. * @returns the value of the query
  46225. */
  46226. getQueryResult(query: WebGLQuery): number;
  46227. /**
  46228. * Initiates an occlusion query
  46229. * @param algorithmType defines the algorithm to use
  46230. * @param query defines the query to use
  46231. * @returns the current engine
  46232. * @see http://doc.babylonjs.com/features/occlusionquery
  46233. */
  46234. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  46235. /**
  46236. * Ends an occlusion query
  46237. * @see http://doc.babylonjs.com/features/occlusionquery
  46238. * @param algorithmType defines the algorithm to use
  46239. * @returns the current engine
  46240. */
  46241. endOcclusionQuery(algorithmType: number): Engine;
  46242. /**
  46243. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  46244. * Please note that only one query can be issued at a time
  46245. * @returns a time token used to track the time span
  46246. */
  46247. startTimeQuery(): Nullable<_TimeToken>;
  46248. /**
  46249. * Ends a time query
  46250. * @param token defines the token used to measure the time span
  46251. * @returns the time spent (in ns)
  46252. */
  46253. endTimeQuery(token: _TimeToken): int;
  46254. /** @hidden */
  46255. _currentNonTimestampToken: Nullable<_TimeToken>;
  46256. /** @hidden */
  46257. _createTimeQuery(): WebGLQuery;
  46258. /** @hidden */
  46259. _deleteTimeQuery(query: WebGLQuery): void;
  46260. /** @hidden */
  46261. _getGlAlgorithmType(algorithmType: number): number;
  46262. /** @hidden */
  46263. _getTimeQueryResult(query: WebGLQuery): any;
  46264. /** @hidden */
  46265. _getTimeQueryAvailability(query: WebGLQuery): any;
  46266. }
  46267. }
  46268. module "babylonjs/Meshes/abstractMesh" {
  46269. interface AbstractMesh {
  46270. /**
  46271. * Backing filed
  46272. * @hidden
  46273. */
  46274. __occlusionDataStorage: _OcclusionDataStorage;
  46275. /**
  46276. * Access property
  46277. * @hidden
  46278. */
  46279. _occlusionDataStorage: _OcclusionDataStorage;
  46280. /**
  46281. * 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.
  46282. * The default value is -1 which means don't break the query and wait till the result
  46283. * @see http://doc.babylonjs.com/features/occlusionquery
  46284. */
  46285. occlusionRetryCount: number;
  46286. /**
  46287. * 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:
  46288. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  46289. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  46290. * * 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.
  46291. * @see http://doc.babylonjs.com/features/occlusionquery
  46292. */
  46293. occlusionType: number;
  46294. /**
  46295. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  46296. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  46297. * * 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.
  46298. * @see http://doc.babylonjs.com/features/occlusionquery
  46299. */
  46300. occlusionQueryAlgorithmType: number;
  46301. /**
  46302. * 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
  46303. * @see http://doc.babylonjs.com/features/occlusionquery
  46304. */
  46305. isOccluded: boolean;
  46306. /**
  46307. * Flag to check the progress status of the query
  46308. * @see http://doc.babylonjs.com/features/occlusionquery
  46309. */
  46310. isOcclusionQueryInProgress: boolean;
  46311. }
  46312. }
  46313. }
  46314. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  46315. import { Nullable } from "babylonjs/types";
  46316. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46317. /** @hidden */
  46318. export var _forceTransformFeedbackToBundle: boolean;
  46319. module "babylonjs/Engines/engine" {
  46320. interface Engine {
  46321. /**
  46322. * Creates a webGL transform feedback object
  46323. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  46324. * @returns the webGL transform feedback object
  46325. */
  46326. createTransformFeedback(): WebGLTransformFeedback;
  46327. /**
  46328. * Delete a webGL transform feedback object
  46329. * @param value defines the webGL transform feedback object to delete
  46330. */
  46331. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  46332. /**
  46333. * Bind a webGL transform feedback object to the webgl context
  46334. * @param value defines the webGL transform feedback object to bind
  46335. */
  46336. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  46337. /**
  46338. * Begins a transform feedback operation
  46339. * @param usePoints defines if points or triangles must be used
  46340. */
  46341. beginTransformFeedback(usePoints: boolean): void;
  46342. /**
  46343. * Ends a transform feedback operation
  46344. */
  46345. endTransformFeedback(): void;
  46346. /**
  46347. * Specify the varyings to use with transform feedback
  46348. * @param program defines the associated webGL program
  46349. * @param value defines the list of strings representing the varying names
  46350. */
  46351. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  46352. /**
  46353. * Bind a webGL buffer for a transform feedback operation
  46354. * @param value defines the webGL buffer to bind
  46355. */
  46356. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  46357. }
  46358. }
  46359. }
  46360. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  46361. import { Scene } from "babylonjs/scene";
  46362. import { Engine } from "babylonjs/Engines/engine";
  46363. import { Texture } from "babylonjs/Materials/Textures/texture";
  46364. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  46365. import "babylonjs/Engines/Extensions/engine.multiRender";
  46366. /**
  46367. * Creation options of the multi render target texture.
  46368. */
  46369. export interface IMultiRenderTargetOptions {
  46370. /**
  46371. * Define if the texture needs to create mip maps after render.
  46372. */
  46373. generateMipMaps?: boolean;
  46374. /**
  46375. * Define the types of all the draw buffers we want to create
  46376. */
  46377. types?: number[];
  46378. /**
  46379. * Define the sampling modes of all the draw buffers we want to create
  46380. */
  46381. samplingModes?: number[];
  46382. /**
  46383. * Define if a depth buffer is required
  46384. */
  46385. generateDepthBuffer?: boolean;
  46386. /**
  46387. * Define if a stencil buffer is required
  46388. */
  46389. generateStencilBuffer?: boolean;
  46390. /**
  46391. * Define if a depth texture is required instead of a depth buffer
  46392. */
  46393. generateDepthTexture?: boolean;
  46394. /**
  46395. * Define the number of desired draw buffers
  46396. */
  46397. textureCount?: number;
  46398. /**
  46399. * Define if aspect ratio should be adapted to the texture or stay the scene one
  46400. */
  46401. doNotChangeAspectRatio?: boolean;
  46402. /**
  46403. * Define the default type of the buffers we are creating
  46404. */
  46405. defaultType?: number;
  46406. }
  46407. /**
  46408. * A multi render target, like a render target provides the ability to render to a texture.
  46409. * Unlike the render target, it can render to several draw buffers in one draw.
  46410. * This is specially interesting in deferred rendering or for any effects requiring more than
  46411. * just one color from a single pass.
  46412. */
  46413. export class MultiRenderTarget extends RenderTargetTexture {
  46414. private _internalTextures;
  46415. private _textures;
  46416. private _multiRenderTargetOptions;
  46417. /**
  46418. * Get if draw buffers are currently supported by the used hardware and browser.
  46419. */
  46420. readonly isSupported: boolean;
  46421. /**
  46422. * Get the list of textures generated by the multi render target.
  46423. */
  46424. readonly textures: Texture[];
  46425. /**
  46426. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  46427. */
  46428. readonly depthTexture: Texture;
  46429. /**
  46430. * Set the wrapping mode on U of all the textures we are rendering to.
  46431. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46432. */
  46433. wrapU: number;
  46434. /**
  46435. * Set the wrapping mode on V of all the textures we are rendering to.
  46436. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46437. */
  46438. wrapV: number;
  46439. /**
  46440. * Instantiate a new multi render target texture.
  46441. * A multi render target, like a render target provides the ability to render to a texture.
  46442. * Unlike the render target, it can render to several draw buffers in one draw.
  46443. * This is specially interesting in deferred rendering or for any effects requiring more than
  46444. * just one color from a single pass.
  46445. * @param name Define the name of the texture
  46446. * @param size Define the size of the buffers to render to
  46447. * @param count Define the number of target we are rendering into
  46448. * @param scene Define the scene the texture belongs to
  46449. * @param options Define the options used to create the multi render target
  46450. */
  46451. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  46452. /** @hidden */
  46453. _rebuild(): void;
  46454. private _createInternalTextures;
  46455. private _createTextures;
  46456. /**
  46457. * Define the number of samples used if MSAA is enabled.
  46458. */
  46459. samples: number;
  46460. /**
  46461. * Resize all the textures in the multi render target.
  46462. * Be carrefull as it will recreate all the data in the new texture.
  46463. * @param size Define the new size
  46464. */
  46465. resize(size: any): void;
  46466. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  46467. /**
  46468. * Dispose the render targets and their associated resources
  46469. */
  46470. dispose(): void;
  46471. /**
  46472. * Release all the underlying texture used as draw buffers.
  46473. */
  46474. releaseInternalTextures(): void;
  46475. }
  46476. }
  46477. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  46478. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46479. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  46480. import { Nullable } from "babylonjs/types";
  46481. module "babylonjs/Engines/thinEngine" {
  46482. interface ThinEngine {
  46483. /**
  46484. * Unbind a list of render target textures from the webGL context
  46485. * This is used only when drawBuffer extension or webGL2 are active
  46486. * @param textures defines the render target textures to unbind
  46487. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46488. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46489. */
  46490. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  46491. /**
  46492. * Create a multi render target texture
  46493. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  46494. * @param size defines the size of the texture
  46495. * @param options defines the creation options
  46496. * @returns the cube texture as an InternalTexture
  46497. */
  46498. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  46499. /**
  46500. * Update the sample count for a given multiple render target texture
  46501. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  46502. * @param textures defines the textures to update
  46503. * @param samples defines the sample count to set
  46504. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  46505. */
  46506. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  46507. }
  46508. }
  46509. }
  46510. declare module "babylonjs/Engines/Extensions/engine.views" {
  46511. import { Camera } from "babylonjs/Cameras/camera";
  46512. import { Nullable } from "babylonjs/types";
  46513. /**
  46514. * Class used to define an additional view for the engine
  46515. * @see https://doc.babylonjs.com/how_to/multi_canvases
  46516. */
  46517. export class EngineView {
  46518. /** Defines the canvas where to render the view */
  46519. target: HTMLCanvasElement;
  46520. /** Defines an optional camera used to render the view (will use active camera else) */
  46521. camera?: Camera;
  46522. }
  46523. module "babylonjs/Engines/engine" {
  46524. interface Engine {
  46525. /**
  46526. * Gets or sets the HTML element to use for attaching events
  46527. */
  46528. inputElement: Nullable<HTMLElement>;
  46529. /**
  46530. * Gets the current engine view
  46531. * @see https://doc.babylonjs.com/how_to/multi_canvases
  46532. */
  46533. activeView: Nullable<EngineView>;
  46534. /** Gets or sets the list of views */
  46535. views: EngineView[];
  46536. /**
  46537. * Register a new child canvas
  46538. * @param canvas defines the canvas to register
  46539. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  46540. * @returns the associated view
  46541. */
  46542. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  46543. /**
  46544. * Remove a registered child canvas
  46545. * @param canvas defines the canvas to remove
  46546. * @returns the current engine
  46547. */
  46548. unRegisterView(canvas: HTMLCanvasElement): Engine;
  46549. }
  46550. }
  46551. }
  46552. declare module "babylonjs/Engines/Extensions/index" {
  46553. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  46554. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  46555. export * from "babylonjs/Engines/Extensions/engine.multiview";
  46556. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  46557. export * from "babylonjs/Engines/Extensions/engine.dynamicTexture";
  46558. export * from "babylonjs/Engines/Extensions/engine.videoTexture";
  46559. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  46560. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  46561. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  46562. export * from "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46563. export * from "babylonjs/Engines/Extensions/engine.webVR";
  46564. export * from "babylonjs/Engines/Extensions/engine.uniformBuffer";
  46565. export * from "babylonjs/Engines/Extensions/engine.views";
  46566. }
  46567. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  46568. import { Nullable } from "babylonjs/types";
  46569. /**
  46570. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  46571. */
  46572. export interface CubeMapInfo {
  46573. /**
  46574. * The pixel array for the front face.
  46575. * This is stored in format, left to right, up to down format.
  46576. */
  46577. front: Nullable<ArrayBufferView>;
  46578. /**
  46579. * The pixel array for the back face.
  46580. * This is stored in format, left to right, up to down format.
  46581. */
  46582. back: Nullable<ArrayBufferView>;
  46583. /**
  46584. * The pixel array for the left face.
  46585. * This is stored in format, left to right, up to down format.
  46586. */
  46587. left: Nullable<ArrayBufferView>;
  46588. /**
  46589. * The pixel array for the right face.
  46590. * This is stored in format, left to right, up to down format.
  46591. */
  46592. right: Nullable<ArrayBufferView>;
  46593. /**
  46594. * The pixel array for the up face.
  46595. * This is stored in format, left to right, up to down format.
  46596. */
  46597. up: Nullable<ArrayBufferView>;
  46598. /**
  46599. * The pixel array for the down face.
  46600. * This is stored in format, left to right, up to down format.
  46601. */
  46602. down: Nullable<ArrayBufferView>;
  46603. /**
  46604. * The size of the cubemap stored.
  46605. *
  46606. * Each faces will be size * size pixels.
  46607. */
  46608. size: number;
  46609. /**
  46610. * The format of the texture.
  46611. *
  46612. * RGBA, RGB.
  46613. */
  46614. format: number;
  46615. /**
  46616. * The type of the texture data.
  46617. *
  46618. * UNSIGNED_INT, FLOAT.
  46619. */
  46620. type: number;
  46621. /**
  46622. * Specifies whether the texture is in gamma space.
  46623. */
  46624. gammaSpace: boolean;
  46625. }
  46626. /**
  46627. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  46628. */
  46629. export class PanoramaToCubeMapTools {
  46630. private static FACE_FRONT;
  46631. private static FACE_BACK;
  46632. private static FACE_RIGHT;
  46633. private static FACE_LEFT;
  46634. private static FACE_DOWN;
  46635. private static FACE_UP;
  46636. /**
  46637. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  46638. *
  46639. * @param float32Array The source data.
  46640. * @param inputWidth The width of the input panorama.
  46641. * @param inputHeight The height of the input panorama.
  46642. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  46643. * @return The cubemap data
  46644. */
  46645. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  46646. private static CreateCubemapTexture;
  46647. private static CalcProjectionSpherical;
  46648. }
  46649. }
  46650. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  46651. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46652. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46653. import { Nullable } from "babylonjs/types";
  46654. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  46655. /**
  46656. * Helper class dealing with the extraction of spherical polynomial dataArray
  46657. * from a cube map.
  46658. */
  46659. export class CubeMapToSphericalPolynomialTools {
  46660. private static FileFaces;
  46661. /**
  46662. * Converts a texture to the according Spherical Polynomial data.
  46663. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46664. *
  46665. * @param texture The texture to extract the information from.
  46666. * @return The Spherical Polynomial data.
  46667. */
  46668. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  46669. /**
  46670. * Converts a cubemap to the according Spherical Polynomial data.
  46671. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46672. *
  46673. * @param cubeInfo The Cube map to extract the information from.
  46674. * @return The Spherical Polynomial data.
  46675. */
  46676. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  46677. }
  46678. }
  46679. declare module "babylonjs/Materials/Textures/baseTexture.polynomial" {
  46680. import { Nullable } from "babylonjs/types";
  46681. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46682. module "babylonjs/Materials/Textures/baseTexture" {
  46683. interface BaseTexture {
  46684. /**
  46685. * Get the polynomial representation of the texture data.
  46686. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  46687. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  46688. */
  46689. sphericalPolynomial: Nullable<SphericalPolynomial>;
  46690. }
  46691. }
  46692. }
  46693. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  46694. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46695. /** @hidden */
  46696. export var rgbdEncodePixelShader: {
  46697. name: string;
  46698. shader: string;
  46699. };
  46700. }
  46701. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46702. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46703. /** @hidden */
  46704. export var rgbdDecodePixelShader: {
  46705. name: string;
  46706. shader: string;
  46707. };
  46708. }
  46709. declare module "babylonjs/Misc/environmentTextureTools" {
  46710. import { Nullable } from "babylonjs/types";
  46711. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46712. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46713. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  46714. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46715. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  46716. import "babylonjs/Shaders/rgbdEncode.fragment";
  46717. import "babylonjs/Shaders/rgbdDecode.fragment";
  46718. /**
  46719. * Raw texture data and descriptor sufficient for WebGL texture upload
  46720. */
  46721. export interface EnvironmentTextureInfo {
  46722. /**
  46723. * Version of the environment map
  46724. */
  46725. version: number;
  46726. /**
  46727. * Width of image
  46728. */
  46729. width: number;
  46730. /**
  46731. * Irradiance information stored in the file.
  46732. */
  46733. irradiance: any;
  46734. /**
  46735. * Specular information stored in the file.
  46736. */
  46737. specular: any;
  46738. }
  46739. /**
  46740. * Defines One Image in the file. It requires only the position in the file
  46741. * as well as the length.
  46742. */
  46743. interface BufferImageData {
  46744. /**
  46745. * Length of the image data.
  46746. */
  46747. length: number;
  46748. /**
  46749. * Position of the data from the null terminator delimiting the end of the JSON.
  46750. */
  46751. position: number;
  46752. }
  46753. /**
  46754. * Defines the specular data enclosed in the file.
  46755. * This corresponds to the version 1 of the data.
  46756. */
  46757. export interface EnvironmentTextureSpecularInfoV1 {
  46758. /**
  46759. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  46760. */
  46761. specularDataPosition?: number;
  46762. /**
  46763. * This contains all the images data needed to reconstruct the cubemap.
  46764. */
  46765. mipmaps: Array<BufferImageData>;
  46766. /**
  46767. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  46768. */
  46769. lodGenerationScale: number;
  46770. }
  46771. /**
  46772. * Sets of helpers addressing the serialization and deserialization of environment texture
  46773. * stored in a BabylonJS env file.
  46774. * Those files are usually stored as .env files.
  46775. */
  46776. export class EnvironmentTextureTools {
  46777. /**
  46778. * Magic number identifying the env file.
  46779. */
  46780. private static _MagicBytes;
  46781. /**
  46782. * Gets the environment info from an env file.
  46783. * @param data The array buffer containing the .env bytes.
  46784. * @returns the environment file info (the json header) if successfully parsed.
  46785. */
  46786. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  46787. /**
  46788. * Creates an environment texture from a loaded cube texture.
  46789. * @param texture defines the cube texture to convert in env file
  46790. * @return a promise containing the environment data if succesfull.
  46791. */
  46792. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  46793. /**
  46794. * Creates a JSON representation of the spherical data.
  46795. * @param texture defines the texture containing the polynomials
  46796. * @return the JSON representation of the spherical info
  46797. */
  46798. private static _CreateEnvTextureIrradiance;
  46799. /**
  46800. * Creates the ArrayBufferViews used for initializing environment texture image data.
  46801. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  46802. * @param info parameters that determine what views will be created for accessing the underlying buffer
  46803. * @return the views described by info providing access to the underlying buffer
  46804. */
  46805. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  46806. /**
  46807. * Uploads the texture info contained in the env file to the GPU.
  46808. * @param texture defines the internal texture to upload to
  46809. * @param arrayBuffer defines the buffer cotaining the data to load
  46810. * @param info defines the texture info retrieved through the GetEnvInfo method
  46811. * @returns a promise
  46812. */
  46813. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  46814. private static _OnImageReadyAsync;
  46815. /**
  46816. * Uploads the levels of image data to the GPU.
  46817. * @param texture defines the internal texture to upload to
  46818. * @param imageData defines the array buffer views of image data [mipmap][face]
  46819. * @returns a promise
  46820. */
  46821. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  46822. /**
  46823. * Uploads spherical polynomials information to the texture.
  46824. * @param texture defines the texture we are trying to upload the information to
  46825. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  46826. */
  46827. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  46828. /** @hidden */
  46829. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  46830. }
  46831. }
  46832. declare module "babylonjs/Maths/math.vertexFormat" {
  46833. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  46834. /**
  46835. * Contains position and normal vectors for a vertex
  46836. */
  46837. export class PositionNormalVertex {
  46838. /** the position of the vertex (defaut: 0,0,0) */
  46839. position: Vector3;
  46840. /** the normal of the vertex (defaut: 0,1,0) */
  46841. normal: Vector3;
  46842. /**
  46843. * Creates a PositionNormalVertex
  46844. * @param position the position of the vertex (defaut: 0,0,0)
  46845. * @param normal the normal of the vertex (defaut: 0,1,0)
  46846. */
  46847. constructor(
  46848. /** the position of the vertex (defaut: 0,0,0) */
  46849. position?: Vector3,
  46850. /** the normal of the vertex (defaut: 0,1,0) */
  46851. normal?: Vector3);
  46852. /**
  46853. * Clones the PositionNormalVertex
  46854. * @returns the cloned PositionNormalVertex
  46855. */
  46856. clone(): PositionNormalVertex;
  46857. }
  46858. /**
  46859. * Contains position, normal and uv vectors for a vertex
  46860. */
  46861. export class PositionNormalTextureVertex {
  46862. /** the position of the vertex (defaut: 0,0,0) */
  46863. position: Vector3;
  46864. /** the normal of the vertex (defaut: 0,1,0) */
  46865. normal: Vector3;
  46866. /** the uv of the vertex (default: 0,0) */
  46867. uv: Vector2;
  46868. /**
  46869. * Creates a PositionNormalTextureVertex
  46870. * @param position the position of the vertex (defaut: 0,0,0)
  46871. * @param normal the normal of the vertex (defaut: 0,1,0)
  46872. * @param uv the uv of the vertex (default: 0,0)
  46873. */
  46874. constructor(
  46875. /** the position of the vertex (defaut: 0,0,0) */
  46876. position?: Vector3,
  46877. /** the normal of the vertex (defaut: 0,1,0) */
  46878. normal?: Vector3,
  46879. /** the uv of the vertex (default: 0,0) */
  46880. uv?: Vector2);
  46881. /**
  46882. * Clones the PositionNormalTextureVertex
  46883. * @returns the cloned PositionNormalTextureVertex
  46884. */
  46885. clone(): PositionNormalTextureVertex;
  46886. }
  46887. }
  46888. declare module "babylonjs/Maths/math" {
  46889. export * from "babylonjs/Maths/math.axis";
  46890. export * from "babylonjs/Maths/math.color";
  46891. export * from "babylonjs/Maths/math.constants";
  46892. export * from "babylonjs/Maths/math.frustum";
  46893. export * from "babylonjs/Maths/math.path";
  46894. export * from "babylonjs/Maths/math.plane";
  46895. export * from "babylonjs/Maths/math.size";
  46896. export * from "babylonjs/Maths/math.vector";
  46897. export * from "babylonjs/Maths/math.vertexFormat";
  46898. export * from "babylonjs/Maths/math.viewport";
  46899. }
  46900. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  46901. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46902. /** @hidden */
  46903. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  46904. private _genericAttributeLocation;
  46905. private _varyingLocationCount;
  46906. private _varyingLocationMap;
  46907. private _replacements;
  46908. private _textureCount;
  46909. private _uniforms;
  46910. lineProcessor(line: string): string;
  46911. attributeProcessor(attribute: string): string;
  46912. varyingProcessor(varying: string, isFragment: boolean): string;
  46913. uniformProcessor(uniform: string): string;
  46914. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  46915. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  46916. }
  46917. }
  46918. declare module "babylonjs/Engines/nativeEngine" {
  46919. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  46920. import { Engine } from "babylonjs/Engines/engine";
  46921. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  46922. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46923. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46924. import { Effect } from "babylonjs/Materials/effect";
  46925. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46926. import { Color4, Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  46927. import { Scene } from "babylonjs/scene";
  46928. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  46929. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  46930. /**
  46931. * Container for accessors for natively-stored mesh data buffers.
  46932. */
  46933. class NativeDataBuffer extends DataBuffer {
  46934. /**
  46935. * Accessor value used to identify/retrieve a natively-stored index buffer.
  46936. */
  46937. nativeIndexBuffer?: any;
  46938. /**
  46939. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  46940. */
  46941. nativeVertexBuffer?: any;
  46942. }
  46943. /** @hidden */
  46944. class NativeTexture extends InternalTexture {
  46945. getInternalTexture(): InternalTexture;
  46946. getViewCount(): number;
  46947. }
  46948. /** @hidden */
  46949. export class NativeEngine extends Engine {
  46950. private readonly _native;
  46951. getHardwareScalingLevel(): number;
  46952. constructor();
  46953. /**
  46954. * Can be used to override the current requestAnimationFrame requester.
  46955. * @hidden
  46956. */
  46957. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  46958. /**
  46959. * Override default engine behavior.
  46960. * @param color
  46961. * @param backBuffer
  46962. * @param depth
  46963. * @param stencil
  46964. */
  46965. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  46966. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  46967. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  46968. createVertexBuffer(data: DataArray): NativeDataBuffer;
  46969. recordVertexArrayObject(vertexBuffers: {
  46970. [key: string]: VertexBuffer;
  46971. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  46972. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  46973. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  46974. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  46975. /**
  46976. * Draw a list of indexed primitives
  46977. * @param fillMode defines the primitive to use
  46978. * @param indexStart defines the starting index
  46979. * @param indexCount defines the number of index to draw
  46980. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46981. */
  46982. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  46983. /**
  46984. * Draw a list of unindexed primitives
  46985. * @param fillMode defines the primitive to use
  46986. * @param verticesStart defines the index of first vertex to draw
  46987. * @param verticesCount defines the count of vertices to draw
  46988. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46989. */
  46990. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  46991. createPipelineContext(): IPipelineContext;
  46992. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  46993. /** @hidden */
  46994. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  46995. /** @hidden */
  46996. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  46997. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  46998. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  46999. protected _setProgram(program: WebGLProgram): void;
  47000. _releaseEffect(effect: Effect): void;
  47001. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  47002. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  47003. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  47004. bindSamplers(effect: Effect): void;
  47005. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  47006. getRenderWidth(useScreen?: boolean): number;
  47007. getRenderHeight(useScreen?: boolean): number;
  47008. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  47009. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  47010. /**
  47011. * Set the z offset to apply to current rendering
  47012. * @param value defines the offset to apply
  47013. */
  47014. setZOffset(value: number): void;
  47015. /**
  47016. * Gets the current value of the zOffset
  47017. * @returns the current zOffset state
  47018. */
  47019. getZOffset(): number;
  47020. /**
  47021. * Enable or disable depth buffering
  47022. * @param enable defines the state to set
  47023. */
  47024. setDepthBuffer(enable: boolean): void;
  47025. /**
  47026. * Gets a boolean indicating if depth writing is enabled
  47027. * @returns the current depth writing state
  47028. */
  47029. getDepthWrite(): boolean;
  47030. /**
  47031. * Enable or disable depth writing
  47032. * @param enable defines the state to set
  47033. */
  47034. setDepthWrite(enable: boolean): void;
  47035. /**
  47036. * Enable or disable color writing
  47037. * @param enable defines the state to set
  47038. */
  47039. setColorWrite(enable: boolean): void;
  47040. /**
  47041. * Gets a boolean indicating if color writing is enabled
  47042. * @returns the current color writing state
  47043. */
  47044. getColorWrite(): boolean;
  47045. /**
  47046. * Sets alpha constants used by some alpha blending modes
  47047. * @param r defines the red component
  47048. * @param g defines the green component
  47049. * @param b defines the blue component
  47050. * @param a defines the alpha component
  47051. */
  47052. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  47053. /**
  47054. * Sets the current alpha mode
  47055. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  47056. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  47057. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  47058. */
  47059. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  47060. /**
  47061. * Gets the current alpha mode
  47062. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  47063. * @returns the current alpha mode
  47064. */
  47065. getAlphaMode(): number;
  47066. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  47067. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  47068. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  47069. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  47070. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  47071. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  47072. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  47073. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  47074. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  47075. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  47076. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  47077. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  47078. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  47079. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  47080. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  47081. setFloat(uniform: WebGLUniformLocation, value: number): void;
  47082. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  47083. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  47084. setBool(uniform: WebGLUniformLocation, bool: number): void;
  47085. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  47086. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  47087. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  47088. wipeCaches(bruteForce?: boolean): void;
  47089. _createTexture(): WebGLTexture;
  47090. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  47091. /**
  47092. * Usually called from BABYLON.Texture.ts.
  47093. * Passed information to create a WebGLTexture
  47094. * @param urlArg defines a value which contains one of the following:
  47095. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  47096. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  47097. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  47098. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  47099. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  47100. * @param scene needed for loading to the correct scene
  47101. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  47102. * @param onLoad optional callback to be called upon successful completion
  47103. * @param onError optional callback to be called upon failure
  47104. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  47105. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  47106. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  47107. * @param forcedExtension defines the extension to use to pick the right loader
  47108. * @returns a InternalTexture for assignment back into BABYLON.Texture
  47109. */
  47110. 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;
  47111. /**
  47112. * Creates a cube texture
  47113. * @param rootUrl defines the url where the files to load is located
  47114. * @param scene defines the current scene
  47115. * @param files defines the list of files to load (1 per face)
  47116. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  47117. * @param onLoad defines an optional callback raised when the texture is loaded
  47118. * @param onError defines an optional callback raised if there is an issue to load the texture
  47119. * @param format defines the format of the data
  47120. * @param forcedExtension defines the extension to use to pick the right loader
  47121. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  47122. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  47123. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  47124. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  47125. * @returns the cube texture as an InternalTexture
  47126. */
  47127. 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;
  47128. private _getSamplingFilter;
  47129. private static _GetNativeTextureFormat;
  47130. createRenderTargetTexture(size: number | {
  47131. width: number;
  47132. height: number;
  47133. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  47134. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  47135. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  47136. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  47137. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  47138. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  47139. /**
  47140. * Updates a dynamic vertex buffer.
  47141. * @param vertexBuffer the vertex buffer to update
  47142. * @param data the data used to update the vertex buffer
  47143. * @param byteOffset the byte offset of the data (optional)
  47144. * @param byteLength the byte length of the data (optional)
  47145. */
  47146. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  47147. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  47148. private _updateAnisotropicLevel;
  47149. private _getAddressMode;
  47150. /** @hidden */
  47151. _bindTexture(channel: number, texture: InternalTexture): void;
  47152. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  47153. releaseEffects(): void;
  47154. /** @hidden */
  47155. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47156. /** @hidden */
  47157. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47158. /** @hidden */
  47159. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47160. /** @hidden */
  47161. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  47162. }
  47163. }
  47164. declare module "babylonjs/Engines/index" {
  47165. export * from "babylonjs/Engines/constants";
  47166. export * from "babylonjs/Engines/engineCapabilities";
  47167. export * from "babylonjs/Engines/instancingAttributeInfo";
  47168. export * from "babylonjs/Engines/thinEngine";
  47169. export * from "babylonjs/Engines/engine";
  47170. export * from "babylonjs/Engines/engineStore";
  47171. export * from "babylonjs/Engines/nullEngine";
  47172. export * from "babylonjs/Engines/Extensions/index";
  47173. export * from "babylonjs/Engines/IPipelineContext";
  47174. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  47175. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  47176. export * from "babylonjs/Engines/nativeEngine";
  47177. }
  47178. declare module "babylonjs/Events/clipboardEvents" {
  47179. /**
  47180. * Gather the list of clipboard event types as constants.
  47181. */
  47182. export class ClipboardEventTypes {
  47183. /**
  47184. * The clipboard event is fired when a copy command is active (pressed).
  47185. */
  47186. static readonly COPY: number;
  47187. /**
  47188. * The clipboard event is fired when a cut command is active (pressed).
  47189. */
  47190. static readonly CUT: number;
  47191. /**
  47192. * The clipboard event is fired when a paste command is active (pressed).
  47193. */
  47194. static readonly PASTE: number;
  47195. }
  47196. /**
  47197. * This class is used to store clipboard related info for the onClipboardObservable event.
  47198. */
  47199. export class ClipboardInfo {
  47200. /**
  47201. * Defines the type of event (BABYLON.ClipboardEventTypes)
  47202. */
  47203. type: number;
  47204. /**
  47205. * Defines the related dom event
  47206. */
  47207. event: ClipboardEvent;
  47208. /**
  47209. *Creates an instance of ClipboardInfo.
  47210. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  47211. * @param event Defines the related dom event
  47212. */
  47213. constructor(
  47214. /**
  47215. * Defines the type of event (BABYLON.ClipboardEventTypes)
  47216. */
  47217. type: number,
  47218. /**
  47219. * Defines the related dom event
  47220. */
  47221. event: ClipboardEvent);
  47222. /**
  47223. * Get the clipboard event's type from the keycode.
  47224. * @param keyCode Defines the keyCode for the current keyboard event.
  47225. * @return {number}
  47226. */
  47227. static GetTypeFromCharacter(keyCode: number): number;
  47228. }
  47229. }
  47230. declare module "babylonjs/Events/index" {
  47231. export * from "babylonjs/Events/keyboardEvents";
  47232. export * from "babylonjs/Events/pointerEvents";
  47233. export * from "babylonjs/Events/clipboardEvents";
  47234. }
  47235. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  47236. import { Scene } from "babylonjs/scene";
  47237. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47238. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47239. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47240. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47241. /**
  47242. * Google Daydream controller
  47243. */
  47244. export class DaydreamController extends WebVRController {
  47245. /**
  47246. * Base Url for the controller model.
  47247. */
  47248. static MODEL_BASE_URL: string;
  47249. /**
  47250. * File name for the controller model.
  47251. */
  47252. static MODEL_FILENAME: string;
  47253. /**
  47254. * Gamepad Id prefix used to identify Daydream Controller.
  47255. */
  47256. static readonly GAMEPAD_ID_PREFIX: string;
  47257. /**
  47258. * Creates a new DaydreamController from a gamepad
  47259. * @param vrGamepad the gamepad that the controller should be created from
  47260. */
  47261. constructor(vrGamepad: any);
  47262. /**
  47263. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47264. * @param scene scene in which to add meshes
  47265. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47266. */
  47267. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47268. /**
  47269. * Called once for each button that changed state since the last frame
  47270. * @param buttonIdx Which button index changed
  47271. * @param state New state of the button
  47272. * @param changes Which properties on the state changed since last frame
  47273. */
  47274. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47275. }
  47276. }
  47277. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  47278. import { Scene } from "babylonjs/scene";
  47279. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47280. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47281. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47282. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47283. /**
  47284. * Gear VR Controller
  47285. */
  47286. export class GearVRController extends WebVRController {
  47287. /**
  47288. * Base Url for the controller model.
  47289. */
  47290. static MODEL_BASE_URL: string;
  47291. /**
  47292. * File name for the controller model.
  47293. */
  47294. static MODEL_FILENAME: string;
  47295. /**
  47296. * Gamepad Id prefix used to identify this controller.
  47297. */
  47298. static readonly GAMEPAD_ID_PREFIX: string;
  47299. private readonly _buttonIndexToObservableNameMap;
  47300. /**
  47301. * Creates a new GearVRController from a gamepad
  47302. * @param vrGamepad the gamepad that the controller should be created from
  47303. */
  47304. constructor(vrGamepad: any);
  47305. /**
  47306. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47307. * @param scene scene in which to add meshes
  47308. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47309. */
  47310. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47311. /**
  47312. * Called once for each button that changed state since the last frame
  47313. * @param buttonIdx Which button index changed
  47314. * @param state New state of the button
  47315. * @param changes Which properties on the state changed since last frame
  47316. */
  47317. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47318. }
  47319. }
  47320. declare module "babylonjs/Gamepads/Controllers/index" {
  47321. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  47322. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  47323. export * from "babylonjs/Gamepads/Controllers/genericController";
  47324. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  47325. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47326. export * from "babylonjs/Gamepads/Controllers/viveController";
  47327. export * from "babylonjs/Gamepads/Controllers/webVRController";
  47328. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  47329. }
  47330. declare module "babylonjs/Gamepads/index" {
  47331. export * from "babylonjs/Gamepads/Controllers/index";
  47332. export * from "babylonjs/Gamepads/gamepad";
  47333. export * from "babylonjs/Gamepads/gamepadManager";
  47334. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  47335. export * from "babylonjs/Gamepads/xboxGamepad";
  47336. export * from "babylonjs/Gamepads/dualShockGamepad";
  47337. }
  47338. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  47339. import { Scene } from "babylonjs/scene";
  47340. import { Vector4 } from "babylonjs/Maths/math.vector";
  47341. import { Color4 } from "babylonjs/Maths/math.color";
  47342. import { Mesh } from "babylonjs/Meshes/mesh";
  47343. import { Nullable } from "babylonjs/types";
  47344. /**
  47345. * Class containing static functions to help procedurally build meshes
  47346. */
  47347. export class PolyhedronBuilder {
  47348. /**
  47349. * Creates a polyhedron mesh
  47350. * * 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
  47351. * * The parameter `size` (positive float, default 1) sets the polygon size
  47352. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  47353. * * 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`
  47354. * * 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
  47355. * * 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)`)
  47356. * * 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
  47357. * * 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
  47358. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  47359. * * If you create a double-sided mesh, you can choose what parts of 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
  47360. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  47361. * @param name defines the name of the mesh
  47362. * @param options defines the options used to create the mesh
  47363. * @param scene defines the hosting scene
  47364. * @returns the polyhedron mesh
  47365. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  47366. */
  47367. static CreatePolyhedron(name: string, options: {
  47368. type?: number;
  47369. size?: number;
  47370. sizeX?: number;
  47371. sizeY?: number;
  47372. sizeZ?: number;
  47373. custom?: any;
  47374. faceUV?: Vector4[];
  47375. faceColors?: Color4[];
  47376. flat?: boolean;
  47377. updatable?: boolean;
  47378. sideOrientation?: number;
  47379. frontUVs?: Vector4;
  47380. backUVs?: Vector4;
  47381. }, scene?: Nullable<Scene>): Mesh;
  47382. }
  47383. }
  47384. declare module "babylonjs/Gizmos/scaleGizmo" {
  47385. import { Observable } from "babylonjs/Misc/observable";
  47386. import { Nullable } from "babylonjs/types";
  47387. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47388. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47389. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  47390. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47391. /**
  47392. * Gizmo that enables scaling a mesh along 3 axis
  47393. */
  47394. export class ScaleGizmo extends Gizmo {
  47395. /**
  47396. * Internal gizmo used for interactions on the x axis
  47397. */
  47398. xGizmo: AxisScaleGizmo;
  47399. /**
  47400. * Internal gizmo used for interactions on the y axis
  47401. */
  47402. yGizmo: AxisScaleGizmo;
  47403. /**
  47404. * Internal gizmo used for interactions on the z axis
  47405. */
  47406. zGizmo: AxisScaleGizmo;
  47407. /**
  47408. * Internal gizmo used to scale all axis equally
  47409. */
  47410. uniformScaleGizmo: AxisScaleGizmo;
  47411. private _meshAttached;
  47412. private _updateGizmoRotationToMatchAttachedMesh;
  47413. private _snapDistance;
  47414. private _scaleRatio;
  47415. private _uniformScalingMesh;
  47416. private _octahedron;
  47417. /** Fires an event when any of it's sub gizmos are dragged */
  47418. onDragStartObservable: Observable<unknown>;
  47419. /** Fires an event when any of it's sub gizmos are released from dragging */
  47420. onDragEndObservable: Observable<unknown>;
  47421. attachedMesh: Nullable<AbstractMesh>;
  47422. /**
  47423. * Creates a ScaleGizmo
  47424. * @param gizmoLayer The utility layer the gizmo will be added to
  47425. */
  47426. constructor(gizmoLayer?: UtilityLayerRenderer);
  47427. updateGizmoRotationToMatchAttachedMesh: boolean;
  47428. /**
  47429. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47430. */
  47431. snapDistance: number;
  47432. /**
  47433. * Ratio for the scale of the gizmo (Default: 1)
  47434. */
  47435. scaleRatio: number;
  47436. /**
  47437. * Disposes of the gizmo
  47438. */
  47439. dispose(): void;
  47440. }
  47441. }
  47442. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  47443. import { Observable } from "babylonjs/Misc/observable";
  47444. import { Nullable } from "babylonjs/types";
  47445. import { Vector3 } from "babylonjs/Maths/math.vector";
  47446. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47447. import { Mesh } from "babylonjs/Meshes/mesh";
  47448. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47449. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47450. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47451. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47452. import { Color3 } from "babylonjs/Maths/math.color";
  47453. /**
  47454. * Single axis scale gizmo
  47455. */
  47456. export class AxisScaleGizmo extends Gizmo {
  47457. /**
  47458. * Drag behavior responsible for the gizmos dragging interactions
  47459. */
  47460. dragBehavior: PointerDragBehavior;
  47461. private _pointerObserver;
  47462. /**
  47463. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47464. */
  47465. snapDistance: number;
  47466. /**
  47467. * Event that fires each time the gizmo snaps to a new location.
  47468. * * snapDistance is the the change in distance
  47469. */
  47470. onSnapObservable: Observable<{
  47471. snapDistance: number;
  47472. }>;
  47473. /**
  47474. * If the scaling operation should be done on all axis (default: false)
  47475. */
  47476. uniformScaling: boolean;
  47477. private _isEnabled;
  47478. private _parent;
  47479. private _arrow;
  47480. private _coloredMaterial;
  47481. private _hoverMaterial;
  47482. /**
  47483. * Creates an AxisScaleGizmo
  47484. * @param gizmoLayer The utility layer the gizmo will be added to
  47485. * @param dragAxis The axis which the gizmo will be able to scale on
  47486. * @param color The color of the gizmo
  47487. */
  47488. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  47489. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47490. /**
  47491. * If the gizmo is enabled
  47492. */
  47493. isEnabled: boolean;
  47494. /**
  47495. * Disposes of the gizmo
  47496. */
  47497. dispose(): void;
  47498. /**
  47499. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  47500. * @param mesh The mesh to replace the default mesh of the gizmo
  47501. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  47502. */
  47503. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  47504. }
  47505. }
  47506. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  47507. import { Observable } from "babylonjs/Misc/observable";
  47508. import { Nullable } from "babylonjs/types";
  47509. import { Vector3 } from "babylonjs/Maths/math.vector";
  47510. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47511. import { Mesh } from "babylonjs/Meshes/mesh";
  47512. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47513. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47514. import { Color3 } from "babylonjs/Maths/math.color";
  47515. import "babylonjs/Meshes/Builders/boxBuilder";
  47516. /**
  47517. * Bounding box gizmo
  47518. */
  47519. export class BoundingBoxGizmo extends Gizmo {
  47520. private _lineBoundingBox;
  47521. private _rotateSpheresParent;
  47522. private _scaleBoxesParent;
  47523. private _boundingDimensions;
  47524. private _renderObserver;
  47525. private _pointerObserver;
  47526. private _scaleDragSpeed;
  47527. private _tmpQuaternion;
  47528. private _tmpVector;
  47529. private _tmpRotationMatrix;
  47530. /**
  47531. * 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)
  47532. */
  47533. ignoreChildren: boolean;
  47534. /**
  47535. * 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)
  47536. */
  47537. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  47538. /**
  47539. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  47540. */
  47541. rotationSphereSize: number;
  47542. /**
  47543. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  47544. */
  47545. scaleBoxSize: number;
  47546. /**
  47547. * 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)
  47548. */
  47549. fixedDragMeshScreenSize: boolean;
  47550. /**
  47551. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  47552. */
  47553. fixedDragMeshScreenSizeDistanceFactor: number;
  47554. /**
  47555. * Fired when a rotation sphere or scale box is dragged
  47556. */
  47557. onDragStartObservable: Observable<{}>;
  47558. /**
  47559. * Fired when a scale box is dragged
  47560. */
  47561. onScaleBoxDragObservable: Observable<{}>;
  47562. /**
  47563. * Fired when a scale box drag is ended
  47564. */
  47565. onScaleBoxDragEndObservable: Observable<{}>;
  47566. /**
  47567. * Fired when a rotation sphere is dragged
  47568. */
  47569. onRotationSphereDragObservable: Observable<{}>;
  47570. /**
  47571. * Fired when a rotation sphere drag is ended
  47572. */
  47573. onRotationSphereDragEndObservable: Observable<{}>;
  47574. /**
  47575. * 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)
  47576. */
  47577. scalePivot: Nullable<Vector3>;
  47578. /**
  47579. * Mesh used as a pivot to rotate the attached mesh
  47580. */
  47581. private _anchorMesh;
  47582. private _existingMeshScale;
  47583. private _dragMesh;
  47584. private pointerDragBehavior;
  47585. private coloredMaterial;
  47586. private hoverColoredMaterial;
  47587. /**
  47588. * Sets the color of the bounding box gizmo
  47589. * @param color the color to set
  47590. */
  47591. setColor(color: Color3): void;
  47592. /**
  47593. * Creates an BoundingBoxGizmo
  47594. * @param gizmoLayer The utility layer the gizmo will be added to
  47595. * @param color The color of the gizmo
  47596. */
  47597. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  47598. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47599. private _selectNode;
  47600. /**
  47601. * Updates the bounding box information for the Gizmo
  47602. */
  47603. updateBoundingBox(): void;
  47604. private _updateRotationSpheres;
  47605. private _updateScaleBoxes;
  47606. /**
  47607. * Enables rotation on the specified axis and disables rotation on the others
  47608. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  47609. */
  47610. setEnabledRotationAxis(axis: string): void;
  47611. /**
  47612. * Enables/disables scaling
  47613. * @param enable if scaling should be enabled
  47614. */
  47615. setEnabledScaling(enable: boolean): void;
  47616. private _updateDummy;
  47617. /**
  47618. * Enables a pointer drag behavior on the bounding box of the gizmo
  47619. */
  47620. enableDragBehavior(): void;
  47621. /**
  47622. * Disposes of the gizmo
  47623. */
  47624. dispose(): void;
  47625. /**
  47626. * 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)
  47627. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  47628. * @returns the bounding box mesh with the passed in mesh as a child
  47629. */
  47630. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  47631. /**
  47632. * CustomMeshes are not supported by this gizmo
  47633. * @param mesh The mesh to replace the default mesh of the gizmo
  47634. */
  47635. setCustomMesh(mesh: Mesh): void;
  47636. }
  47637. }
  47638. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  47639. import { Observable } from "babylonjs/Misc/observable";
  47640. import { Nullable } from "babylonjs/types";
  47641. import { Vector3 } from "babylonjs/Maths/math.vector";
  47642. import { Color3 } from "babylonjs/Maths/math.color";
  47643. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47644. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47645. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47646. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47647. import "babylonjs/Meshes/Builders/linesBuilder";
  47648. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47649. /**
  47650. * Single plane rotation gizmo
  47651. */
  47652. export class PlaneRotationGizmo extends Gizmo {
  47653. /**
  47654. * Drag behavior responsible for the gizmos dragging interactions
  47655. */
  47656. dragBehavior: PointerDragBehavior;
  47657. private _pointerObserver;
  47658. /**
  47659. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  47660. */
  47661. snapDistance: number;
  47662. /**
  47663. * Event that fires each time the gizmo snaps to a new location.
  47664. * * snapDistance is the the change in distance
  47665. */
  47666. onSnapObservable: Observable<{
  47667. snapDistance: number;
  47668. }>;
  47669. private _isEnabled;
  47670. private _parent;
  47671. /**
  47672. * Creates a PlaneRotationGizmo
  47673. * @param gizmoLayer The utility layer the gizmo will be added to
  47674. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  47675. * @param color The color of the gizmo
  47676. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47677. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47678. */
  47679. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  47680. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47681. /**
  47682. * If the gizmo is enabled
  47683. */
  47684. isEnabled: boolean;
  47685. /**
  47686. * Disposes of the gizmo
  47687. */
  47688. dispose(): void;
  47689. }
  47690. }
  47691. declare module "babylonjs/Gizmos/rotationGizmo" {
  47692. import { Observable } from "babylonjs/Misc/observable";
  47693. import { Nullable } from "babylonjs/types";
  47694. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47695. import { Mesh } from "babylonjs/Meshes/mesh";
  47696. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47697. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  47698. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47699. /**
  47700. * Gizmo that enables rotating a mesh along 3 axis
  47701. */
  47702. export class RotationGizmo extends Gizmo {
  47703. /**
  47704. * Internal gizmo used for interactions on the x axis
  47705. */
  47706. xGizmo: PlaneRotationGizmo;
  47707. /**
  47708. * Internal gizmo used for interactions on the y axis
  47709. */
  47710. yGizmo: PlaneRotationGizmo;
  47711. /**
  47712. * Internal gizmo used for interactions on the z axis
  47713. */
  47714. zGizmo: PlaneRotationGizmo;
  47715. /** Fires an event when any of it's sub gizmos are dragged */
  47716. onDragStartObservable: Observable<unknown>;
  47717. /** Fires an event when any of it's sub gizmos are released from dragging */
  47718. onDragEndObservable: Observable<unknown>;
  47719. private _meshAttached;
  47720. attachedMesh: Nullable<AbstractMesh>;
  47721. /**
  47722. * Creates a RotationGizmo
  47723. * @param gizmoLayer The utility layer the gizmo will be added to
  47724. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47725. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47726. */
  47727. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  47728. updateGizmoRotationToMatchAttachedMesh: boolean;
  47729. /**
  47730. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47731. */
  47732. snapDistance: number;
  47733. /**
  47734. * Ratio for the scale of the gizmo (Default: 1)
  47735. */
  47736. scaleRatio: number;
  47737. /**
  47738. * Disposes of the gizmo
  47739. */
  47740. dispose(): void;
  47741. /**
  47742. * CustomMeshes are not supported by this gizmo
  47743. * @param mesh The mesh to replace the default mesh of the gizmo
  47744. */
  47745. setCustomMesh(mesh: Mesh): void;
  47746. }
  47747. }
  47748. declare module "babylonjs/Gizmos/gizmoManager" {
  47749. import { Observable } from "babylonjs/Misc/observable";
  47750. import { Nullable } from "babylonjs/types";
  47751. import { Scene, IDisposable } from "babylonjs/scene";
  47752. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47753. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47754. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  47755. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47756. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  47757. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47758. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  47759. /**
  47760. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  47761. */
  47762. export class GizmoManager implements IDisposable {
  47763. private scene;
  47764. /**
  47765. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  47766. */
  47767. gizmos: {
  47768. positionGizmo: Nullable<PositionGizmo>;
  47769. rotationGizmo: Nullable<RotationGizmo>;
  47770. scaleGizmo: Nullable<ScaleGizmo>;
  47771. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  47772. };
  47773. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  47774. clearGizmoOnEmptyPointerEvent: boolean;
  47775. /** Fires an event when the manager is attached to a mesh */
  47776. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  47777. private _gizmosEnabled;
  47778. private _pointerObserver;
  47779. private _attachedMesh;
  47780. private _boundingBoxColor;
  47781. private _defaultUtilityLayer;
  47782. private _defaultKeepDepthUtilityLayer;
  47783. /**
  47784. * When bounding box gizmo is enabled, this can be used to track drag/end events
  47785. */
  47786. boundingBoxDragBehavior: SixDofDragBehavior;
  47787. /**
  47788. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  47789. */
  47790. attachableMeshes: Nullable<Array<AbstractMesh>>;
  47791. /**
  47792. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  47793. */
  47794. usePointerToAttachGizmos: boolean;
  47795. /**
  47796. * Utility layer that the bounding box gizmo belongs to
  47797. */
  47798. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  47799. /**
  47800. * Utility layer that all gizmos besides bounding box belong to
  47801. */
  47802. readonly utilityLayer: UtilityLayerRenderer;
  47803. /**
  47804. * Instatiates a gizmo manager
  47805. * @param scene the scene to overlay the gizmos on top of
  47806. */
  47807. constructor(scene: Scene);
  47808. /**
  47809. * Attaches a set of gizmos to the specified mesh
  47810. * @param mesh The mesh the gizmo's should be attached to
  47811. */
  47812. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  47813. /**
  47814. * If the position gizmo is enabled
  47815. */
  47816. positionGizmoEnabled: boolean;
  47817. /**
  47818. * If the rotation gizmo is enabled
  47819. */
  47820. rotationGizmoEnabled: boolean;
  47821. /**
  47822. * If the scale gizmo is enabled
  47823. */
  47824. scaleGizmoEnabled: boolean;
  47825. /**
  47826. * If the boundingBox gizmo is enabled
  47827. */
  47828. boundingBoxGizmoEnabled: boolean;
  47829. /**
  47830. * Disposes of the gizmo manager
  47831. */
  47832. dispose(): void;
  47833. }
  47834. }
  47835. declare module "babylonjs/Lights/directionalLight" {
  47836. import { Camera } from "babylonjs/Cameras/camera";
  47837. import { Scene } from "babylonjs/scene";
  47838. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47839. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47840. import { Light } from "babylonjs/Lights/light";
  47841. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  47842. import { Effect } from "babylonjs/Materials/effect";
  47843. /**
  47844. * A directional light is defined by a direction (what a surprise!).
  47845. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  47846. * 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.
  47847. * Documentation: https://doc.babylonjs.com/babylon101/lights
  47848. */
  47849. export class DirectionalLight extends ShadowLight {
  47850. private _shadowFrustumSize;
  47851. /**
  47852. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  47853. */
  47854. /**
  47855. * Specifies a fix frustum size for the shadow generation.
  47856. */
  47857. shadowFrustumSize: number;
  47858. private _shadowOrthoScale;
  47859. /**
  47860. * Gets the shadow projection scale against the optimal computed one.
  47861. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  47862. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  47863. */
  47864. /**
  47865. * Sets the shadow projection scale against the optimal computed one.
  47866. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  47867. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  47868. */
  47869. shadowOrthoScale: number;
  47870. /**
  47871. * Automatically compute the projection matrix to best fit (including all the casters)
  47872. * on each frame.
  47873. */
  47874. autoUpdateExtends: boolean;
  47875. private _orthoLeft;
  47876. private _orthoRight;
  47877. private _orthoTop;
  47878. private _orthoBottom;
  47879. /**
  47880. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  47881. * The directional light is emitted from everywhere in the given direction.
  47882. * It can cast shadows.
  47883. * Documentation : https://doc.babylonjs.com/babylon101/lights
  47884. * @param name The friendly name of the light
  47885. * @param direction The direction of the light
  47886. * @param scene The scene the light belongs to
  47887. */
  47888. constructor(name: string, direction: Vector3, scene: Scene);
  47889. /**
  47890. * Returns the string "DirectionalLight".
  47891. * @return The class name
  47892. */
  47893. getClassName(): string;
  47894. /**
  47895. * Returns the integer 1.
  47896. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  47897. */
  47898. getTypeID(): number;
  47899. /**
  47900. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  47901. * Returns the DirectionalLight Shadow projection matrix.
  47902. */
  47903. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47904. /**
  47905. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  47906. * Returns the DirectionalLight Shadow projection matrix.
  47907. */
  47908. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  47909. /**
  47910. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  47911. * Returns the DirectionalLight Shadow projection matrix.
  47912. */
  47913. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47914. protected _buildUniformLayout(): void;
  47915. /**
  47916. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  47917. * @param effect The effect to update
  47918. * @param lightIndex The index of the light in the effect to update
  47919. * @returns The directional light
  47920. */
  47921. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  47922. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  47923. /**
  47924. * Gets the minZ used for shadow according to both the scene and the light.
  47925. *
  47926. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  47927. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  47928. * @param activeCamera The camera we are returning the min for
  47929. * @returns the depth min z
  47930. */
  47931. getDepthMinZ(activeCamera: Camera): number;
  47932. /**
  47933. * Gets the maxZ used for shadow according to both the scene and the light.
  47934. *
  47935. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  47936. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  47937. * @param activeCamera The camera we are returning the max for
  47938. * @returns the depth max z
  47939. */
  47940. getDepthMaxZ(activeCamera: Camera): number;
  47941. /**
  47942. * Prepares the list of defines specific to the light type.
  47943. * @param defines the list of defines
  47944. * @param lightIndex defines the index of the light for the effect
  47945. */
  47946. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  47947. }
  47948. }
  47949. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  47950. import { Mesh } from "babylonjs/Meshes/mesh";
  47951. /**
  47952. * Class containing static functions to help procedurally build meshes
  47953. */
  47954. export class HemisphereBuilder {
  47955. /**
  47956. * Creates a hemisphere mesh
  47957. * @param name defines the name of the mesh
  47958. * @param options defines the options used to create the mesh
  47959. * @param scene defines the hosting scene
  47960. * @returns the hemisphere mesh
  47961. */
  47962. static CreateHemisphere(name: string, options: {
  47963. segments?: number;
  47964. diameter?: number;
  47965. sideOrientation?: number;
  47966. }, scene: any): Mesh;
  47967. }
  47968. }
  47969. declare module "babylonjs/Lights/spotLight" {
  47970. import { Nullable } from "babylonjs/types";
  47971. import { Scene } from "babylonjs/scene";
  47972. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47973. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47974. import { Effect } from "babylonjs/Materials/effect";
  47975. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47976. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  47977. /**
  47978. * A spot light is defined by a position, a direction, an angle, and an exponent.
  47979. * These values define a cone of light starting from the position, emitting toward the direction.
  47980. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  47981. * and the exponent defines the speed of the decay of the light with distance (reach).
  47982. * Documentation: https://doc.babylonjs.com/babylon101/lights
  47983. */
  47984. export class SpotLight extends ShadowLight {
  47985. private _angle;
  47986. private _innerAngle;
  47987. private _cosHalfAngle;
  47988. private _lightAngleScale;
  47989. private _lightAngleOffset;
  47990. /**
  47991. * Gets the cone angle of the spot light in Radians.
  47992. */
  47993. /**
  47994. * Sets the cone angle of the spot light in Radians.
  47995. */
  47996. angle: number;
  47997. /**
  47998. * Only used in gltf falloff mode, this defines the angle where
  47999. * the directional falloff will start before cutting at angle which could be seen
  48000. * as outer angle.
  48001. */
  48002. /**
  48003. * Only used in gltf falloff mode, this defines the angle where
  48004. * the directional falloff will start before cutting at angle which could be seen
  48005. * as outer angle.
  48006. */
  48007. innerAngle: number;
  48008. private _shadowAngleScale;
  48009. /**
  48010. * Allows scaling the angle of the light for shadow generation only.
  48011. */
  48012. /**
  48013. * Allows scaling the angle of the light for shadow generation only.
  48014. */
  48015. shadowAngleScale: number;
  48016. /**
  48017. * The light decay speed with the distance from the emission spot.
  48018. */
  48019. exponent: number;
  48020. private _projectionTextureMatrix;
  48021. /**
  48022. * Allows reading the projecton texture
  48023. */
  48024. readonly projectionTextureMatrix: Matrix;
  48025. protected _projectionTextureLightNear: number;
  48026. /**
  48027. * Gets the near clip of the Spotlight for texture projection.
  48028. */
  48029. /**
  48030. * Sets the near clip of the Spotlight for texture projection.
  48031. */
  48032. projectionTextureLightNear: number;
  48033. protected _projectionTextureLightFar: number;
  48034. /**
  48035. * Gets the far clip of the Spotlight for texture projection.
  48036. */
  48037. /**
  48038. * Sets the far clip of the Spotlight for texture projection.
  48039. */
  48040. projectionTextureLightFar: number;
  48041. protected _projectionTextureUpDirection: Vector3;
  48042. /**
  48043. * Gets the Up vector of the Spotlight for texture projection.
  48044. */
  48045. /**
  48046. * Sets the Up vector of the Spotlight for texture projection.
  48047. */
  48048. projectionTextureUpDirection: Vector3;
  48049. private _projectionTexture;
  48050. /**
  48051. * Gets the projection texture of the light.
  48052. */
  48053. /**
  48054. * Sets the projection texture of the light.
  48055. */
  48056. projectionTexture: Nullable<BaseTexture>;
  48057. private _projectionTextureViewLightDirty;
  48058. private _projectionTextureProjectionLightDirty;
  48059. private _projectionTextureDirty;
  48060. private _projectionTextureViewTargetVector;
  48061. private _projectionTextureViewLightMatrix;
  48062. private _projectionTextureProjectionLightMatrix;
  48063. private _projectionTextureScalingMatrix;
  48064. /**
  48065. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  48066. * It can cast shadows.
  48067. * Documentation : https://doc.babylonjs.com/babylon101/lights
  48068. * @param name The light friendly name
  48069. * @param position The position of the spot light in the scene
  48070. * @param direction The direction of the light in the scene
  48071. * @param angle The cone angle of the light in Radians
  48072. * @param exponent The light decay speed with the distance from the emission spot
  48073. * @param scene The scene the lights belongs to
  48074. */
  48075. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  48076. /**
  48077. * Returns the string "SpotLight".
  48078. * @returns the class name
  48079. */
  48080. getClassName(): string;
  48081. /**
  48082. * Returns the integer 2.
  48083. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  48084. */
  48085. getTypeID(): number;
  48086. /**
  48087. * Overrides the direction setter to recompute the projection texture view light Matrix.
  48088. */
  48089. protected _setDirection(value: Vector3): void;
  48090. /**
  48091. * Overrides the position setter to recompute the projection texture view light Matrix.
  48092. */
  48093. protected _setPosition(value: Vector3): void;
  48094. /**
  48095. * 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.
  48096. * Returns the SpotLight.
  48097. */
  48098. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48099. protected _computeProjectionTextureViewLightMatrix(): void;
  48100. protected _computeProjectionTextureProjectionLightMatrix(): void;
  48101. /**
  48102. * Main function for light texture projection matrix computing.
  48103. */
  48104. protected _computeProjectionTextureMatrix(): void;
  48105. protected _buildUniformLayout(): void;
  48106. private _computeAngleValues;
  48107. /**
  48108. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  48109. * @param effect The effect to update
  48110. * @param lightIndex The index of the light in the effect to update
  48111. * @returns The spot light
  48112. */
  48113. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  48114. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  48115. /**
  48116. * Disposes the light and the associated resources.
  48117. */
  48118. dispose(): void;
  48119. /**
  48120. * Prepares the list of defines specific to the light type.
  48121. * @param defines the list of defines
  48122. * @param lightIndex defines the index of the light for the effect
  48123. */
  48124. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  48125. }
  48126. }
  48127. declare module "babylonjs/Gizmos/lightGizmo" {
  48128. import { Nullable } from "babylonjs/types";
  48129. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  48130. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  48131. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  48132. import { Light } from "babylonjs/Lights/light";
  48133. /**
  48134. * Gizmo that enables viewing a light
  48135. */
  48136. export class LightGizmo extends Gizmo {
  48137. private _lightMesh;
  48138. private _material;
  48139. private cachedPosition;
  48140. private cachedForward;
  48141. /**
  48142. * Creates a LightGizmo
  48143. * @param gizmoLayer The utility layer the gizmo will be added to
  48144. */
  48145. constructor(gizmoLayer?: UtilityLayerRenderer);
  48146. private _light;
  48147. /**
  48148. * The light that the gizmo is attached to
  48149. */
  48150. light: Nullable<Light>;
  48151. /**
  48152. * Gets the material used to render the light gizmo
  48153. */
  48154. readonly material: StandardMaterial;
  48155. /**
  48156. * @hidden
  48157. * Updates the gizmo to match the attached mesh's position/rotation
  48158. */
  48159. protected _update(): void;
  48160. private static _Scale;
  48161. /**
  48162. * Creates the lines for a light mesh
  48163. */
  48164. private static _createLightLines;
  48165. /**
  48166. * Disposes of the light gizmo
  48167. */
  48168. dispose(): void;
  48169. private static _CreateHemisphericLightMesh;
  48170. private static _CreatePointLightMesh;
  48171. private static _CreateSpotLightMesh;
  48172. private static _CreateDirectionalLightMesh;
  48173. }
  48174. }
  48175. declare module "babylonjs/Gizmos/index" {
  48176. export * from "babylonjs/Gizmos/axisDragGizmo";
  48177. export * from "babylonjs/Gizmos/axisScaleGizmo";
  48178. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  48179. export * from "babylonjs/Gizmos/gizmo";
  48180. export * from "babylonjs/Gizmos/gizmoManager";
  48181. export * from "babylonjs/Gizmos/planeRotationGizmo";
  48182. export * from "babylonjs/Gizmos/positionGizmo";
  48183. export * from "babylonjs/Gizmos/rotationGizmo";
  48184. export * from "babylonjs/Gizmos/scaleGizmo";
  48185. export * from "babylonjs/Gizmos/lightGizmo";
  48186. export * from "babylonjs/Gizmos/planeDragGizmo";
  48187. }
  48188. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  48189. /** @hidden */
  48190. export var backgroundFragmentDeclaration: {
  48191. name: string;
  48192. shader: string;
  48193. };
  48194. }
  48195. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  48196. /** @hidden */
  48197. export var backgroundUboDeclaration: {
  48198. name: string;
  48199. shader: string;
  48200. };
  48201. }
  48202. declare module "babylonjs/Shaders/background.fragment" {
  48203. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  48204. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  48205. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48206. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48207. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48208. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48209. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48210. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  48211. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48212. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48213. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48214. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48215. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48216. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48217. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48218. /** @hidden */
  48219. export var backgroundPixelShader: {
  48220. name: string;
  48221. shader: string;
  48222. };
  48223. }
  48224. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  48225. /** @hidden */
  48226. export var backgroundVertexDeclaration: {
  48227. name: string;
  48228. shader: string;
  48229. };
  48230. }
  48231. declare module "babylonjs/Shaders/background.vertex" {
  48232. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  48233. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  48234. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48235. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48236. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48237. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48238. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48239. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48240. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48241. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48242. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48243. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48244. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48245. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48246. /** @hidden */
  48247. export var backgroundVertexShader: {
  48248. name: string;
  48249. shader: string;
  48250. };
  48251. }
  48252. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  48253. import { Nullable, int, float } from "babylonjs/types";
  48254. import { Scene } from "babylonjs/scene";
  48255. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48256. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48257. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48258. import { Mesh } from "babylonjs/Meshes/mesh";
  48259. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48260. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48261. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48262. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48263. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  48264. import { Color3 } from "babylonjs/Maths/math.color";
  48265. import "babylonjs/Shaders/background.fragment";
  48266. import "babylonjs/Shaders/background.vertex";
  48267. /**
  48268. * Background material used to create an efficient environement around your scene.
  48269. */
  48270. export class BackgroundMaterial extends PushMaterial {
  48271. /**
  48272. * Standard reflectance value at parallel view angle.
  48273. */
  48274. static StandardReflectance0: number;
  48275. /**
  48276. * Standard reflectance value at grazing angle.
  48277. */
  48278. static StandardReflectance90: number;
  48279. protected _primaryColor: Color3;
  48280. /**
  48281. * Key light Color (multiply against the environement texture)
  48282. */
  48283. primaryColor: Color3;
  48284. protected __perceptualColor: Nullable<Color3>;
  48285. /**
  48286. * Experimental Internal Use Only.
  48287. *
  48288. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  48289. * This acts as a helper to set the primary color to a more "human friendly" value.
  48290. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  48291. * output color as close as possible from the chosen value.
  48292. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  48293. * part of lighting setup.)
  48294. */
  48295. _perceptualColor: Nullable<Color3>;
  48296. protected _primaryColorShadowLevel: float;
  48297. /**
  48298. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  48299. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  48300. */
  48301. primaryColorShadowLevel: float;
  48302. protected _primaryColorHighlightLevel: float;
  48303. /**
  48304. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  48305. * The primary color is used at the level chosen to define what the white area would look.
  48306. */
  48307. primaryColorHighlightLevel: float;
  48308. protected _reflectionTexture: Nullable<BaseTexture>;
  48309. /**
  48310. * Reflection Texture used in the material.
  48311. * Should be author in a specific way for the best result (refer to the documentation).
  48312. */
  48313. reflectionTexture: Nullable<BaseTexture>;
  48314. protected _reflectionBlur: float;
  48315. /**
  48316. * Reflection Texture level of blur.
  48317. *
  48318. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  48319. * texture twice.
  48320. */
  48321. reflectionBlur: float;
  48322. protected _diffuseTexture: Nullable<BaseTexture>;
  48323. /**
  48324. * Diffuse Texture used in the material.
  48325. * Should be author in a specific way for the best result (refer to the documentation).
  48326. */
  48327. diffuseTexture: Nullable<BaseTexture>;
  48328. protected _shadowLights: Nullable<IShadowLight[]>;
  48329. /**
  48330. * Specify the list of lights casting shadow on the material.
  48331. * All scene shadow lights will be included if null.
  48332. */
  48333. shadowLights: Nullable<IShadowLight[]>;
  48334. protected _shadowLevel: float;
  48335. /**
  48336. * Helps adjusting the shadow to a softer level if required.
  48337. * 0 means black shadows and 1 means no shadows.
  48338. */
  48339. shadowLevel: float;
  48340. protected _sceneCenter: Vector3;
  48341. /**
  48342. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  48343. * It is usually zero but might be interesting to modify according to your setup.
  48344. */
  48345. sceneCenter: Vector3;
  48346. protected _opacityFresnel: boolean;
  48347. /**
  48348. * This helps specifying that the material is falling off to the sky box at grazing angle.
  48349. * This helps ensuring a nice transition when the camera goes under the ground.
  48350. */
  48351. opacityFresnel: boolean;
  48352. protected _reflectionFresnel: boolean;
  48353. /**
  48354. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  48355. * This helps adding a mirror texture on the ground.
  48356. */
  48357. reflectionFresnel: boolean;
  48358. protected _reflectionFalloffDistance: number;
  48359. /**
  48360. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  48361. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  48362. */
  48363. reflectionFalloffDistance: number;
  48364. protected _reflectionAmount: number;
  48365. /**
  48366. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  48367. */
  48368. reflectionAmount: number;
  48369. protected _reflectionReflectance0: number;
  48370. /**
  48371. * This specifies the weight of the reflection at grazing angle.
  48372. */
  48373. reflectionReflectance0: number;
  48374. protected _reflectionReflectance90: number;
  48375. /**
  48376. * This specifies the weight of the reflection at a perpendicular point of view.
  48377. */
  48378. reflectionReflectance90: number;
  48379. /**
  48380. * Sets the reflection reflectance fresnel values according to the default standard
  48381. * empirically know to work well :-)
  48382. */
  48383. reflectionStandardFresnelWeight: number;
  48384. protected _useRGBColor: boolean;
  48385. /**
  48386. * Helps to directly use the maps channels instead of their level.
  48387. */
  48388. useRGBColor: boolean;
  48389. protected _enableNoise: boolean;
  48390. /**
  48391. * This helps reducing the banding effect that could occur on the background.
  48392. */
  48393. enableNoise: boolean;
  48394. /**
  48395. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48396. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  48397. * Recommended to be keep at 1.0 except for special cases.
  48398. */
  48399. fovMultiplier: number;
  48400. private _fovMultiplier;
  48401. /**
  48402. * Enable the FOV adjustment feature controlled by fovMultiplier.
  48403. */
  48404. useEquirectangularFOV: boolean;
  48405. private _maxSimultaneousLights;
  48406. /**
  48407. * Number of Simultaneous lights allowed on the material.
  48408. */
  48409. maxSimultaneousLights: int;
  48410. /**
  48411. * Default configuration related to image processing available in the Background Material.
  48412. */
  48413. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48414. /**
  48415. * Keep track of the image processing observer to allow dispose and replace.
  48416. */
  48417. private _imageProcessingObserver;
  48418. /**
  48419. * Attaches a new image processing configuration to the PBR Material.
  48420. * @param configuration (if null the scene configuration will be use)
  48421. */
  48422. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48423. /**
  48424. * Gets the image processing configuration used either in this material.
  48425. */
  48426. /**
  48427. * Sets the Default image processing configuration used either in the this material.
  48428. *
  48429. * If sets to null, the scene one is in use.
  48430. */
  48431. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  48432. /**
  48433. * Gets wether the color curves effect is enabled.
  48434. */
  48435. /**
  48436. * Sets wether the color curves effect is enabled.
  48437. */
  48438. cameraColorCurvesEnabled: boolean;
  48439. /**
  48440. * Gets wether the color grading effect is enabled.
  48441. */
  48442. /**
  48443. * Gets wether the color grading effect is enabled.
  48444. */
  48445. cameraColorGradingEnabled: boolean;
  48446. /**
  48447. * Gets wether tonemapping is enabled or not.
  48448. */
  48449. /**
  48450. * Sets wether tonemapping is enabled or not
  48451. */
  48452. cameraToneMappingEnabled: boolean;
  48453. /**
  48454. * The camera exposure used on this material.
  48455. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48456. * This corresponds to a photographic exposure.
  48457. */
  48458. /**
  48459. * The camera exposure used on this material.
  48460. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48461. * This corresponds to a photographic exposure.
  48462. */
  48463. cameraExposure: float;
  48464. /**
  48465. * Gets The camera contrast used on this material.
  48466. */
  48467. /**
  48468. * Sets The camera contrast used on this material.
  48469. */
  48470. cameraContrast: float;
  48471. /**
  48472. * Gets the Color Grading 2D Lookup Texture.
  48473. */
  48474. /**
  48475. * Sets the Color Grading 2D Lookup Texture.
  48476. */
  48477. cameraColorGradingTexture: Nullable<BaseTexture>;
  48478. /**
  48479. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48480. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48481. * 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;
  48482. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48483. */
  48484. /**
  48485. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48486. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48487. * 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;
  48488. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48489. */
  48490. cameraColorCurves: Nullable<ColorCurves>;
  48491. /**
  48492. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  48493. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  48494. */
  48495. switchToBGR: boolean;
  48496. private _renderTargets;
  48497. private _reflectionControls;
  48498. private _white;
  48499. private _primaryShadowColor;
  48500. private _primaryHighlightColor;
  48501. /**
  48502. * Instantiates a Background Material in the given scene
  48503. * @param name The friendly name of the material
  48504. * @param scene The scene to add the material to
  48505. */
  48506. constructor(name: string, scene: Scene);
  48507. /**
  48508. * Gets a boolean indicating that current material needs to register RTT
  48509. */
  48510. readonly hasRenderTargetTextures: boolean;
  48511. /**
  48512. * The entire material has been created in order to prevent overdraw.
  48513. * @returns false
  48514. */
  48515. needAlphaTesting(): boolean;
  48516. /**
  48517. * The entire material has been created in order to prevent overdraw.
  48518. * @returns true if blending is enable
  48519. */
  48520. needAlphaBlending(): boolean;
  48521. /**
  48522. * Checks wether the material is ready to be rendered for a given mesh.
  48523. * @param mesh The mesh to render
  48524. * @param subMesh The submesh to check against
  48525. * @param useInstances Specify wether or not the material is used with instances
  48526. * @returns true if all the dependencies are ready (Textures, Effects...)
  48527. */
  48528. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48529. /**
  48530. * Compute the primary color according to the chosen perceptual color.
  48531. */
  48532. private _computePrimaryColorFromPerceptualColor;
  48533. /**
  48534. * Compute the highlights and shadow colors according to their chosen levels.
  48535. */
  48536. private _computePrimaryColors;
  48537. /**
  48538. * Build the uniform buffer used in the material.
  48539. */
  48540. buildUniformLayout(): void;
  48541. /**
  48542. * Unbind the material.
  48543. */
  48544. unbind(): void;
  48545. /**
  48546. * Bind only the world matrix to the material.
  48547. * @param world The world matrix to bind.
  48548. */
  48549. bindOnlyWorldMatrix(world: Matrix): void;
  48550. /**
  48551. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  48552. * @param world The world matrix to bind.
  48553. * @param subMesh The submesh to bind for.
  48554. */
  48555. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48556. /**
  48557. * Checks to see if a texture is used in the material.
  48558. * @param texture - Base texture to use.
  48559. * @returns - Boolean specifying if a texture is used in the material.
  48560. */
  48561. hasTexture(texture: BaseTexture): boolean;
  48562. /**
  48563. * Dispose the material.
  48564. * @param forceDisposeEffect Force disposal of the associated effect.
  48565. * @param forceDisposeTextures Force disposal of the associated textures.
  48566. */
  48567. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48568. /**
  48569. * Clones the material.
  48570. * @param name The cloned name.
  48571. * @returns The cloned material.
  48572. */
  48573. clone(name: string): BackgroundMaterial;
  48574. /**
  48575. * Serializes the current material to its JSON representation.
  48576. * @returns The JSON representation.
  48577. */
  48578. serialize(): any;
  48579. /**
  48580. * Gets the class name of the material
  48581. * @returns "BackgroundMaterial"
  48582. */
  48583. getClassName(): string;
  48584. /**
  48585. * Parse a JSON input to create back a background material.
  48586. * @param source The JSON data to parse
  48587. * @param scene The scene to create the parsed material in
  48588. * @param rootUrl The root url of the assets the material depends upon
  48589. * @returns the instantiated BackgroundMaterial.
  48590. */
  48591. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  48592. }
  48593. }
  48594. declare module "babylonjs/Helpers/environmentHelper" {
  48595. import { Observable } from "babylonjs/Misc/observable";
  48596. import { Nullable } from "babylonjs/types";
  48597. import { Scene } from "babylonjs/scene";
  48598. import { Vector3 } from "babylonjs/Maths/math.vector";
  48599. import { Color3 } from "babylonjs/Maths/math.color";
  48600. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48601. import { Mesh } from "babylonjs/Meshes/mesh";
  48602. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48603. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  48604. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48605. import "babylonjs/Meshes/Builders/planeBuilder";
  48606. import "babylonjs/Meshes/Builders/boxBuilder";
  48607. /**
  48608. * Represents the different options available during the creation of
  48609. * a Environment helper.
  48610. *
  48611. * This can control the default ground, skybox and image processing setup of your scene.
  48612. */
  48613. export interface IEnvironmentHelperOptions {
  48614. /**
  48615. * Specifies wether or not to create a ground.
  48616. * True by default.
  48617. */
  48618. createGround: boolean;
  48619. /**
  48620. * Specifies the ground size.
  48621. * 15 by default.
  48622. */
  48623. groundSize: number;
  48624. /**
  48625. * The texture used on the ground for the main color.
  48626. * Comes from the BabylonJS CDN by default.
  48627. *
  48628. * Remarks: Can be either a texture or a url.
  48629. */
  48630. groundTexture: string | BaseTexture;
  48631. /**
  48632. * The color mixed in the ground texture by default.
  48633. * BabylonJS clearColor by default.
  48634. */
  48635. groundColor: Color3;
  48636. /**
  48637. * Specifies the ground opacity.
  48638. * 1 by default.
  48639. */
  48640. groundOpacity: number;
  48641. /**
  48642. * Enables the ground to receive shadows.
  48643. * True by default.
  48644. */
  48645. enableGroundShadow: boolean;
  48646. /**
  48647. * Helps preventing the shadow to be fully black on the ground.
  48648. * 0.5 by default.
  48649. */
  48650. groundShadowLevel: number;
  48651. /**
  48652. * Creates a mirror texture attach to the ground.
  48653. * false by default.
  48654. */
  48655. enableGroundMirror: boolean;
  48656. /**
  48657. * Specifies the ground mirror size ratio.
  48658. * 0.3 by default as the default kernel is 64.
  48659. */
  48660. groundMirrorSizeRatio: number;
  48661. /**
  48662. * Specifies the ground mirror blur kernel size.
  48663. * 64 by default.
  48664. */
  48665. groundMirrorBlurKernel: number;
  48666. /**
  48667. * Specifies the ground mirror visibility amount.
  48668. * 1 by default
  48669. */
  48670. groundMirrorAmount: number;
  48671. /**
  48672. * Specifies the ground mirror reflectance weight.
  48673. * This uses the standard weight of the background material to setup the fresnel effect
  48674. * of the mirror.
  48675. * 1 by default.
  48676. */
  48677. groundMirrorFresnelWeight: number;
  48678. /**
  48679. * Specifies the ground mirror Falloff distance.
  48680. * This can helps reducing the size of the reflection.
  48681. * 0 by Default.
  48682. */
  48683. groundMirrorFallOffDistance: number;
  48684. /**
  48685. * Specifies the ground mirror texture type.
  48686. * Unsigned Int by Default.
  48687. */
  48688. groundMirrorTextureType: number;
  48689. /**
  48690. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  48691. * the shown objects.
  48692. */
  48693. groundYBias: number;
  48694. /**
  48695. * Specifies wether or not to create a skybox.
  48696. * True by default.
  48697. */
  48698. createSkybox: boolean;
  48699. /**
  48700. * Specifies the skybox size.
  48701. * 20 by default.
  48702. */
  48703. skyboxSize: number;
  48704. /**
  48705. * The texture used on the skybox for the main color.
  48706. * Comes from the BabylonJS CDN by default.
  48707. *
  48708. * Remarks: Can be either a texture or a url.
  48709. */
  48710. skyboxTexture: string | BaseTexture;
  48711. /**
  48712. * The color mixed in the skybox texture by default.
  48713. * BabylonJS clearColor by default.
  48714. */
  48715. skyboxColor: Color3;
  48716. /**
  48717. * The background rotation around the Y axis of the scene.
  48718. * This helps aligning the key lights of your scene with the background.
  48719. * 0 by default.
  48720. */
  48721. backgroundYRotation: number;
  48722. /**
  48723. * Compute automatically the size of the elements to best fit with the scene.
  48724. */
  48725. sizeAuto: boolean;
  48726. /**
  48727. * Default position of the rootMesh if autoSize is not true.
  48728. */
  48729. rootPosition: Vector3;
  48730. /**
  48731. * Sets up the image processing in the scene.
  48732. * true by default.
  48733. */
  48734. setupImageProcessing: boolean;
  48735. /**
  48736. * The texture used as your environment texture in the scene.
  48737. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  48738. *
  48739. * Remarks: Can be either a texture or a url.
  48740. */
  48741. environmentTexture: string | BaseTexture;
  48742. /**
  48743. * The value of the exposure to apply to the scene.
  48744. * 0.6 by default if setupImageProcessing is true.
  48745. */
  48746. cameraExposure: number;
  48747. /**
  48748. * The value of the contrast to apply to the scene.
  48749. * 1.6 by default if setupImageProcessing is true.
  48750. */
  48751. cameraContrast: number;
  48752. /**
  48753. * Specifies wether or not tonemapping should be enabled in the scene.
  48754. * true by default if setupImageProcessing is true.
  48755. */
  48756. toneMappingEnabled: boolean;
  48757. }
  48758. /**
  48759. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  48760. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  48761. * It also helps with the default setup of your imageProcessing configuration.
  48762. */
  48763. export class EnvironmentHelper {
  48764. /**
  48765. * Default ground texture URL.
  48766. */
  48767. private static _groundTextureCDNUrl;
  48768. /**
  48769. * Default skybox texture URL.
  48770. */
  48771. private static _skyboxTextureCDNUrl;
  48772. /**
  48773. * Default environment texture URL.
  48774. */
  48775. private static _environmentTextureCDNUrl;
  48776. /**
  48777. * Creates the default options for the helper.
  48778. */
  48779. private static _getDefaultOptions;
  48780. private _rootMesh;
  48781. /**
  48782. * Gets the root mesh created by the helper.
  48783. */
  48784. readonly rootMesh: Mesh;
  48785. private _skybox;
  48786. /**
  48787. * Gets the skybox created by the helper.
  48788. */
  48789. readonly skybox: Nullable<Mesh>;
  48790. private _skyboxTexture;
  48791. /**
  48792. * Gets the skybox texture created by the helper.
  48793. */
  48794. readonly skyboxTexture: Nullable<BaseTexture>;
  48795. private _skyboxMaterial;
  48796. /**
  48797. * Gets the skybox material created by the helper.
  48798. */
  48799. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  48800. private _ground;
  48801. /**
  48802. * Gets the ground mesh created by the helper.
  48803. */
  48804. readonly ground: Nullable<Mesh>;
  48805. private _groundTexture;
  48806. /**
  48807. * Gets the ground texture created by the helper.
  48808. */
  48809. readonly groundTexture: Nullable<BaseTexture>;
  48810. private _groundMirror;
  48811. /**
  48812. * Gets the ground mirror created by the helper.
  48813. */
  48814. readonly groundMirror: Nullable<MirrorTexture>;
  48815. /**
  48816. * Gets the ground mirror render list to helps pushing the meshes
  48817. * you wish in the ground reflection.
  48818. */
  48819. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  48820. private _groundMaterial;
  48821. /**
  48822. * Gets the ground material created by the helper.
  48823. */
  48824. readonly groundMaterial: Nullable<BackgroundMaterial>;
  48825. /**
  48826. * Stores the creation options.
  48827. */
  48828. private readonly _scene;
  48829. private _options;
  48830. /**
  48831. * This observable will be notified with any error during the creation of the environment,
  48832. * mainly texture creation errors.
  48833. */
  48834. onErrorObservable: Observable<{
  48835. message?: string;
  48836. exception?: any;
  48837. }>;
  48838. /**
  48839. * constructor
  48840. * @param options Defines the options we want to customize the helper
  48841. * @param scene The scene to add the material to
  48842. */
  48843. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  48844. /**
  48845. * Updates the background according to the new options
  48846. * @param options
  48847. */
  48848. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  48849. /**
  48850. * Sets the primary color of all the available elements.
  48851. * @param color the main color to affect to the ground and the background
  48852. */
  48853. setMainColor(color: Color3): void;
  48854. /**
  48855. * Setup the image processing according to the specified options.
  48856. */
  48857. private _setupImageProcessing;
  48858. /**
  48859. * Setup the environment texture according to the specified options.
  48860. */
  48861. private _setupEnvironmentTexture;
  48862. /**
  48863. * Setup the background according to the specified options.
  48864. */
  48865. private _setupBackground;
  48866. /**
  48867. * Get the scene sizes according to the setup.
  48868. */
  48869. private _getSceneSize;
  48870. /**
  48871. * Setup the ground according to the specified options.
  48872. */
  48873. private _setupGround;
  48874. /**
  48875. * Setup the ground material according to the specified options.
  48876. */
  48877. private _setupGroundMaterial;
  48878. /**
  48879. * Setup the ground diffuse texture according to the specified options.
  48880. */
  48881. private _setupGroundDiffuseTexture;
  48882. /**
  48883. * Setup the ground mirror texture according to the specified options.
  48884. */
  48885. private _setupGroundMirrorTexture;
  48886. /**
  48887. * Setup the ground to receive the mirror texture.
  48888. */
  48889. private _setupMirrorInGroundMaterial;
  48890. /**
  48891. * Setup the skybox according to the specified options.
  48892. */
  48893. private _setupSkybox;
  48894. /**
  48895. * Setup the skybox material according to the specified options.
  48896. */
  48897. private _setupSkyboxMaterial;
  48898. /**
  48899. * Setup the skybox reflection texture according to the specified options.
  48900. */
  48901. private _setupSkyboxReflectionTexture;
  48902. private _errorHandler;
  48903. /**
  48904. * Dispose all the elements created by the Helper.
  48905. */
  48906. dispose(): void;
  48907. }
  48908. }
  48909. declare module "babylonjs/Helpers/photoDome" {
  48910. import { Observable } from "babylonjs/Misc/observable";
  48911. import { Nullable } from "babylonjs/types";
  48912. import { Scene } from "babylonjs/scene";
  48913. import { TransformNode } from "babylonjs/Meshes/transformNode";
  48914. import { Mesh } from "babylonjs/Meshes/mesh";
  48915. import { Texture } from "babylonjs/Materials/Textures/texture";
  48916. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48917. import "babylonjs/Meshes/Builders/sphereBuilder";
  48918. /**
  48919. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  48920. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  48921. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  48922. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  48923. */
  48924. export class PhotoDome extends TransformNode {
  48925. /**
  48926. * Define the image as a Monoscopic panoramic 360 image.
  48927. */
  48928. static readonly MODE_MONOSCOPIC: number;
  48929. /**
  48930. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  48931. */
  48932. static readonly MODE_TOPBOTTOM: number;
  48933. /**
  48934. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  48935. */
  48936. static readonly MODE_SIDEBYSIDE: number;
  48937. private _useDirectMapping;
  48938. /**
  48939. * The texture being displayed on the sphere
  48940. */
  48941. protected _photoTexture: Texture;
  48942. /**
  48943. * Gets or sets the texture being displayed on the sphere
  48944. */
  48945. photoTexture: Texture;
  48946. /**
  48947. * Observable raised when an error occured while loading the 360 image
  48948. */
  48949. onLoadErrorObservable: Observable<string>;
  48950. /**
  48951. * The skybox material
  48952. */
  48953. protected _material: BackgroundMaterial;
  48954. /**
  48955. * The surface used for the skybox
  48956. */
  48957. protected _mesh: Mesh;
  48958. /**
  48959. * Gets the mesh used for the skybox.
  48960. */
  48961. readonly mesh: Mesh;
  48962. /**
  48963. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48964. * Also see the options.resolution property.
  48965. */
  48966. fovMultiplier: number;
  48967. private _imageMode;
  48968. /**
  48969. * Gets or set the current video mode for the video. It can be:
  48970. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  48971. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  48972. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  48973. */
  48974. imageMode: number;
  48975. /**
  48976. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  48977. * @param name Element's name, child elements will append suffixes for their own names.
  48978. * @param urlsOfPhoto defines the url of the photo to display
  48979. * @param options defines an object containing optional or exposed sub element properties
  48980. * @param onError defines a callback called when an error occured while loading the texture
  48981. */
  48982. constructor(name: string, urlOfPhoto: string, options: {
  48983. resolution?: number;
  48984. size?: number;
  48985. useDirectMapping?: boolean;
  48986. faceForward?: boolean;
  48987. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  48988. private _onBeforeCameraRenderObserver;
  48989. private _changeImageMode;
  48990. /**
  48991. * Releases resources associated with this node.
  48992. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  48993. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  48994. */
  48995. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  48996. }
  48997. }
  48998. declare module "babylonjs/Misc/rgbdTextureTools" {
  48999. import "babylonjs/Shaders/rgbdDecode.fragment";
  49000. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49001. import { Texture } from "babylonjs/Materials/Textures/texture";
  49002. /**
  49003. * Class used to host RGBD texture specific utilities
  49004. */
  49005. export class RGBDTextureTools {
  49006. /**
  49007. * Expand the RGBD Texture from RGBD to Half Float if possible.
  49008. * @param texture the texture to expand.
  49009. */
  49010. static ExpandRGBDTexture(texture: Texture): void;
  49011. }
  49012. }
  49013. declare module "babylonjs/Misc/brdfTextureTools" {
  49014. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49015. import { Scene } from "babylonjs/scene";
  49016. /**
  49017. * Class used to host texture specific utilities
  49018. */
  49019. export class BRDFTextureTools {
  49020. /**
  49021. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  49022. * @param scene defines the hosting scene
  49023. * @returns the environment BRDF texture
  49024. */
  49025. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  49026. private static _environmentBRDFBase64Texture;
  49027. }
  49028. }
  49029. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  49030. import { Nullable } from "babylonjs/types";
  49031. import { Color3 } from "babylonjs/Maths/math.color";
  49032. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49033. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49034. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49035. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49036. import { Engine } from "babylonjs/Engines/engine";
  49037. import { Scene } from "babylonjs/scene";
  49038. /**
  49039. * @hidden
  49040. */
  49041. export interface IMaterialClearCoatDefines {
  49042. CLEARCOAT: boolean;
  49043. CLEARCOAT_DEFAULTIOR: boolean;
  49044. CLEARCOAT_TEXTURE: boolean;
  49045. CLEARCOAT_TEXTUREDIRECTUV: number;
  49046. CLEARCOAT_BUMP: boolean;
  49047. CLEARCOAT_BUMPDIRECTUV: number;
  49048. CLEARCOAT_TINT: boolean;
  49049. CLEARCOAT_TINT_TEXTURE: boolean;
  49050. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  49051. /** @hidden */
  49052. _areTexturesDirty: boolean;
  49053. }
  49054. /**
  49055. * Define the code related to the clear coat parameters of the pbr material.
  49056. */
  49057. export class PBRClearCoatConfiguration {
  49058. /**
  49059. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  49060. * The default fits with a polyurethane material.
  49061. */
  49062. private static readonly _DefaultIndexOfRefraction;
  49063. private _isEnabled;
  49064. /**
  49065. * Defines if the clear coat is enabled in the material.
  49066. */
  49067. isEnabled: boolean;
  49068. /**
  49069. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  49070. */
  49071. intensity: number;
  49072. /**
  49073. * Defines the clear coat layer roughness.
  49074. */
  49075. roughness: number;
  49076. private _indexOfRefraction;
  49077. /**
  49078. * Defines the index of refraction of the clear coat.
  49079. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  49080. * The default fits with a polyurethane material.
  49081. * Changing the default value is more performance intensive.
  49082. */
  49083. indexOfRefraction: number;
  49084. private _texture;
  49085. /**
  49086. * Stores the clear coat values in a texture.
  49087. */
  49088. texture: Nullable<BaseTexture>;
  49089. private _bumpTexture;
  49090. /**
  49091. * Define the clear coat specific bump texture.
  49092. */
  49093. bumpTexture: Nullable<BaseTexture>;
  49094. private _isTintEnabled;
  49095. /**
  49096. * Defines if the clear coat tint is enabled in the material.
  49097. */
  49098. isTintEnabled: boolean;
  49099. /**
  49100. * Defines the clear coat tint of the material.
  49101. * This is only use if tint is enabled
  49102. */
  49103. tintColor: Color3;
  49104. /**
  49105. * Defines the distance at which the tint color should be found in the
  49106. * clear coat media.
  49107. * This is only use if tint is enabled
  49108. */
  49109. tintColorAtDistance: number;
  49110. /**
  49111. * Defines the clear coat layer thickness.
  49112. * This is only use if tint is enabled
  49113. */
  49114. tintThickness: number;
  49115. private _tintTexture;
  49116. /**
  49117. * Stores the clear tint values in a texture.
  49118. * rgb is tint
  49119. * a is a thickness factor
  49120. */
  49121. tintTexture: Nullable<BaseTexture>;
  49122. /** @hidden */
  49123. private _internalMarkAllSubMeshesAsTexturesDirty;
  49124. /** @hidden */
  49125. _markAllSubMeshesAsTexturesDirty(): void;
  49126. /**
  49127. * Instantiate a new istance of clear coat configuration.
  49128. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49129. */
  49130. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49131. /**
  49132. * Gets wehter the submesh is ready to be used or not.
  49133. * @param defines the list of "defines" to update.
  49134. * @param scene defines the scene the material belongs to.
  49135. * @param engine defines the engine the material belongs to.
  49136. * @param disableBumpMap defines wether the material disables bump or not.
  49137. * @returns - boolean indicating that the submesh is ready or not.
  49138. */
  49139. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  49140. /**
  49141. * Checks to see if a texture is used in the material.
  49142. * @param defines the list of "defines" to update.
  49143. * @param scene defines the scene to the material belongs to.
  49144. */
  49145. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  49146. /**
  49147. * Binds the material data.
  49148. * @param uniformBuffer defines the Uniform buffer to fill in.
  49149. * @param scene defines the scene the material belongs to.
  49150. * @param engine defines the engine the material belongs to.
  49151. * @param disableBumpMap defines wether the material disables bump or not.
  49152. * @param isFrozen defines wether the material is frozen or not.
  49153. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  49154. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  49155. */
  49156. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  49157. /**
  49158. * Checks to see if a texture is used in the material.
  49159. * @param texture - Base texture to use.
  49160. * @returns - Boolean specifying if a texture is used in the material.
  49161. */
  49162. hasTexture(texture: BaseTexture): boolean;
  49163. /**
  49164. * Returns an array of the actively used textures.
  49165. * @param activeTextures Array of BaseTextures
  49166. */
  49167. getActiveTextures(activeTextures: BaseTexture[]): void;
  49168. /**
  49169. * Returns the animatable textures.
  49170. * @param animatables Array of animatable textures.
  49171. */
  49172. getAnimatables(animatables: IAnimatable[]): void;
  49173. /**
  49174. * Disposes the resources of the material.
  49175. * @param forceDisposeTextures - Forces the disposal of all textures.
  49176. */
  49177. dispose(forceDisposeTextures?: boolean): void;
  49178. /**
  49179. * Get the current class name of the texture useful for serialization or dynamic coding.
  49180. * @returns "PBRClearCoatConfiguration"
  49181. */
  49182. getClassName(): string;
  49183. /**
  49184. * Add fallbacks to the effect fallbacks list.
  49185. * @param defines defines the Base texture to use.
  49186. * @param fallbacks defines the current fallback list.
  49187. * @param currentRank defines the current fallback rank.
  49188. * @returns the new fallback rank.
  49189. */
  49190. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49191. /**
  49192. * Add the required uniforms to the current list.
  49193. * @param uniforms defines the current uniform list.
  49194. */
  49195. static AddUniforms(uniforms: string[]): void;
  49196. /**
  49197. * Add the required samplers to the current list.
  49198. * @param samplers defines the current sampler list.
  49199. */
  49200. static AddSamplers(samplers: string[]): void;
  49201. /**
  49202. * Add the required uniforms to the current buffer.
  49203. * @param uniformBuffer defines the current uniform buffer.
  49204. */
  49205. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49206. /**
  49207. * Makes a duplicate of the current configuration into another one.
  49208. * @param clearCoatConfiguration define the config where to copy the info
  49209. */
  49210. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  49211. /**
  49212. * Serializes this clear coat configuration.
  49213. * @returns - An object with the serialized config.
  49214. */
  49215. serialize(): any;
  49216. /**
  49217. * Parses a anisotropy Configuration from a serialized object.
  49218. * @param source - Serialized object.
  49219. * @param scene Defines the scene we are parsing for
  49220. * @param rootUrl Defines the rootUrl to load from
  49221. */
  49222. parse(source: any, scene: Scene, rootUrl: string): void;
  49223. }
  49224. }
  49225. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  49226. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49227. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49228. import { Vector2 } from "babylonjs/Maths/math.vector";
  49229. import { Scene } from "babylonjs/scene";
  49230. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49231. import { Nullable } from "babylonjs/types";
  49232. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49233. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49234. /**
  49235. * @hidden
  49236. */
  49237. export interface IMaterialAnisotropicDefines {
  49238. ANISOTROPIC: boolean;
  49239. ANISOTROPIC_TEXTURE: boolean;
  49240. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49241. MAINUV1: boolean;
  49242. _areTexturesDirty: boolean;
  49243. _needUVs: boolean;
  49244. }
  49245. /**
  49246. * Define the code related to the anisotropic parameters of the pbr material.
  49247. */
  49248. export class PBRAnisotropicConfiguration {
  49249. private _isEnabled;
  49250. /**
  49251. * Defines if the anisotropy is enabled in the material.
  49252. */
  49253. isEnabled: boolean;
  49254. /**
  49255. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  49256. */
  49257. intensity: number;
  49258. /**
  49259. * Defines if the effect is along the tangents, bitangents or in between.
  49260. * By default, the effect is "strectching" the highlights along the tangents.
  49261. */
  49262. direction: Vector2;
  49263. private _texture;
  49264. /**
  49265. * Stores the anisotropy values in a texture.
  49266. * rg is direction (like normal from -1 to 1)
  49267. * b is a intensity
  49268. */
  49269. texture: Nullable<BaseTexture>;
  49270. /** @hidden */
  49271. private _internalMarkAllSubMeshesAsTexturesDirty;
  49272. /** @hidden */
  49273. _markAllSubMeshesAsTexturesDirty(): void;
  49274. /**
  49275. * Instantiate a new istance of anisotropy configuration.
  49276. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49277. */
  49278. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49279. /**
  49280. * Specifies that the submesh is ready to be used.
  49281. * @param defines the list of "defines" to update.
  49282. * @param scene defines the scene the material belongs to.
  49283. * @returns - boolean indicating that the submesh is ready or not.
  49284. */
  49285. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  49286. /**
  49287. * Checks to see if a texture is used in the material.
  49288. * @param defines the list of "defines" to update.
  49289. * @param mesh the mesh we are preparing the defines for.
  49290. * @param scene defines the scene the material belongs to.
  49291. */
  49292. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  49293. /**
  49294. * Binds the material data.
  49295. * @param uniformBuffer defines the Uniform buffer to fill in.
  49296. * @param scene defines the scene the material belongs to.
  49297. * @param isFrozen defines wether the material is frozen or not.
  49298. */
  49299. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49300. /**
  49301. * Checks to see if a texture is used in the material.
  49302. * @param texture - Base texture to use.
  49303. * @returns - Boolean specifying if a texture is used in the material.
  49304. */
  49305. hasTexture(texture: BaseTexture): boolean;
  49306. /**
  49307. * Returns an array of the actively used textures.
  49308. * @param activeTextures Array of BaseTextures
  49309. */
  49310. getActiveTextures(activeTextures: BaseTexture[]): void;
  49311. /**
  49312. * Returns the animatable textures.
  49313. * @param animatables Array of animatable textures.
  49314. */
  49315. getAnimatables(animatables: IAnimatable[]): void;
  49316. /**
  49317. * Disposes the resources of the material.
  49318. * @param forceDisposeTextures - Forces the disposal of all textures.
  49319. */
  49320. dispose(forceDisposeTextures?: boolean): void;
  49321. /**
  49322. * Get the current class name of the texture useful for serialization or dynamic coding.
  49323. * @returns "PBRAnisotropicConfiguration"
  49324. */
  49325. getClassName(): string;
  49326. /**
  49327. * Add fallbacks to the effect fallbacks list.
  49328. * @param defines defines the Base texture to use.
  49329. * @param fallbacks defines the current fallback list.
  49330. * @param currentRank defines the current fallback rank.
  49331. * @returns the new fallback rank.
  49332. */
  49333. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49334. /**
  49335. * Add the required uniforms to the current list.
  49336. * @param uniforms defines the current uniform list.
  49337. */
  49338. static AddUniforms(uniforms: string[]): void;
  49339. /**
  49340. * Add the required uniforms to the current buffer.
  49341. * @param uniformBuffer defines the current uniform buffer.
  49342. */
  49343. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49344. /**
  49345. * Add the required samplers to the current list.
  49346. * @param samplers defines the current sampler list.
  49347. */
  49348. static AddSamplers(samplers: string[]): void;
  49349. /**
  49350. * Makes a duplicate of the current configuration into another one.
  49351. * @param anisotropicConfiguration define the config where to copy the info
  49352. */
  49353. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  49354. /**
  49355. * Serializes this anisotropy configuration.
  49356. * @returns - An object with the serialized config.
  49357. */
  49358. serialize(): any;
  49359. /**
  49360. * Parses a anisotropy Configuration from a serialized object.
  49361. * @param source - Serialized object.
  49362. * @param scene Defines the scene we are parsing for
  49363. * @param rootUrl Defines the rootUrl to load from
  49364. */
  49365. parse(source: any, scene: Scene, rootUrl: string): void;
  49366. }
  49367. }
  49368. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  49369. import { Scene } from "babylonjs/scene";
  49370. /**
  49371. * @hidden
  49372. */
  49373. export interface IMaterialBRDFDefines {
  49374. BRDF_V_HEIGHT_CORRELATED: boolean;
  49375. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49376. SPHERICAL_HARMONICS: boolean;
  49377. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49378. /** @hidden */
  49379. _areMiscDirty: boolean;
  49380. }
  49381. /**
  49382. * Define the code related to the BRDF parameters of the pbr material.
  49383. */
  49384. export class PBRBRDFConfiguration {
  49385. /**
  49386. * Default value used for the energy conservation.
  49387. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49388. */
  49389. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  49390. /**
  49391. * Default value used for the Smith Visibility Height Correlated mode.
  49392. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49393. */
  49394. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  49395. /**
  49396. * Default value used for the IBL diffuse part.
  49397. * This can help switching back to the polynomials mode globally which is a tiny bit
  49398. * less GPU intensive at the drawback of a lower quality.
  49399. */
  49400. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  49401. /**
  49402. * Default value used for activating energy conservation for the specular workflow.
  49403. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49404. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49405. */
  49406. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  49407. private _useEnergyConservation;
  49408. /**
  49409. * Defines if the material uses energy conservation.
  49410. */
  49411. useEnergyConservation: boolean;
  49412. private _useSmithVisibilityHeightCorrelated;
  49413. /**
  49414. * LEGACY Mode set to false
  49415. * Defines if the material uses height smith correlated visibility term.
  49416. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  49417. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  49418. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  49419. * Not relying on height correlated will also disable energy conservation.
  49420. */
  49421. useSmithVisibilityHeightCorrelated: boolean;
  49422. private _useSphericalHarmonics;
  49423. /**
  49424. * LEGACY Mode set to false
  49425. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  49426. * diffuse part of the IBL.
  49427. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  49428. * to the ground truth.
  49429. */
  49430. useSphericalHarmonics: boolean;
  49431. private _useSpecularGlossinessInputEnergyConservation;
  49432. /**
  49433. * Defines if the material uses energy conservation, when the specular workflow is active.
  49434. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49435. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49436. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  49437. */
  49438. useSpecularGlossinessInputEnergyConservation: boolean;
  49439. /** @hidden */
  49440. private _internalMarkAllSubMeshesAsMiscDirty;
  49441. /** @hidden */
  49442. _markAllSubMeshesAsMiscDirty(): void;
  49443. /**
  49444. * Instantiate a new istance of clear coat configuration.
  49445. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  49446. */
  49447. constructor(markAllSubMeshesAsMiscDirty: () => void);
  49448. /**
  49449. * Checks to see if a texture is used in the material.
  49450. * @param defines the list of "defines" to update.
  49451. */
  49452. prepareDefines(defines: IMaterialBRDFDefines): void;
  49453. /**
  49454. * Get the current class name of the texture useful for serialization or dynamic coding.
  49455. * @returns "PBRClearCoatConfiguration"
  49456. */
  49457. getClassName(): string;
  49458. /**
  49459. * Makes a duplicate of the current configuration into another one.
  49460. * @param brdfConfiguration define the config where to copy the info
  49461. */
  49462. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  49463. /**
  49464. * Serializes this BRDF configuration.
  49465. * @returns - An object with the serialized config.
  49466. */
  49467. serialize(): any;
  49468. /**
  49469. * Parses a anisotropy Configuration from a serialized object.
  49470. * @param source - Serialized object.
  49471. * @param scene Defines the scene we are parsing for
  49472. * @param rootUrl Defines the rootUrl to load from
  49473. */
  49474. parse(source: any, scene: Scene, rootUrl: string): void;
  49475. }
  49476. }
  49477. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  49478. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49479. import { Color3 } from "babylonjs/Maths/math.color";
  49480. import { Scene } from "babylonjs/scene";
  49481. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49482. import { Nullable } from "babylonjs/types";
  49483. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49484. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49485. /**
  49486. * @hidden
  49487. */
  49488. export interface IMaterialSheenDefines {
  49489. SHEEN: boolean;
  49490. SHEEN_TEXTURE: boolean;
  49491. SHEEN_TEXTUREDIRECTUV: number;
  49492. SHEEN_LINKWITHALBEDO: boolean;
  49493. /** @hidden */
  49494. _areTexturesDirty: boolean;
  49495. }
  49496. /**
  49497. * Define the code related to the Sheen parameters of the pbr material.
  49498. */
  49499. export class PBRSheenConfiguration {
  49500. private _isEnabled;
  49501. /**
  49502. * Defines if the material uses sheen.
  49503. */
  49504. isEnabled: boolean;
  49505. private _linkSheenWithAlbedo;
  49506. /**
  49507. * Defines if the sheen is linked to the sheen color.
  49508. */
  49509. linkSheenWithAlbedo: boolean;
  49510. /**
  49511. * Defines the sheen intensity.
  49512. */
  49513. intensity: number;
  49514. /**
  49515. * Defines the sheen color.
  49516. */
  49517. color: Color3;
  49518. private _texture;
  49519. /**
  49520. * Stores the sheen tint values in a texture.
  49521. * rgb is tint
  49522. * a is a intensity
  49523. */
  49524. texture: Nullable<BaseTexture>;
  49525. /** @hidden */
  49526. private _internalMarkAllSubMeshesAsTexturesDirty;
  49527. /** @hidden */
  49528. _markAllSubMeshesAsTexturesDirty(): void;
  49529. /**
  49530. * Instantiate a new istance of clear coat configuration.
  49531. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49532. */
  49533. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49534. /**
  49535. * Specifies that the submesh is ready to be used.
  49536. * @param defines the list of "defines" to update.
  49537. * @param scene defines the scene the material belongs to.
  49538. * @returns - boolean indicating that the submesh is ready or not.
  49539. */
  49540. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  49541. /**
  49542. * Checks to see if a texture is used in the material.
  49543. * @param defines the list of "defines" to update.
  49544. * @param scene defines the scene the material belongs to.
  49545. */
  49546. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  49547. /**
  49548. * Binds the material data.
  49549. * @param uniformBuffer defines the Uniform buffer to fill in.
  49550. * @param scene defines the scene the material belongs to.
  49551. * @param isFrozen defines wether the material is frozen or not.
  49552. */
  49553. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49554. /**
  49555. * Checks to see if a texture is used in the material.
  49556. * @param texture - Base texture to use.
  49557. * @returns - Boolean specifying if a texture is used in the material.
  49558. */
  49559. hasTexture(texture: BaseTexture): boolean;
  49560. /**
  49561. * Returns an array of the actively used textures.
  49562. * @param activeTextures Array of BaseTextures
  49563. */
  49564. getActiveTextures(activeTextures: BaseTexture[]): void;
  49565. /**
  49566. * Returns the animatable textures.
  49567. * @param animatables Array of animatable textures.
  49568. */
  49569. getAnimatables(animatables: IAnimatable[]): void;
  49570. /**
  49571. * Disposes the resources of the material.
  49572. * @param forceDisposeTextures - Forces the disposal of all textures.
  49573. */
  49574. dispose(forceDisposeTextures?: boolean): void;
  49575. /**
  49576. * Get the current class name of the texture useful for serialization or dynamic coding.
  49577. * @returns "PBRSheenConfiguration"
  49578. */
  49579. getClassName(): string;
  49580. /**
  49581. * Add fallbacks to the effect fallbacks list.
  49582. * @param defines defines the Base texture to use.
  49583. * @param fallbacks defines the current fallback list.
  49584. * @param currentRank defines the current fallback rank.
  49585. * @returns the new fallback rank.
  49586. */
  49587. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49588. /**
  49589. * Add the required uniforms to the current list.
  49590. * @param uniforms defines the current uniform list.
  49591. */
  49592. static AddUniforms(uniforms: string[]): void;
  49593. /**
  49594. * Add the required uniforms to the current buffer.
  49595. * @param uniformBuffer defines the current uniform buffer.
  49596. */
  49597. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49598. /**
  49599. * Add the required samplers to the current list.
  49600. * @param samplers defines the current sampler list.
  49601. */
  49602. static AddSamplers(samplers: string[]): void;
  49603. /**
  49604. * Makes a duplicate of the current configuration into another one.
  49605. * @param sheenConfiguration define the config where to copy the info
  49606. */
  49607. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  49608. /**
  49609. * Serializes this BRDF configuration.
  49610. * @returns - An object with the serialized config.
  49611. */
  49612. serialize(): any;
  49613. /**
  49614. * Parses a anisotropy Configuration from a serialized object.
  49615. * @param source - Serialized object.
  49616. * @param scene Defines the scene we are parsing for
  49617. * @param rootUrl Defines the rootUrl to load from
  49618. */
  49619. parse(source: any, scene: Scene, rootUrl: string): void;
  49620. }
  49621. }
  49622. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  49623. import { Nullable } from "babylonjs/types";
  49624. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49625. import { Color3 } from "babylonjs/Maths/math.color";
  49626. import { SmartArray } from "babylonjs/Misc/smartArray";
  49627. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49628. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  49629. import { Effect } from "babylonjs/Materials/effect";
  49630. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49631. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49632. import { Engine } from "babylonjs/Engines/engine";
  49633. import { Scene } from "babylonjs/scene";
  49634. /**
  49635. * @hidden
  49636. */
  49637. export interface IMaterialSubSurfaceDefines {
  49638. SUBSURFACE: boolean;
  49639. SS_REFRACTION: boolean;
  49640. SS_TRANSLUCENCY: boolean;
  49641. SS_SCATERRING: boolean;
  49642. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49643. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49644. SS_REFRACTIONMAP_3D: boolean;
  49645. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49646. SS_LODINREFRACTIONALPHA: boolean;
  49647. SS_GAMMAREFRACTION: boolean;
  49648. SS_RGBDREFRACTION: boolean;
  49649. SS_LINEARSPECULARREFRACTION: boolean;
  49650. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49651. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49652. /** @hidden */
  49653. _areTexturesDirty: boolean;
  49654. }
  49655. /**
  49656. * Define the code related to the sub surface parameters of the pbr material.
  49657. */
  49658. export class PBRSubSurfaceConfiguration {
  49659. private _isRefractionEnabled;
  49660. /**
  49661. * Defines if the refraction is enabled in the material.
  49662. */
  49663. isRefractionEnabled: boolean;
  49664. private _isTranslucencyEnabled;
  49665. /**
  49666. * Defines if the translucency is enabled in the material.
  49667. */
  49668. isTranslucencyEnabled: boolean;
  49669. private _isScatteringEnabled;
  49670. /**
  49671. * Defines the refraction intensity of the material.
  49672. * The refraction when enabled replaces the Diffuse part of the material.
  49673. * The intensity helps transitionning between diffuse and refraction.
  49674. */
  49675. refractionIntensity: number;
  49676. /**
  49677. * Defines the translucency intensity of the material.
  49678. * When translucency has been enabled, this defines how much of the "translucency"
  49679. * is addded to the diffuse part of the material.
  49680. */
  49681. translucencyIntensity: number;
  49682. /**
  49683. * Defines the scattering intensity of the material.
  49684. * When scattering has been enabled, this defines how much of the "scattered light"
  49685. * is addded to the diffuse part of the material.
  49686. */
  49687. scatteringIntensity: number;
  49688. private _thicknessTexture;
  49689. /**
  49690. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  49691. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  49692. * 0 would mean minimumThickness
  49693. * 1 would mean maximumThickness
  49694. * The other channels might be use as a mask to vary the different effects intensity.
  49695. */
  49696. thicknessTexture: Nullable<BaseTexture>;
  49697. private _refractionTexture;
  49698. /**
  49699. * Defines the texture to use for refraction.
  49700. */
  49701. refractionTexture: Nullable<BaseTexture>;
  49702. private _indexOfRefraction;
  49703. /**
  49704. * Defines the index of refraction used in the material.
  49705. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  49706. */
  49707. indexOfRefraction: number;
  49708. private _invertRefractionY;
  49709. /**
  49710. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49711. */
  49712. invertRefractionY: boolean;
  49713. private _linkRefractionWithTransparency;
  49714. /**
  49715. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49716. * Materials half opaque for instance using refraction could benefit from this control.
  49717. */
  49718. linkRefractionWithTransparency: boolean;
  49719. /**
  49720. * Defines the minimum thickness stored in the thickness map.
  49721. * If no thickness map is defined, this value will be used to simulate thickness.
  49722. */
  49723. minimumThickness: number;
  49724. /**
  49725. * Defines the maximum thickness stored in the thickness map.
  49726. */
  49727. maximumThickness: number;
  49728. /**
  49729. * Defines the volume tint of the material.
  49730. * This is used for both translucency and scattering.
  49731. */
  49732. tintColor: Color3;
  49733. /**
  49734. * Defines the distance at which the tint color should be found in the media.
  49735. * This is used for refraction only.
  49736. */
  49737. tintColorAtDistance: number;
  49738. /**
  49739. * Defines how far each channel transmit through the media.
  49740. * It is defined as a color to simplify it selection.
  49741. */
  49742. diffusionDistance: Color3;
  49743. private _useMaskFromThicknessTexture;
  49744. /**
  49745. * Stores the intensity of the different subsurface effects in the thickness texture.
  49746. * * the green channel is the translucency intensity.
  49747. * * the blue channel is the scattering intensity.
  49748. * * the alpha channel is the refraction intensity.
  49749. */
  49750. useMaskFromThicknessTexture: boolean;
  49751. /** @hidden */
  49752. private _internalMarkAllSubMeshesAsTexturesDirty;
  49753. /** @hidden */
  49754. _markAllSubMeshesAsTexturesDirty(): void;
  49755. /**
  49756. * Instantiate a new istance of sub surface configuration.
  49757. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49758. */
  49759. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49760. /**
  49761. * Gets wehter the submesh is ready to be used or not.
  49762. * @param defines the list of "defines" to update.
  49763. * @param scene defines the scene the material belongs to.
  49764. * @returns - boolean indicating that the submesh is ready or not.
  49765. */
  49766. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  49767. /**
  49768. * Checks to see if a texture is used in the material.
  49769. * @param defines the list of "defines" to update.
  49770. * @param scene defines the scene to the material belongs to.
  49771. */
  49772. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  49773. /**
  49774. * Binds the material data.
  49775. * @param uniformBuffer defines the Uniform buffer to fill in.
  49776. * @param scene defines the scene the material belongs to.
  49777. * @param engine defines the engine the material belongs to.
  49778. * @param isFrozen defines wether the material is frozen or not.
  49779. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  49780. */
  49781. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  49782. /**
  49783. * Unbinds the material from the mesh.
  49784. * @param activeEffect defines the effect that should be unbound from.
  49785. * @returns true if unbound, otherwise false
  49786. */
  49787. unbind(activeEffect: Effect): boolean;
  49788. /**
  49789. * Returns the texture used for refraction or null if none is used.
  49790. * @param scene defines the scene the material belongs to.
  49791. * @returns - Refraction texture if present. If no refraction texture and refraction
  49792. * is linked with transparency, returns environment texture. Otherwise, returns null.
  49793. */
  49794. private _getRefractionTexture;
  49795. /**
  49796. * Returns true if alpha blending should be disabled.
  49797. */
  49798. readonly disableAlphaBlending: boolean;
  49799. /**
  49800. * Fills the list of render target textures.
  49801. * @param renderTargets the list of render targets to update
  49802. */
  49803. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  49804. /**
  49805. * Checks to see if a texture is used in the material.
  49806. * @param texture - Base texture to use.
  49807. * @returns - Boolean specifying if a texture is used in the material.
  49808. */
  49809. hasTexture(texture: BaseTexture): boolean;
  49810. /**
  49811. * Gets a boolean indicating that current material needs to register RTT
  49812. * @returns true if this uses a render target otherwise false.
  49813. */
  49814. hasRenderTargetTextures(): boolean;
  49815. /**
  49816. * Returns an array of the actively used textures.
  49817. * @param activeTextures Array of BaseTextures
  49818. */
  49819. getActiveTextures(activeTextures: BaseTexture[]): void;
  49820. /**
  49821. * Returns the animatable textures.
  49822. * @param animatables Array of animatable textures.
  49823. */
  49824. getAnimatables(animatables: IAnimatable[]): void;
  49825. /**
  49826. * Disposes the resources of the material.
  49827. * @param forceDisposeTextures - Forces the disposal of all textures.
  49828. */
  49829. dispose(forceDisposeTextures?: boolean): void;
  49830. /**
  49831. * Get the current class name of the texture useful for serialization or dynamic coding.
  49832. * @returns "PBRSubSurfaceConfiguration"
  49833. */
  49834. getClassName(): string;
  49835. /**
  49836. * Add fallbacks to the effect fallbacks list.
  49837. * @param defines defines the Base texture to use.
  49838. * @param fallbacks defines the current fallback list.
  49839. * @param currentRank defines the current fallback rank.
  49840. * @returns the new fallback rank.
  49841. */
  49842. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49843. /**
  49844. * Add the required uniforms to the current list.
  49845. * @param uniforms defines the current uniform list.
  49846. */
  49847. static AddUniforms(uniforms: string[]): void;
  49848. /**
  49849. * Add the required samplers to the current list.
  49850. * @param samplers defines the current sampler list.
  49851. */
  49852. static AddSamplers(samplers: string[]): void;
  49853. /**
  49854. * Add the required uniforms to the current buffer.
  49855. * @param uniformBuffer defines the current uniform buffer.
  49856. */
  49857. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49858. /**
  49859. * Makes a duplicate of the current configuration into another one.
  49860. * @param configuration define the config where to copy the info
  49861. */
  49862. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  49863. /**
  49864. * Serializes this Sub Surface configuration.
  49865. * @returns - An object with the serialized config.
  49866. */
  49867. serialize(): any;
  49868. /**
  49869. * Parses a anisotropy Configuration from a serialized object.
  49870. * @param source - Serialized object.
  49871. * @param scene Defines the scene we are parsing for
  49872. * @param rootUrl Defines the rootUrl to load from
  49873. */
  49874. parse(source: any, scene: Scene, rootUrl: string): void;
  49875. }
  49876. }
  49877. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  49878. /** @hidden */
  49879. export var pbrFragmentDeclaration: {
  49880. name: string;
  49881. shader: string;
  49882. };
  49883. }
  49884. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  49885. /** @hidden */
  49886. export var pbrUboDeclaration: {
  49887. name: string;
  49888. shader: string;
  49889. };
  49890. }
  49891. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  49892. /** @hidden */
  49893. export var pbrFragmentExtraDeclaration: {
  49894. name: string;
  49895. shader: string;
  49896. };
  49897. }
  49898. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  49899. /** @hidden */
  49900. export var pbrFragmentSamplersDeclaration: {
  49901. name: string;
  49902. shader: string;
  49903. };
  49904. }
  49905. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  49906. /** @hidden */
  49907. export var pbrHelperFunctions: {
  49908. name: string;
  49909. shader: string;
  49910. };
  49911. }
  49912. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  49913. /** @hidden */
  49914. export var harmonicsFunctions: {
  49915. name: string;
  49916. shader: string;
  49917. };
  49918. }
  49919. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  49920. /** @hidden */
  49921. export var pbrDirectLightingSetupFunctions: {
  49922. name: string;
  49923. shader: string;
  49924. };
  49925. }
  49926. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  49927. /** @hidden */
  49928. export var pbrDirectLightingFalloffFunctions: {
  49929. name: string;
  49930. shader: string;
  49931. };
  49932. }
  49933. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  49934. /** @hidden */
  49935. export var pbrBRDFFunctions: {
  49936. name: string;
  49937. shader: string;
  49938. };
  49939. }
  49940. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  49941. /** @hidden */
  49942. export var pbrDirectLightingFunctions: {
  49943. name: string;
  49944. shader: string;
  49945. };
  49946. }
  49947. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  49948. /** @hidden */
  49949. export var pbrIBLFunctions: {
  49950. name: string;
  49951. shader: string;
  49952. };
  49953. }
  49954. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  49955. /** @hidden */
  49956. export var pbrDebug: {
  49957. name: string;
  49958. shader: string;
  49959. };
  49960. }
  49961. declare module "babylonjs/Shaders/pbr.fragment" {
  49962. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  49963. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  49964. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  49965. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  49966. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  49967. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  49968. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  49969. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  49970. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  49971. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  49972. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49973. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  49974. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  49975. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  49976. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  49977. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  49978. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  49979. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  49980. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  49981. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  49982. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  49983. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  49984. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  49985. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  49986. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  49987. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  49988. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  49989. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  49990. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  49991. /** @hidden */
  49992. export var pbrPixelShader: {
  49993. name: string;
  49994. shader: string;
  49995. };
  49996. }
  49997. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  49998. /** @hidden */
  49999. export var pbrVertexDeclaration: {
  50000. name: string;
  50001. shader: string;
  50002. };
  50003. }
  50004. declare module "babylonjs/Shaders/pbr.vertex" {
  50005. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  50006. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  50007. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  50008. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50009. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50010. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  50011. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  50012. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  50013. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  50014. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  50015. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  50016. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50017. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50018. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  50019. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50020. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50021. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50022. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  50023. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  50024. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  50025. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  50026. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  50027. /** @hidden */
  50028. export var pbrVertexShader: {
  50029. name: string;
  50030. shader: string;
  50031. };
  50032. }
  50033. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  50034. import { Nullable } from "babylonjs/types";
  50035. import { Scene } from "babylonjs/scene";
  50036. import { Matrix } from "babylonjs/Maths/math.vector";
  50037. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50038. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50039. import { Mesh } from "babylonjs/Meshes/mesh";
  50040. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  50041. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  50042. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  50043. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  50044. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  50045. import { Color3 } from "babylonjs/Maths/math.color";
  50046. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  50047. import { Material, IMaterialCompilationOptions } from "babylonjs/Materials/material";
  50048. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  50049. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  50050. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50051. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  50052. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  50053. import "babylonjs/Shaders/pbr.fragment";
  50054. import "babylonjs/Shaders/pbr.vertex";
  50055. /**
  50056. * Manages the defines for the PBR Material.
  50057. * @hidden
  50058. */
  50059. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  50060. PBR: boolean;
  50061. MAINUV1: boolean;
  50062. MAINUV2: boolean;
  50063. UV1: boolean;
  50064. UV2: boolean;
  50065. ALBEDO: boolean;
  50066. ALBEDODIRECTUV: number;
  50067. VERTEXCOLOR: boolean;
  50068. AMBIENT: boolean;
  50069. AMBIENTDIRECTUV: number;
  50070. AMBIENTINGRAYSCALE: boolean;
  50071. OPACITY: boolean;
  50072. VERTEXALPHA: boolean;
  50073. OPACITYDIRECTUV: number;
  50074. OPACITYRGB: boolean;
  50075. ALPHATEST: boolean;
  50076. DEPTHPREPASS: boolean;
  50077. ALPHABLEND: boolean;
  50078. ALPHAFROMALBEDO: boolean;
  50079. ALPHATESTVALUE: string;
  50080. SPECULAROVERALPHA: boolean;
  50081. RADIANCEOVERALPHA: boolean;
  50082. ALPHAFRESNEL: boolean;
  50083. LINEARALPHAFRESNEL: boolean;
  50084. PREMULTIPLYALPHA: boolean;
  50085. EMISSIVE: boolean;
  50086. EMISSIVEDIRECTUV: number;
  50087. REFLECTIVITY: boolean;
  50088. REFLECTIVITYDIRECTUV: number;
  50089. SPECULARTERM: boolean;
  50090. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  50091. MICROSURFACEAUTOMATIC: boolean;
  50092. LODBASEDMICROSFURACE: boolean;
  50093. MICROSURFACEMAP: boolean;
  50094. MICROSURFACEMAPDIRECTUV: number;
  50095. METALLICWORKFLOW: boolean;
  50096. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  50097. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  50098. METALLNESSSTOREINMETALMAPBLUE: boolean;
  50099. AOSTOREINMETALMAPRED: boolean;
  50100. METALLICF0FACTORFROMMETALLICMAP: boolean;
  50101. ENVIRONMENTBRDF: boolean;
  50102. ENVIRONMENTBRDF_RGBD: boolean;
  50103. NORMAL: boolean;
  50104. TANGENT: boolean;
  50105. BUMP: boolean;
  50106. BUMPDIRECTUV: number;
  50107. OBJECTSPACE_NORMALMAP: boolean;
  50108. PARALLAX: boolean;
  50109. PARALLAXOCCLUSION: boolean;
  50110. NORMALXYSCALE: boolean;
  50111. LIGHTMAP: boolean;
  50112. LIGHTMAPDIRECTUV: number;
  50113. USELIGHTMAPASSHADOWMAP: boolean;
  50114. GAMMALIGHTMAP: boolean;
  50115. RGBDLIGHTMAP: boolean;
  50116. REFLECTION: boolean;
  50117. REFLECTIONMAP_3D: boolean;
  50118. REFLECTIONMAP_SPHERICAL: boolean;
  50119. REFLECTIONMAP_PLANAR: boolean;
  50120. REFLECTIONMAP_CUBIC: boolean;
  50121. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  50122. REFLECTIONMAP_PROJECTION: boolean;
  50123. REFLECTIONMAP_SKYBOX: boolean;
  50124. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  50125. REFLECTIONMAP_EXPLICIT: boolean;
  50126. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  50127. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  50128. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  50129. INVERTCUBICMAP: boolean;
  50130. USESPHERICALFROMREFLECTIONMAP: boolean;
  50131. USEIRRADIANCEMAP: boolean;
  50132. SPHERICAL_HARMONICS: boolean;
  50133. USESPHERICALINVERTEX: boolean;
  50134. REFLECTIONMAP_OPPOSITEZ: boolean;
  50135. LODINREFLECTIONALPHA: boolean;
  50136. GAMMAREFLECTION: boolean;
  50137. RGBDREFLECTION: boolean;
  50138. LINEARSPECULARREFLECTION: boolean;
  50139. RADIANCEOCCLUSION: boolean;
  50140. HORIZONOCCLUSION: boolean;
  50141. INSTANCES: boolean;
  50142. NUM_BONE_INFLUENCERS: number;
  50143. BonesPerMesh: number;
  50144. BONETEXTURE: boolean;
  50145. NONUNIFORMSCALING: boolean;
  50146. MORPHTARGETS: boolean;
  50147. MORPHTARGETS_NORMAL: boolean;
  50148. MORPHTARGETS_TANGENT: boolean;
  50149. MORPHTARGETS_UV: boolean;
  50150. NUM_MORPH_INFLUENCERS: number;
  50151. IMAGEPROCESSING: boolean;
  50152. VIGNETTE: boolean;
  50153. VIGNETTEBLENDMODEMULTIPLY: boolean;
  50154. VIGNETTEBLENDMODEOPAQUE: boolean;
  50155. TONEMAPPING: boolean;
  50156. TONEMAPPING_ACES: boolean;
  50157. CONTRAST: boolean;
  50158. COLORCURVES: boolean;
  50159. COLORGRADING: boolean;
  50160. COLORGRADING3D: boolean;
  50161. SAMPLER3DGREENDEPTH: boolean;
  50162. SAMPLER3DBGRMAP: boolean;
  50163. IMAGEPROCESSINGPOSTPROCESS: boolean;
  50164. EXPOSURE: boolean;
  50165. MULTIVIEW: boolean;
  50166. USEPHYSICALLIGHTFALLOFF: boolean;
  50167. USEGLTFLIGHTFALLOFF: boolean;
  50168. TWOSIDEDLIGHTING: boolean;
  50169. SHADOWFLOAT: boolean;
  50170. CLIPPLANE: boolean;
  50171. CLIPPLANE2: boolean;
  50172. CLIPPLANE3: boolean;
  50173. CLIPPLANE4: boolean;
  50174. POINTSIZE: boolean;
  50175. FOG: boolean;
  50176. LOGARITHMICDEPTH: boolean;
  50177. FORCENORMALFORWARD: boolean;
  50178. SPECULARAA: boolean;
  50179. CLEARCOAT: boolean;
  50180. CLEARCOAT_DEFAULTIOR: boolean;
  50181. CLEARCOAT_TEXTURE: boolean;
  50182. CLEARCOAT_TEXTUREDIRECTUV: number;
  50183. CLEARCOAT_BUMP: boolean;
  50184. CLEARCOAT_BUMPDIRECTUV: number;
  50185. CLEARCOAT_TINT: boolean;
  50186. CLEARCOAT_TINT_TEXTURE: boolean;
  50187. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  50188. ANISOTROPIC: boolean;
  50189. ANISOTROPIC_TEXTURE: boolean;
  50190. ANISOTROPIC_TEXTUREDIRECTUV: number;
  50191. BRDF_V_HEIGHT_CORRELATED: boolean;
  50192. MS_BRDF_ENERGY_CONSERVATION: boolean;
  50193. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  50194. SHEEN: boolean;
  50195. SHEEN_TEXTURE: boolean;
  50196. SHEEN_TEXTUREDIRECTUV: number;
  50197. SHEEN_LINKWITHALBEDO: boolean;
  50198. SUBSURFACE: boolean;
  50199. SS_REFRACTION: boolean;
  50200. SS_TRANSLUCENCY: boolean;
  50201. SS_SCATERRING: boolean;
  50202. SS_THICKNESSANDMASK_TEXTURE: boolean;
  50203. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  50204. SS_REFRACTIONMAP_3D: boolean;
  50205. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  50206. SS_LODINREFRACTIONALPHA: boolean;
  50207. SS_GAMMAREFRACTION: boolean;
  50208. SS_RGBDREFRACTION: boolean;
  50209. SS_LINEARSPECULARREFRACTION: boolean;
  50210. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  50211. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  50212. UNLIT: boolean;
  50213. DEBUGMODE: number;
  50214. /**
  50215. * Initializes the PBR Material defines.
  50216. */
  50217. constructor();
  50218. /**
  50219. * Resets the PBR Material defines.
  50220. */
  50221. reset(): void;
  50222. }
  50223. /**
  50224. * The Physically based material base class of BJS.
  50225. *
  50226. * This offers the main features of a standard PBR material.
  50227. * For more information, please refer to the documentation :
  50228. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50229. */
  50230. export abstract class PBRBaseMaterial extends PushMaterial {
  50231. /**
  50232. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50233. */
  50234. static readonly PBRMATERIAL_OPAQUE: number;
  50235. /**
  50236. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50237. */
  50238. static readonly PBRMATERIAL_ALPHATEST: number;
  50239. /**
  50240. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50241. */
  50242. static readonly PBRMATERIAL_ALPHABLEND: number;
  50243. /**
  50244. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50245. * They are also discarded below the alpha cutoff threshold to improve performances.
  50246. */
  50247. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50248. /**
  50249. * Defines the default value of how much AO map is occluding the analytical lights
  50250. * (point spot...).
  50251. */
  50252. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50253. /**
  50254. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  50255. */
  50256. static readonly LIGHTFALLOFF_PHYSICAL: number;
  50257. /**
  50258. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  50259. * to enhance interoperability with other engines.
  50260. */
  50261. static readonly LIGHTFALLOFF_GLTF: number;
  50262. /**
  50263. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  50264. * to enhance interoperability with other materials.
  50265. */
  50266. static readonly LIGHTFALLOFF_STANDARD: number;
  50267. /**
  50268. * Intensity of the direct lights e.g. the four lights available in your scene.
  50269. * This impacts both the direct diffuse and specular highlights.
  50270. */
  50271. protected _directIntensity: number;
  50272. /**
  50273. * Intensity of the emissive part of the material.
  50274. * This helps controlling the emissive effect without modifying the emissive color.
  50275. */
  50276. protected _emissiveIntensity: number;
  50277. /**
  50278. * Intensity of the environment e.g. how much the environment will light the object
  50279. * either through harmonics for rough material or through the refelction for shiny ones.
  50280. */
  50281. protected _environmentIntensity: number;
  50282. /**
  50283. * This is a special control allowing the reduction of the specular highlights coming from the
  50284. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50285. */
  50286. protected _specularIntensity: number;
  50287. /**
  50288. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  50289. */
  50290. private _lightingInfos;
  50291. /**
  50292. * Debug Control allowing disabling the bump map on this material.
  50293. */
  50294. protected _disableBumpMap: boolean;
  50295. /**
  50296. * AKA Diffuse Texture in standard nomenclature.
  50297. */
  50298. protected _albedoTexture: Nullable<BaseTexture>;
  50299. /**
  50300. * AKA Occlusion Texture in other nomenclature.
  50301. */
  50302. protected _ambientTexture: Nullable<BaseTexture>;
  50303. /**
  50304. * AKA Occlusion Texture Intensity in other nomenclature.
  50305. */
  50306. protected _ambientTextureStrength: number;
  50307. /**
  50308. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50309. * 1 means it completely occludes it
  50310. * 0 mean it has no impact
  50311. */
  50312. protected _ambientTextureImpactOnAnalyticalLights: number;
  50313. /**
  50314. * Stores the alpha values in a texture.
  50315. */
  50316. protected _opacityTexture: Nullable<BaseTexture>;
  50317. /**
  50318. * Stores the reflection values in a texture.
  50319. */
  50320. protected _reflectionTexture: Nullable<BaseTexture>;
  50321. /**
  50322. * Stores the emissive values in a texture.
  50323. */
  50324. protected _emissiveTexture: Nullable<BaseTexture>;
  50325. /**
  50326. * AKA Specular texture in other nomenclature.
  50327. */
  50328. protected _reflectivityTexture: Nullable<BaseTexture>;
  50329. /**
  50330. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50331. */
  50332. protected _metallicTexture: Nullable<BaseTexture>;
  50333. /**
  50334. * Specifies the metallic scalar of the metallic/roughness workflow.
  50335. * Can also be used to scale the metalness values of the metallic texture.
  50336. */
  50337. protected _metallic: Nullable<number>;
  50338. /**
  50339. * Specifies the roughness scalar of the metallic/roughness workflow.
  50340. * Can also be used to scale the roughness values of the metallic texture.
  50341. */
  50342. protected _roughness: Nullable<number>;
  50343. /**
  50344. * Specifies the an F0 factor to help configuring the material F0.
  50345. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  50346. * to 0.5 the previously hard coded value stays the same.
  50347. * Can also be used to scale the F0 values of the metallic texture.
  50348. */
  50349. protected _metallicF0Factor: number;
  50350. /**
  50351. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  50352. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  50353. * your expectation as it multiplies with the texture data.
  50354. */
  50355. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  50356. /**
  50357. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50358. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50359. */
  50360. protected _microSurfaceTexture: Nullable<BaseTexture>;
  50361. /**
  50362. * Stores surface normal data used to displace a mesh in a texture.
  50363. */
  50364. protected _bumpTexture: Nullable<BaseTexture>;
  50365. /**
  50366. * Stores the pre-calculated light information of a mesh in a texture.
  50367. */
  50368. protected _lightmapTexture: Nullable<BaseTexture>;
  50369. /**
  50370. * The color of a material in ambient lighting.
  50371. */
  50372. protected _ambientColor: Color3;
  50373. /**
  50374. * AKA Diffuse Color in other nomenclature.
  50375. */
  50376. protected _albedoColor: Color3;
  50377. /**
  50378. * AKA Specular Color in other nomenclature.
  50379. */
  50380. protected _reflectivityColor: Color3;
  50381. /**
  50382. * The color applied when light is reflected from a material.
  50383. */
  50384. protected _reflectionColor: Color3;
  50385. /**
  50386. * The color applied when light is emitted from a material.
  50387. */
  50388. protected _emissiveColor: Color3;
  50389. /**
  50390. * AKA Glossiness in other nomenclature.
  50391. */
  50392. protected _microSurface: number;
  50393. /**
  50394. * Specifies that the material will use the light map as a show map.
  50395. */
  50396. protected _useLightmapAsShadowmap: boolean;
  50397. /**
  50398. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50399. * makes the reflect vector face the model (under horizon).
  50400. */
  50401. protected _useHorizonOcclusion: boolean;
  50402. /**
  50403. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50404. * too much the area relying on ambient texture to define their ambient occlusion.
  50405. */
  50406. protected _useRadianceOcclusion: boolean;
  50407. /**
  50408. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50409. */
  50410. protected _useAlphaFromAlbedoTexture: boolean;
  50411. /**
  50412. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  50413. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50414. */
  50415. protected _useSpecularOverAlpha: boolean;
  50416. /**
  50417. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50418. */
  50419. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50420. /**
  50421. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50422. */
  50423. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  50424. /**
  50425. * Specifies if the metallic texture contains the roughness information in its green channel.
  50426. */
  50427. protected _useRoughnessFromMetallicTextureGreen: boolean;
  50428. /**
  50429. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50430. */
  50431. protected _useMetallnessFromMetallicTextureBlue: boolean;
  50432. /**
  50433. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50434. */
  50435. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  50436. /**
  50437. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50438. */
  50439. protected _useAmbientInGrayScale: boolean;
  50440. /**
  50441. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50442. * The material will try to infer what glossiness each pixel should be.
  50443. */
  50444. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  50445. /**
  50446. * Defines the falloff type used in this material.
  50447. * It by default is Physical.
  50448. */
  50449. protected _lightFalloff: number;
  50450. /**
  50451. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50452. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50453. */
  50454. protected _useRadianceOverAlpha: boolean;
  50455. /**
  50456. * Allows using an object space normal map (instead of tangent space).
  50457. */
  50458. protected _useObjectSpaceNormalMap: boolean;
  50459. /**
  50460. * Allows using the bump map in parallax mode.
  50461. */
  50462. protected _useParallax: boolean;
  50463. /**
  50464. * Allows using the bump map in parallax occlusion mode.
  50465. */
  50466. protected _useParallaxOcclusion: boolean;
  50467. /**
  50468. * Controls the scale bias of the parallax mode.
  50469. */
  50470. protected _parallaxScaleBias: number;
  50471. /**
  50472. * If sets to true, disables all the lights affecting the material.
  50473. */
  50474. protected _disableLighting: boolean;
  50475. /**
  50476. * Number of Simultaneous lights allowed on the material.
  50477. */
  50478. protected _maxSimultaneousLights: number;
  50479. /**
  50480. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  50481. */
  50482. protected _invertNormalMapX: boolean;
  50483. /**
  50484. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  50485. */
  50486. protected _invertNormalMapY: boolean;
  50487. /**
  50488. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50489. */
  50490. protected _twoSidedLighting: boolean;
  50491. /**
  50492. * Defines the alpha limits in alpha test mode.
  50493. */
  50494. protected _alphaCutOff: number;
  50495. /**
  50496. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50497. */
  50498. protected _forceAlphaTest: boolean;
  50499. /**
  50500. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50501. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50502. */
  50503. protected _useAlphaFresnel: boolean;
  50504. /**
  50505. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50506. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50507. */
  50508. protected _useLinearAlphaFresnel: boolean;
  50509. /**
  50510. * The transparency mode of the material.
  50511. */
  50512. protected _transparencyMode: Nullable<number>;
  50513. /**
  50514. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  50515. * from cos thetav and roughness:
  50516. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  50517. */
  50518. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  50519. /**
  50520. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50521. */
  50522. protected _forceIrradianceInFragment: boolean;
  50523. /**
  50524. * Force normal to face away from face.
  50525. */
  50526. protected _forceNormalForward: boolean;
  50527. /**
  50528. * Enables specular anti aliasing in the PBR shader.
  50529. * It will both interacts on the Geometry for analytical and IBL lighting.
  50530. * It also prefilter the roughness map based on the bump values.
  50531. */
  50532. protected _enableSpecularAntiAliasing: boolean;
  50533. /**
  50534. * Default configuration related to image processing available in the PBR Material.
  50535. */
  50536. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  50537. /**
  50538. * Keep track of the image processing observer to allow dispose and replace.
  50539. */
  50540. private _imageProcessingObserver;
  50541. /**
  50542. * Attaches a new image processing configuration to the PBR Material.
  50543. * @param configuration
  50544. */
  50545. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  50546. /**
  50547. * Stores the available render targets.
  50548. */
  50549. private _renderTargets;
  50550. /**
  50551. * Sets the global ambient color for the material used in lighting calculations.
  50552. */
  50553. private _globalAmbientColor;
  50554. /**
  50555. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  50556. */
  50557. private _useLogarithmicDepth;
  50558. /**
  50559. * If set to true, no lighting calculations will be applied.
  50560. */
  50561. private _unlit;
  50562. private _debugMode;
  50563. /**
  50564. * @hidden
  50565. * This is reserved for the inspector.
  50566. * Defines the material debug mode.
  50567. * It helps seeing only some components of the material while troubleshooting.
  50568. */
  50569. debugMode: number;
  50570. /**
  50571. * @hidden
  50572. * This is reserved for the inspector.
  50573. * Specify from where on screen the debug mode should start.
  50574. * The value goes from -1 (full screen) to 1 (not visible)
  50575. * It helps with side by side comparison against the final render
  50576. * This defaults to -1
  50577. */
  50578. private debugLimit;
  50579. /**
  50580. * @hidden
  50581. * This is reserved for the inspector.
  50582. * As the default viewing range might not be enough (if the ambient is really small for instance)
  50583. * You can use the factor to better multiply the final value.
  50584. */
  50585. private debugFactor;
  50586. /**
  50587. * Defines the clear coat layer parameters for the material.
  50588. */
  50589. readonly clearCoat: PBRClearCoatConfiguration;
  50590. /**
  50591. * Defines the anisotropic parameters for the material.
  50592. */
  50593. readonly anisotropy: PBRAnisotropicConfiguration;
  50594. /**
  50595. * Defines the BRDF parameters for the material.
  50596. */
  50597. readonly brdf: PBRBRDFConfiguration;
  50598. /**
  50599. * Defines the Sheen parameters for the material.
  50600. */
  50601. readonly sheen: PBRSheenConfiguration;
  50602. /**
  50603. * Defines the SubSurface parameters for the material.
  50604. */
  50605. readonly subSurface: PBRSubSurfaceConfiguration;
  50606. /**
  50607. * Custom callback helping to override the default shader used in the material.
  50608. */
  50609. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  50610. protected _rebuildInParallel: boolean;
  50611. /**
  50612. * Instantiates a new PBRMaterial instance.
  50613. *
  50614. * @param name The material name
  50615. * @param scene The scene the material will be use in.
  50616. */
  50617. constructor(name: string, scene: Scene);
  50618. /**
  50619. * Gets a boolean indicating that current material needs to register RTT
  50620. */
  50621. readonly hasRenderTargetTextures: boolean;
  50622. /**
  50623. * Gets the name of the material class.
  50624. */
  50625. getClassName(): string;
  50626. /**
  50627. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50628. */
  50629. /**
  50630. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50631. */
  50632. useLogarithmicDepth: boolean;
  50633. /**
  50634. * Gets the current transparency mode.
  50635. */
  50636. /**
  50637. * Sets the transparency mode of the material.
  50638. *
  50639. * | Value | Type | Description |
  50640. * | ----- | ----------------------------------- | ----------- |
  50641. * | 0 | OPAQUE | |
  50642. * | 1 | ALPHATEST | |
  50643. * | 2 | ALPHABLEND | |
  50644. * | 3 | ALPHATESTANDBLEND | |
  50645. *
  50646. */
  50647. transparencyMode: Nullable<number>;
  50648. /**
  50649. * Returns true if alpha blending should be disabled.
  50650. */
  50651. private readonly _disableAlphaBlending;
  50652. /**
  50653. * Specifies whether or not this material should be rendered in alpha blend mode.
  50654. */
  50655. needAlphaBlending(): boolean;
  50656. /**
  50657. * Specifies if the mesh will require alpha blending.
  50658. * @param mesh - BJS mesh.
  50659. */
  50660. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  50661. /**
  50662. * Specifies whether or not this material should be rendered in alpha test mode.
  50663. */
  50664. needAlphaTesting(): boolean;
  50665. /**
  50666. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  50667. */
  50668. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  50669. /**
  50670. * Gets the texture used for the alpha test.
  50671. */
  50672. getAlphaTestTexture(): Nullable<BaseTexture>;
  50673. /**
  50674. * Specifies that the submesh is ready to be used.
  50675. * @param mesh - BJS mesh.
  50676. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  50677. * @param useInstances - Specifies that instances should be used.
  50678. * @returns - boolean indicating that the submesh is ready or not.
  50679. */
  50680. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  50681. /**
  50682. * Specifies if the material uses metallic roughness workflow.
  50683. * @returns boolean specifiying if the material uses metallic roughness workflow.
  50684. */
  50685. isMetallicWorkflow(): boolean;
  50686. private _prepareEffect;
  50687. private _prepareDefines;
  50688. /**
  50689. * Force shader compilation
  50690. */
  50691. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  50692. /**
  50693. * Initializes the uniform buffer layout for the shader.
  50694. */
  50695. buildUniformLayout(): void;
  50696. /**
  50697. * Unbinds the material from the mesh
  50698. */
  50699. unbind(): void;
  50700. /**
  50701. * Binds the submesh data.
  50702. * @param world - The world matrix.
  50703. * @param mesh - The BJS mesh.
  50704. * @param subMesh - A submesh of the BJS mesh.
  50705. */
  50706. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  50707. /**
  50708. * Returns the animatable textures.
  50709. * @returns - Array of animatable textures.
  50710. */
  50711. getAnimatables(): IAnimatable[];
  50712. /**
  50713. * Returns the texture used for reflections.
  50714. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  50715. */
  50716. private _getReflectionTexture;
  50717. /**
  50718. * Returns an array of the actively used textures.
  50719. * @returns - Array of BaseTextures
  50720. */
  50721. getActiveTextures(): BaseTexture[];
  50722. /**
  50723. * Checks to see if a texture is used in the material.
  50724. * @param texture - Base texture to use.
  50725. * @returns - Boolean specifying if a texture is used in the material.
  50726. */
  50727. hasTexture(texture: BaseTexture): boolean;
  50728. /**
  50729. * Disposes the resources of the material.
  50730. * @param forceDisposeEffect - Forces the disposal of effects.
  50731. * @param forceDisposeTextures - Forces the disposal of all textures.
  50732. */
  50733. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  50734. }
  50735. }
  50736. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  50737. import { Nullable } from "babylonjs/types";
  50738. import { Scene } from "babylonjs/scene";
  50739. import { Color3 } from "babylonjs/Maths/math.color";
  50740. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  50741. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  50742. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50743. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  50744. /**
  50745. * The Physically based material of BJS.
  50746. *
  50747. * This offers the main features of a standard PBR material.
  50748. * For more information, please refer to the documentation :
  50749. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50750. */
  50751. export class PBRMaterial extends PBRBaseMaterial {
  50752. /**
  50753. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50754. */
  50755. static readonly PBRMATERIAL_OPAQUE: number;
  50756. /**
  50757. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50758. */
  50759. static readonly PBRMATERIAL_ALPHATEST: number;
  50760. /**
  50761. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50762. */
  50763. static readonly PBRMATERIAL_ALPHABLEND: number;
  50764. /**
  50765. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50766. * They are also discarded below the alpha cutoff threshold to improve performances.
  50767. */
  50768. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50769. /**
  50770. * Defines the default value of how much AO map is occluding the analytical lights
  50771. * (point spot...).
  50772. */
  50773. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50774. /**
  50775. * Intensity of the direct lights e.g. the four lights available in your scene.
  50776. * This impacts both the direct diffuse and specular highlights.
  50777. */
  50778. directIntensity: number;
  50779. /**
  50780. * Intensity of the emissive part of the material.
  50781. * This helps controlling the emissive effect without modifying the emissive color.
  50782. */
  50783. emissiveIntensity: number;
  50784. /**
  50785. * Intensity of the environment e.g. how much the environment will light the object
  50786. * either through harmonics for rough material or through the refelction for shiny ones.
  50787. */
  50788. environmentIntensity: number;
  50789. /**
  50790. * This is a special control allowing the reduction of the specular highlights coming from the
  50791. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50792. */
  50793. specularIntensity: number;
  50794. /**
  50795. * Debug Control allowing disabling the bump map on this material.
  50796. */
  50797. disableBumpMap: boolean;
  50798. /**
  50799. * AKA Diffuse Texture in standard nomenclature.
  50800. */
  50801. albedoTexture: BaseTexture;
  50802. /**
  50803. * AKA Occlusion Texture in other nomenclature.
  50804. */
  50805. ambientTexture: BaseTexture;
  50806. /**
  50807. * AKA Occlusion Texture Intensity in other nomenclature.
  50808. */
  50809. ambientTextureStrength: number;
  50810. /**
  50811. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50812. * 1 means it completely occludes it
  50813. * 0 mean it has no impact
  50814. */
  50815. ambientTextureImpactOnAnalyticalLights: number;
  50816. /**
  50817. * Stores the alpha values in a texture.
  50818. */
  50819. opacityTexture: BaseTexture;
  50820. /**
  50821. * Stores the reflection values in a texture.
  50822. */
  50823. reflectionTexture: Nullable<BaseTexture>;
  50824. /**
  50825. * Stores the emissive values in a texture.
  50826. */
  50827. emissiveTexture: BaseTexture;
  50828. /**
  50829. * AKA Specular texture in other nomenclature.
  50830. */
  50831. reflectivityTexture: BaseTexture;
  50832. /**
  50833. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50834. */
  50835. metallicTexture: BaseTexture;
  50836. /**
  50837. * Specifies the metallic scalar of the metallic/roughness workflow.
  50838. * Can also be used to scale the metalness values of the metallic texture.
  50839. */
  50840. metallic: Nullable<number>;
  50841. /**
  50842. * Specifies the roughness scalar of the metallic/roughness workflow.
  50843. * Can also be used to scale the roughness values of the metallic texture.
  50844. */
  50845. roughness: Nullable<number>;
  50846. /**
  50847. * Specifies the an F0 factor to help configuring the material F0.
  50848. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  50849. * to 0.5 the previously hard coded value stays the same.
  50850. * Can also be used to scale the F0 values of the metallic texture.
  50851. */
  50852. metallicF0Factor: number;
  50853. /**
  50854. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  50855. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  50856. * your expectation as it multiplies with the texture data.
  50857. */
  50858. useMetallicF0FactorFromMetallicTexture: boolean;
  50859. /**
  50860. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50861. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50862. */
  50863. microSurfaceTexture: BaseTexture;
  50864. /**
  50865. * Stores surface normal data used to displace a mesh in a texture.
  50866. */
  50867. bumpTexture: BaseTexture;
  50868. /**
  50869. * Stores the pre-calculated light information of a mesh in a texture.
  50870. */
  50871. lightmapTexture: BaseTexture;
  50872. /**
  50873. * Stores the refracted light information in a texture.
  50874. */
  50875. refractionTexture: Nullable<BaseTexture>;
  50876. /**
  50877. * The color of a material in ambient lighting.
  50878. */
  50879. ambientColor: Color3;
  50880. /**
  50881. * AKA Diffuse Color in other nomenclature.
  50882. */
  50883. albedoColor: Color3;
  50884. /**
  50885. * AKA Specular Color in other nomenclature.
  50886. */
  50887. reflectivityColor: Color3;
  50888. /**
  50889. * The color reflected from the material.
  50890. */
  50891. reflectionColor: Color3;
  50892. /**
  50893. * The color emitted from the material.
  50894. */
  50895. emissiveColor: Color3;
  50896. /**
  50897. * AKA Glossiness in other nomenclature.
  50898. */
  50899. microSurface: number;
  50900. /**
  50901. * source material index of refraction (IOR)' / 'destination material IOR.
  50902. */
  50903. indexOfRefraction: number;
  50904. /**
  50905. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  50906. */
  50907. invertRefractionY: boolean;
  50908. /**
  50909. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  50910. * Materials half opaque for instance using refraction could benefit from this control.
  50911. */
  50912. linkRefractionWithTransparency: boolean;
  50913. /**
  50914. * If true, the light map contains occlusion information instead of lighting info.
  50915. */
  50916. useLightmapAsShadowmap: boolean;
  50917. /**
  50918. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50919. */
  50920. useAlphaFromAlbedoTexture: boolean;
  50921. /**
  50922. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50923. */
  50924. forceAlphaTest: boolean;
  50925. /**
  50926. * Defines the alpha limits in alpha test mode.
  50927. */
  50928. alphaCutOff: number;
  50929. /**
  50930. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  50931. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50932. */
  50933. useSpecularOverAlpha: boolean;
  50934. /**
  50935. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50936. */
  50937. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50938. /**
  50939. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50940. */
  50941. useRoughnessFromMetallicTextureAlpha: boolean;
  50942. /**
  50943. * Specifies if the metallic texture contains the roughness information in its green channel.
  50944. */
  50945. useRoughnessFromMetallicTextureGreen: boolean;
  50946. /**
  50947. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50948. */
  50949. useMetallnessFromMetallicTextureBlue: boolean;
  50950. /**
  50951. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50952. */
  50953. useAmbientOcclusionFromMetallicTextureRed: boolean;
  50954. /**
  50955. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50956. */
  50957. useAmbientInGrayScale: boolean;
  50958. /**
  50959. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50960. * The material will try to infer what glossiness each pixel should be.
  50961. */
  50962. useAutoMicroSurfaceFromReflectivityMap: boolean;
  50963. /**
  50964. * BJS is using an harcoded light falloff based on a manually sets up range.
  50965. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  50966. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  50967. */
  50968. /**
  50969. * BJS is using an harcoded light falloff based on a manually sets up range.
  50970. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  50971. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  50972. */
  50973. usePhysicalLightFalloff: boolean;
  50974. /**
  50975. * In order to support the falloff compatibility with gltf, a special mode has been added
  50976. * to reproduce the gltf light falloff.
  50977. */
  50978. /**
  50979. * In order to support the falloff compatibility with gltf, a special mode has been added
  50980. * to reproduce the gltf light falloff.
  50981. */
  50982. useGLTFLightFalloff: boolean;
  50983. /**
  50984. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50985. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50986. */
  50987. useRadianceOverAlpha: boolean;
  50988. /**
  50989. * Allows using an object space normal map (instead of tangent space).
  50990. */
  50991. useObjectSpaceNormalMap: boolean;
  50992. /**
  50993. * Allows using the bump map in parallax mode.
  50994. */
  50995. useParallax: boolean;
  50996. /**
  50997. * Allows using the bump map in parallax occlusion mode.
  50998. */
  50999. useParallaxOcclusion: boolean;
  51000. /**
  51001. * Controls the scale bias of the parallax mode.
  51002. */
  51003. parallaxScaleBias: number;
  51004. /**
  51005. * If sets to true, disables all the lights affecting the material.
  51006. */
  51007. disableLighting: boolean;
  51008. /**
  51009. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  51010. */
  51011. forceIrradianceInFragment: boolean;
  51012. /**
  51013. * Number of Simultaneous lights allowed on the material.
  51014. */
  51015. maxSimultaneousLights: number;
  51016. /**
  51017. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  51018. */
  51019. invertNormalMapX: boolean;
  51020. /**
  51021. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  51022. */
  51023. invertNormalMapY: boolean;
  51024. /**
  51025. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  51026. */
  51027. twoSidedLighting: boolean;
  51028. /**
  51029. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  51030. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  51031. */
  51032. useAlphaFresnel: boolean;
  51033. /**
  51034. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  51035. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  51036. */
  51037. useLinearAlphaFresnel: boolean;
  51038. /**
  51039. * Let user defines the brdf lookup texture used for IBL.
  51040. * A default 8bit version is embedded but you could point at :
  51041. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  51042. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  51043. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  51044. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  51045. */
  51046. environmentBRDFTexture: Nullable<BaseTexture>;
  51047. /**
  51048. * Force normal to face away from face.
  51049. */
  51050. forceNormalForward: boolean;
  51051. /**
  51052. * Enables specular anti aliasing in the PBR shader.
  51053. * It will both interacts on the Geometry for analytical and IBL lighting.
  51054. * It also prefilter the roughness map based on the bump values.
  51055. */
  51056. enableSpecularAntiAliasing: boolean;
  51057. /**
  51058. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  51059. * makes the reflect vector face the model (under horizon).
  51060. */
  51061. useHorizonOcclusion: boolean;
  51062. /**
  51063. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  51064. * too much the area relying on ambient texture to define their ambient occlusion.
  51065. */
  51066. useRadianceOcclusion: boolean;
  51067. /**
  51068. * If set to true, no lighting calculations will be applied.
  51069. */
  51070. unlit: boolean;
  51071. /**
  51072. * Gets the image processing configuration used either in this material.
  51073. */
  51074. /**
  51075. * Sets the Default image processing configuration used either in the this material.
  51076. *
  51077. * If sets to null, the scene one is in use.
  51078. */
  51079. imageProcessingConfiguration: ImageProcessingConfiguration;
  51080. /**
  51081. * Gets wether the color curves effect is enabled.
  51082. */
  51083. /**
  51084. * Sets wether the color curves effect is enabled.
  51085. */
  51086. cameraColorCurvesEnabled: boolean;
  51087. /**
  51088. * Gets wether the color grading effect is enabled.
  51089. */
  51090. /**
  51091. * Gets wether the color grading effect is enabled.
  51092. */
  51093. cameraColorGradingEnabled: boolean;
  51094. /**
  51095. * Gets wether tonemapping is enabled or not.
  51096. */
  51097. /**
  51098. * Sets wether tonemapping is enabled or not
  51099. */
  51100. cameraToneMappingEnabled: boolean;
  51101. /**
  51102. * The camera exposure used on this material.
  51103. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51104. * This corresponds to a photographic exposure.
  51105. */
  51106. /**
  51107. * The camera exposure used on this material.
  51108. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51109. * This corresponds to a photographic exposure.
  51110. */
  51111. cameraExposure: number;
  51112. /**
  51113. * Gets The camera contrast used on this material.
  51114. */
  51115. /**
  51116. * Sets The camera contrast used on this material.
  51117. */
  51118. cameraContrast: number;
  51119. /**
  51120. * Gets the Color Grading 2D Lookup Texture.
  51121. */
  51122. /**
  51123. * Sets the Color Grading 2D Lookup Texture.
  51124. */
  51125. cameraColorGradingTexture: Nullable<BaseTexture>;
  51126. /**
  51127. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51128. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51129. * 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;
  51130. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51131. */
  51132. /**
  51133. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51134. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51135. * 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;
  51136. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51137. */
  51138. cameraColorCurves: Nullable<ColorCurves>;
  51139. /**
  51140. * Instantiates a new PBRMaterial instance.
  51141. *
  51142. * @param name The material name
  51143. * @param scene The scene the material will be use in.
  51144. */
  51145. constructor(name: string, scene: Scene);
  51146. /**
  51147. * Returns the name of this material class.
  51148. */
  51149. getClassName(): string;
  51150. /**
  51151. * Makes a duplicate of the current material.
  51152. * @param name - name to use for the new material.
  51153. */
  51154. clone(name: string): PBRMaterial;
  51155. /**
  51156. * Serializes this PBR Material.
  51157. * @returns - An object with the serialized material.
  51158. */
  51159. serialize(): any;
  51160. /**
  51161. * Parses a PBR Material from a serialized object.
  51162. * @param source - Serialized object.
  51163. * @param scene - BJS scene instance.
  51164. * @param rootUrl - url for the scene object
  51165. * @returns - PBRMaterial
  51166. */
  51167. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  51168. }
  51169. }
  51170. declare module "babylonjs/Misc/dds" {
  51171. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  51172. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51173. import { Nullable } from "babylonjs/types";
  51174. import { Scene } from "babylonjs/scene";
  51175. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  51176. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  51177. /**
  51178. * Direct draw surface info
  51179. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  51180. */
  51181. export interface DDSInfo {
  51182. /**
  51183. * Width of the texture
  51184. */
  51185. width: number;
  51186. /**
  51187. * Width of the texture
  51188. */
  51189. height: number;
  51190. /**
  51191. * Number of Mipmaps for the texture
  51192. * @see https://en.wikipedia.org/wiki/Mipmap
  51193. */
  51194. mipmapCount: number;
  51195. /**
  51196. * If the textures format is a known fourCC format
  51197. * @see https://www.fourcc.org/
  51198. */
  51199. isFourCC: boolean;
  51200. /**
  51201. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  51202. */
  51203. isRGB: boolean;
  51204. /**
  51205. * If the texture is a lumincance format
  51206. */
  51207. isLuminance: boolean;
  51208. /**
  51209. * If this is a cube texture
  51210. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  51211. */
  51212. isCube: boolean;
  51213. /**
  51214. * If the texture is a compressed format eg. FOURCC_DXT1
  51215. */
  51216. isCompressed: boolean;
  51217. /**
  51218. * The dxgiFormat of the texture
  51219. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  51220. */
  51221. dxgiFormat: number;
  51222. /**
  51223. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  51224. */
  51225. textureType: number;
  51226. /**
  51227. * Sphericle polynomial created for the dds texture
  51228. */
  51229. sphericalPolynomial?: SphericalPolynomial;
  51230. }
  51231. /**
  51232. * Class used to provide DDS decompression tools
  51233. */
  51234. export class DDSTools {
  51235. /**
  51236. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  51237. */
  51238. static StoreLODInAlphaChannel: boolean;
  51239. /**
  51240. * Gets DDS information from an array buffer
  51241. * @param arrayBuffer defines the array buffer to read data from
  51242. * @returns the DDS information
  51243. */
  51244. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  51245. private static _FloatView;
  51246. private static _Int32View;
  51247. private static _ToHalfFloat;
  51248. private static _FromHalfFloat;
  51249. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  51250. private static _GetHalfFloatRGBAArrayBuffer;
  51251. private static _GetFloatRGBAArrayBuffer;
  51252. private static _GetFloatAsUIntRGBAArrayBuffer;
  51253. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  51254. private static _GetRGBAArrayBuffer;
  51255. private static _ExtractLongWordOrder;
  51256. private static _GetRGBArrayBuffer;
  51257. private static _GetLuminanceArrayBuffer;
  51258. /**
  51259. * Uploads DDS Levels to a Babylon Texture
  51260. * @hidden
  51261. */
  51262. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  51263. }
  51264. module "babylonjs/Engines/thinEngine" {
  51265. interface ThinEngine {
  51266. /**
  51267. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  51268. * @param rootUrl defines the url where the file to load is located
  51269. * @param scene defines the current scene
  51270. * @param lodScale defines scale to apply to the mip map selection
  51271. * @param lodOffset defines offset to apply to the mip map selection
  51272. * @param onLoad defines an optional callback raised when the texture is loaded
  51273. * @param onError defines an optional callback raised if there is an issue to load the texture
  51274. * @param format defines the format of the data
  51275. * @param forcedExtension defines the extension to use to pick the right loader
  51276. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  51277. * @returns the cube texture as an InternalTexture
  51278. */
  51279. 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;
  51280. }
  51281. }
  51282. }
  51283. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  51284. import { Nullable } from "babylonjs/types";
  51285. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51286. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51287. /**
  51288. * Implementation of the DDS Texture Loader.
  51289. * @hidden
  51290. */
  51291. export class _DDSTextureLoader implements IInternalTextureLoader {
  51292. /**
  51293. * Defines wether the loader supports cascade loading the different faces.
  51294. */
  51295. readonly supportCascades: boolean;
  51296. /**
  51297. * This returns if the loader support the current file information.
  51298. * @param extension defines the file extension of the file being loaded
  51299. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51300. * @param fallback defines the fallback internal texture if any
  51301. * @param isBase64 defines whether the texture is encoded as a base64
  51302. * @param isBuffer defines whether the texture data are stored as a buffer
  51303. * @returns true if the loader can load the specified file
  51304. */
  51305. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51306. /**
  51307. * Transform the url before loading if required.
  51308. * @param rootUrl the url of the texture
  51309. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51310. * @returns the transformed texture
  51311. */
  51312. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51313. /**
  51314. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51315. * @param rootUrl the url of the texture
  51316. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51317. * @returns the fallback texture
  51318. */
  51319. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51320. /**
  51321. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51322. * @param data contains the texture data
  51323. * @param texture defines the BabylonJS internal texture
  51324. * @param createPolynomials will be true if polynomials have been requested
  51325. * @param onLoad defines the callback to trigger once the texture is ready
  51326. * @param onError defines the callback to trigger in case of error
  51327. */
  51328. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51329. /**
  51330. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51331. * @param data contains the texture data
  51332. * @param texture defines the BabylonJS internal texture
  51333. * @param callback defines the method to call once ready to upload
  51334. */
  51335. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51336. }
  51337. }
  51338. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  51339. import { Nullable } from "babylonjs/types";
  51340. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51341. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51342. /**
  51343. * Implementation of the ENV Texture Loader.
  51344. * @hidden
  51345. */
  51346. export class _ENVTextureLoader implements IInternalTextureLoader {
  51347. /**
  51348. * Defines wether the loader supports cascade loading the different faces.
  51349. */
  51350. readonly supportCascades: boolean;
  51351. /**
  51352. * This returns if the loader support the current file information.
  51353. * @param extension defines the file extension of the file being loaded
  51354. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51355. * @param fallback defines the fallback internal texture if any
  51356. * @param isBase64 defines whether the texture is encoded as a base64
  51357. * @param isBuffer defines whether the texture data are stored as a buffer
  51358. * @returns true if the loader can load the specified file
  51359. */
  51360. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51361. /**
  51362. * Transform the url before loading if required.
  51363. * @param rootUrl the url of the texture
  51364. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51365. * @returns the transformed texture
  51366. */
  51367. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51368. /**
  51369. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51370. * @param rootUrl the url of the texture
  51371. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51372. * @returns the fallback texture
  51373. */
  51374. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51375. /**
  51376. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51377. * @param data contains the texture data
  51378. * @param texture defines the BabylonJS internal texture
  51379. * @param createPolynomials will be true if polynomials have been requested
  51380. * @param onLoad defines the callback to trigger once the texture is ready
  51381. * @param onError defines the callback to trigger in case of error
  51382. */
  51383. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51384. /**
  51385. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51386. * @param data contains the texture data
  51387. * @param texture defines the BabylonJS internal texture
  51388. * @param callback defines the method to call once ready to upload
  51389. */
  51390. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51391. }
  51392. }
  51393. declare module "babylonjs/Misc/khronosTextureContainer" {
  51394. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51395. /**
  51396. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  51397. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  51398. */
  51399. export class KhronosTextureContainer {
  51400. /** contents of the KTX container file */
  51401. arrayBuffer: any;
  51402. private static HEADER_LEN;
  51403. private static COMPRESSED_2D;
  51404. private static COMPRESSED_3D;
  51405. private static TEX_2D;
  51406. private static TEX_3D;
  51407. /**
  51408. * Gets the openGL type
  51409. */
  51410. glType: number;
  51411. /**
  51412. * Gets the openGL type size
  51413. */
  51414. glTypeSize: number;
  51415. /**
  51416. * Gets the openGL format
  51417. */
  51418. glFormat: number;
  51419. /**
  51420. * Gets the openGL internal format
  51421. */
  51422. glInternalFormat: number;
  51423. /**
  51424. * Gets the base internal format
  51425. */
  51426. glBaseInternalFormat: number;
  51427. /**
  51428. * Gets image width in pixel
  51429. */
  51430. pixelWidth: number;
  51431. /**
  51432. * Gets image height in pixel
  51433. */
  51434. pixelHeight: number;
  51435. /**
  51436. * Gets image depth in pixels
  51437. */
  51438. pixelDepth: number;
  51439. /**
  51440. * Gets the number of array elements
  51441. */
  51442. numberOfArrayElements: number;
  51443. /**
  51444. * Gets the number of faces
  51445. */
  51446. numberOfFaces: number;
  51447. /**
  51448. * Gets the number of mipmap levels
  51449. */
  51450. numberOfMipmapLevels: number;
  51451. /**
  51452. * Gets the bytes of key value data
  51453. */
  51454. bytesOfKeyValueData: number;
  51455. /**
  51456. * Gets the load type
  51457. */
  51458. loadType: number;
  51459. /**
  51460. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  51461. */
  51462. isInvalid: boolean;
  51463. /**
  51464. * Creates a new KhronosTextureContainer
  51465. * @param arrayBuffer contents of the KTX container file
  51466. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  51467. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  51468. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  51469. */
  51470. constructor(
  51471. /** contents of the KTX container file */
  51472. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  51473. /**
  51474. * Uploads KTX content to a Babylon Texture.
  51475. * It is assumed that the texture has already been created & is currently bound
  51476. * @hidden
  51477. */
  51478. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  51479. private _upload2DCompressedLevels;
  51480. }
  51481. }
  51482. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  51483. import { Nullable } from "babylonjs/types";
  51484. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51485. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51486. /**
  51487. * Implementation of the KTX Texture Loader.
  51488. * @hidden
  51489. */
  51490. export class _KTXTextureLoader implements IInternalTextureLoader {
  51491. /**
  51492. * Defines wether the loader supports cascade loading the different faces.
  51493. */
  51494. readonly supportCascades: boolean;
  51495. /**
  51496. * This returns if the loader support the current file information.
  51497. * @param extension defines the file extension of the file being loaded
  51498. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51499. * @param fallback defines the fallback internal texture if any
  51500. * @param isBase64 defines whether the texture is encoded as a base64
  51501. * @param isBuffer defines whether the texture data are stored as a buffer
  51502. * @returns true if the loader can load the specified file
  51503. */
  51504. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51505. /**
  51506. * Transform the url before loading if required.
  51507. * @param rootUrl the url of the texture
  51508. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51509. * @returns the transformed texture
  51510. */
  51511. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51512. /**
  51513. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51514. * @param rootUrl the url of the texture
  51515. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51516. * @returns the fallback texture
  51517. */
  51518. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51519. /**
  51520. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51521. * @param data contains the texture data
  51522. * @param texture defines the BabylonJS internal texture
  51523. * @param createPolynomials will be true if polynomials have been requested
  51524. * @param onLoad defines the callback to trigger once the texture is ready
  51525. * @param onError defines the callback to trigger in case of error
  51526. */
  51527. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51528. /**
  51529. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51530. * @param data contains the texture data
  51531. * @param texture defines the BabylonJS internal texture
  51532. * @param callback defines the method to call once ready to upload
  51533. */
  51534. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  51535. }
  51536. }
  51537. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  51538. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  51539. import { Scene } from "babylonjs/scene";
  51540. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  51541. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  51542. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  51543. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  51544. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  51545. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  51546. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51547. /**
  51548. * Options for the default xr helper
  51549. */
  51550. export class WebXRDefaultExperienceOptions {
  51551. /**
  51552. * Floor meshes that should be used for teleporting
  51553. */
  51554. floorMeshes: Array<AbstractMesh>;
  51555. /**
  51556. * Enable or disable default UI to enter XR
  51557. */
  51558. disableDefaultUI: boolean;
  51559. }
  51560. /**
  51561. * Default experience which provides a similar setup to the previous webVRExperience
  51562. */
  51563. export class WebXRDefaultExperience {
  51564. /**
  51565. * Base experience
  51566. */
  51567. baseExperience: WebXRExperienceHelper;
  51568. /**
  51569. * Input experience extension
  51570. */
  51571. input: WebXRInput;
  51572. /**
  51573. * Loads the controller models
  51574. */
  51575. controllerModelLoader: WebXRControllerModelLoader;
  51576. /**
  51577. * Enables laser pointer and selection
  51578. */
  51579. pointerSelection: WebXRControllerPointerSelection;
  51580. /**
  51581. * Enables teleportation
  51582. */
  51583. teleportation: WebXRControllerTeleportation;
  51584. /**
  51585. * Enables ui for enetering/exiting xr
  51586. */
  51587. enterExitUI: WebXREnterExitUI;
  51588. /**
  51589. * Default target xr should render to
  51590. */
  51591. renderTarget: WebXRRenderTarget;
  51592. /**
  51593. * Creates the default xr experience
  51594. * @param scene scene
  51595. * @param options options for basic configuration
  51596. * @returns resulting WebXRDefaultExperience
  51597. */
  51598. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51599. private constructor();
  51600. /**
  51601. * DIsposes of the experience helper
  51602. */
  51603. dispose(): void;
  51604. }
  51605. }
  51606. declare module "babylonjs/Helpers/sceneHelpers" {
  51607. import { Nullable } from "babylonjs/types";
  51608. import { Mesh } from "babylonjs/Meshes/mesh";
  51609. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51610. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  51611. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  51612. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  51613. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  51614. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  51615. import "babylonjs/Meshes/Builders/boxBuilder";
  51616. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  51617. /** @hidden */
  51618. export var _forceSceneHelpersToBundle: boolean;
  51619. module "babylonjs/scene" {
  51620. interface Scene {
  51621. /**
  51622. * Creates a default light for the scene.
  51623. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  51624. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  51625. */
  51626. createDefaultLight(replace?: boolean): void;
  51627. /**
  51628. * Creates a default camera for the scene.
  51629. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  51630. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51631. * @param replace has default false, when true replaces the active camera in the scene
  51632. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  51633. */
  51634. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51635. /**
  51636. * Creates a default camera and a default light.
  51637. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  51638. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51639. * @param replace has the default false, when true replaces the active camera/light in the scene
  51640. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  51641. */
  51642. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51643. /**
  51644. * Creates a new sky box
  51645. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  51646. * @param environmentTexture defines the texture to use as environment texture
  51647. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  51648. * @param scale defines the overall scale of the skybox
  51649. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  51650. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  51651. * @returns a new mesh holding the sky box
  51652. */
  51653. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  51654. /**
  51655. * Creates a new environment
  51656. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  51657. * @param options defines the options you can use to configure the environment
  51658. * @returns the new EnvironmentHelper
  51659. */
  51660. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  51661. /**
  51662. * Creates a new VREXperienceHelper
  51663. * @see http://doc.babylonjs.com/how_to/webvr_helper
  51664. * @param webVROptions defines the options used to create the new VREXperienceHelper
  51665. * @returns a new VREXperienceHelper
  51666. */
  51667. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  51668. /**
  51669. * Creates a new WebXRDefaultExperience
  51670. * @see http://doc.babylonjs.com/how_to/webxr
  51671. * @param options experience options
  51672. * @returns a promise for a new WebXRDefaultExperience
  51673. */
  51674. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51675. }
  51676. }
  51677. }
  51678. declare module "babylonjs/Helpers/videoDome" {
  51679. import { Scene } from "babylonjs/scene";
  51680. import { TransformNode } from "babylonjs/Meshes/transformNode";
  51681. import { Mesh } from "babylonjs/Meshes/mesh";
  51682. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  51683. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  51684. import "babylonjs/Meshes/Builders/sphereBuilder";
  51685. /**
  51686. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  51687. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  51688. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  51689. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  51690. */
  51691. export class VideoDome extends TransformNode {
  51692. /**
  51693. * Define the video source as a Monoscopic panoramic 360 video.
  51694. */
  51695. static readonly MODE_MONOSCOPIC: number;
  51696. /**
  51697. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51698. */
  51699. static readonly MODE_TOPBOTTOM: number;
  51700. /**
  51701. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51702. */
  51703. static readonly MODE_SIDEBYSIDE: number;
  51704. private _halfDome;
  51705. private _useDirectMapping;
  51706. /**
  51707. * The video texture being displayed on the sphere
  51708. */
  51709. protected _videoTexture: VideoTexture;
  51710. /**
  51711. * Gets the video texture being displayed on the sphere
  51712. */
  51713. readonly videoTexture: VideoTexture;
  51714. /**
  51715. * The skybox material
  51716. */
  51717. protected _material: BackgroundMaterial;
  51718. /**
  51719. * The surface used for the skybox
  51720. */
  51721. protected _mesh: Mesh;
  51722. /**
  51723. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  51724. */
  51725. private _halfDomeMask;
  51726. /**
  51727. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  51728. * Also see the options.resolution property.
  51729. */
  51730. fovMultiplier: number;
  51731. private _videoMode;
  51732. /**
  51733. * Gets or set the current video mode for the video. It can be:
  51734. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  51735. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51736. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51737. */
  51738. videoMode: number;
  51739. /**
  51740. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  51741. *
  51742. */
  51743. /**
  51744. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  51745. */
  51746. halfDome: boolean;
  51747. /**
  51748. * Oberserver used in Stereoscopic VR Mode.
  51749. */
  51750. private _onBeforeCameraRenderObserver;
  51751. /**
  51752. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  51753. * @param name Element's name, child elements will append suffixes for their own names.
  51754. * @param urlsOrVideo defines the url(s) or the video element to use
  51755. * @param options An object containing optional or exposed sub element properties
  51756. */
  51757. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  51758. resolution?: number;
  51759. clickToPlay?: boolean;
  51760. autoPlay?: boolean;
  51761. loop?: boolean;
  51762. size?: number;
  51763. poster?: string;
  51764. faceForward?: boolean;
  51765. useDirectMapping?: boolean;
  51766. halfDomeMode?: boolean;
  51767. }, scene: Scene);
  51768. private _changeVideoMode;
  51769. /**
  51770. * Releases resources associated with this node.
  51771. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  51772. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  51773. */
  51774. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  51775. }
  51776. }
  51777. declare module "babylonjs/Helpers/index" {
  51778. export * from "babylonjs/Helpers/environmentHelper";
  51779. export * from "babylonjs/Helpers/photoDome";
  51780. export * from "babylonjs/Helpers/sceneHelpers";
  51781. export * from "babylonjs/Helpers/videoDome";
  51782. }
  51783. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  51784. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51785. import { IDisposable } from "babylonjs/scene";
  51786. import { Engine } from "babylonjs/Engines/engine";
  51787. /**
  51788. * This class can be used to get instrumentation data from a Babylon engine
  51789. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51790. */
  51791. export class EngineInstrumentation implements IDisposable {
  51792. /**
  51793. * Define the instrumented engine.
  51794. */
  51795. engine: Engine;
  51796. private _captureGPUFrameTime;
  51797. private _gpuFrameTimeToken;
  51798. private _gpuFrameTime;
  51799. private _captureShaderCompilationTime;
  51800. private _shaderCompilationTime;
  51801. private _onBeginFrameObserver;
  51802. private _onEndFrameObserver;
  51803. private _onBeforeShaderCompilationObserver;
  51804. private _onAfterShaderCompilationObserver;
  51805. /**
  51806. * Gets the perf counter used for GPU frame time
  51807. */
  51808. readonly gpuFrameTimeCounter: PerfCounter;
  51809. /**
  51810. * Gets the GPU frame time capture status
  51811. */
  51812. /**
  51813. * Enable or disable the GPU frame time capture
  51814. */
  51815. captureGPUFrameTime: boolean;
  51816. /**
  51817. * Gets the perf counter used for shader compilation time
  51818. */
  51819. readonly shaderCompilationTimeCounter: PerfCounter;
  51820. /**
  51821. * Gets the shader compilation time capture status
  51822. */
  51823. /**
  51824. * Enable or disable the shader compilation time capture
  51825. */
  51826. captureShaderCompilationTime: boolean;
  51827. /**
  51828. * Instantiates a new engine instrumentation.
  51829. * This class can be used to get instrumentation data from a Babylon engine
  51830. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51831. * @param engine Defines the engine to instrument
  51832. */
  51833. constructor(
  51834. /**
  51835. * Define the instrumented engine.
  51836. */
  51837. engine: Engine);
  51838. /**
  51839. * Dispose and release associated resources.
  51840. */
  51841. dispose(): void;
  51842. }
  51843. }
  51844. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  51845. import { Scene, IDisposable } from "babylonjs/scene";
  51846. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51847. /**
  51848. * This class can be used to get instrumentation data from a Babylon engine
  51849. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  51850. */
  51851. export class SceneInstrumentation implements IDisposable {
  51852. /**
  51853. * Defines the scene to instrument
  51854. */
  51855. scene: Scene;
  51856. private _captureActiveMeshesEvaluationTime;
  51857. private _activeMeshesEvaluationTime;
  51858. private _captureRenderTargetsRenderTime;
  51859. private _renderTargetsRenderTime;
  51860. private _captureFrameTime;
  51861. private _frameTime;
  51862. private _captureRenderTime;
  51863. private _renderTime;
  51864. private _captureInterFrameTime;
  51865. private _interFrameTime;
  51866. private _captureParticlesRenderTime;
  51867. private _particlesRenderTime;
  51868. private _captureSpritesRenderTime;
  51869. private _spritesRenderTime;
  51870. private _capturePhysicsTime;
  51871. private _physicsTime;
  51872. private _captureAnimationsTime;
  51873. private _animationsTime;
  51874. private _captureCameraRenderTime;
  51875. private _cameraRenderTime;
  51876. private _onBeforeActiveMeshesEvaluationObserver;
  51877. private _onAfterActiveMeshesEvaluationObserver;
  51878. private _onBeforeRenderTargetsRenderObserver;
  51879. private _onAfterRenderTargetsRenderObserver;
  51880. private _onAfterRenderObserver;
  51881. private _onBeforeDrawPhaseObserver;
  51882. private _onAfterDrawPhaseObserver;
  51883. private _onBeforeAnimationsObserver;
  51884. private _onBeforeParticlesRenderingObserver;
  51885. private _onAfterParticlesRenderingObserver;
  51886. private _onBeforeSpritesRenderingObserver;
  51887. private _onAfterSpritesRenderingObserver;
  51888. private _onBeforePhysicsObserver;
  51889. private _onAfterPhysicsObserver;
  51890. private _onAfterAnimationsObserver;
  51891. private _onBeforeCameraRenderObserver;
  51892. private _onAfterCameraRenderObserver;
  51893. /**
  51894. * Gets the perf counter used for active meshes evaluation time
  51895. */
  51896. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  51897. /**
  51898. * Gets the active meshes evaluation time capture status
  51899. */
  51900. /**
  51901. * Enable or disable the active meshes evaluation time capture
  51902. */
  51903. captureActiveMeshesEvaluationTime: boolean;
  51904. /**
  51905. * Gets the perf counter used for render targets render time
  51906. */
  51907. readonly renderTargetsRenderTimeCounter: PerfCounter;
  51908. /**
  51909. * Gets the render targets render time capture status
  51910. */
  51911. /**
  51912. * Enable or disable the render targets render time capture
  51913. */
  51914. captureRenderTargetsRenderTime: boolean;
  51915. /**
  51916. * Gets the perf counter used for particles render time
  51917. */
  51918. readonly particlesRenderTimeCounter: PerfCounter;
  51919. /**
  51920. * Gets the particles render time capture status
  51921. */
  51922. /**
  51923. * Enable or disable the particles render time capture
  51924. */
  51925. captureParticlesRenderTime: boolean;
  51926. /**
  51927. * Gets the perf counter used for sprites render time
  51928. */
  51929. readonly spritesRenderTimeCounter: PerfCounter;
  51930. /**
  51931. * Gets the sprites render time capture status
  51932. */
  51933. /**
  51934. * Enable or disable the sprites render time capture
  51935. */
  51936. captureSpritesRenderTime: boolean;
  51937. /**
  51938. * Gets the perf counter used for physics time
  51939. */
  51940. readonly physicsTimeCounter: PerfCounter;
  51941. /**
  51942. * Gets the physics time capture status
  51943. */
  51944. /**
  51945. * Enable or disable the physics time capture
  51946. */
  51947. capturePhysicsTime: boolean;
  51948. /**
  51949. * Gets the perf counter used for animations time
  51950. */
  51951. readonly animationsTimeCounter: PerfCounter;
  51952. /**
  51953. * Gets the animations time capture status
  51954. */
  51955. /**
  51956. * Enable or disable the animations time capture
  51957. */
  51958. captureAnimationsTime: boolean;
  51959. /**
  51960. * Gets the perf counter used for frame time capture
  51961. */
  51962. readonly frameTimeCounter: PerfCounter;
  51963. /**
  51964. * Gets the frame time capture status
  51965. */
  51966. /**
  51967. * Enable or disable the frame time capture
  51968. */
  51969. captureFrameTime: boolean;
  51970. /**
  51971. * Gets the perf counter used for inter-frames time capture
  51972. */
  51973. readonly interFrameTimeCounter: PerfCounter;
  51974. /**
  51975. * Gets the inter-frames time capture status
  51976. */
  51977. /**
  51978. * Enable or disable the inter-frames time capture
  51979. */
  51980. captureInterFrameTime: boolean;
  51981. /**
  51982. * Gets the perf counter used for render time capture
  51983. */
  51984. readonly renderTimeCounter: PerfCounter;
  51985. /**
  51986. * Gets the render time capture status
  51987. */
  51988. /**
  51989. * Enable or disable the render time capture
  51990. */
  51991. captureRenderTime: boolean;
  51992. /**
  51993. * Gets the perf counter used for camera render time capture
  51994. */
  51995. readonly cameraRenderTimeCounter: PerfCounter;
  51996. /**
  51997. * Gets the camera render time capture status
  51998. */
  51999. /**
  52000. * Enable or disable the camera render time capture
  52001. */
  52002. captureCameraRenderTime: boolean;
  52003. /**
  52004. * Gets the perf counter used for draw calls
  52005. */
  52006. readonly drawCallsCounter: PerfCounter;
  52007. /**
  52008. * Instantiates a new scene instrumentation.
  52009. * This class can be used to get instrumentation data from a Babylon engine
  52010. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  52011. * @param scene Defines the scene to instrument
  52012. */
  52013. constructor(
  52014. /**
  52015. * Defines the scene to instrument
  52016. */
  52017. scene: Scene);
  52018. /**
  52019. * Dispose and release associated resources.
  52020. */
  52021. dispose(): void;
  52022. }
  52023. }
  52024. declare module "babylonjs/Instrumentation/index" {
  52025. export * from "babylonjs/Instrumentation/engineInstrumentation";
  52026. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  52027. export * from "babylonjs/Instrumentation/timeToken";
  52028. }
  52029. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  52030. /** @hidden */
  52031. export var glowMapGenerationPixelShader: {
  52032. name: string;
  52033. shader: string;
  52034. };
  52035. }
  52036. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  52037. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  52038. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  52039. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  52040. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  52041. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  52042. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  52043. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  52044. /** @hidden */
  52045. export var glowMapGenerationVertexShader: {
  52046. name: string;
  52047. shader: string;
  52048. };
  52049. }
  52050. declare module "babylonjs/Layers/effectLayer" {
  52051. import { Observable } from "babylonjs/Misc/observable";
  52052. import { Nullable } from "babylonjs/types";
  52053. import { Camera } from "babylonjs/Cameras/camera";
  52054. import { Scene } from "babylonjs/scene";
  52055. import { ISize } from "babylonjs/Maths/math.size";
  52056. import { Color4 } from "babylonjs/Maths/math.color";
  52057. import { Engine } from "babylonjs/Engines/engine";
  52058. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52059. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52060. import { Mesh } from "babylonjs/Meshes/mesh";
  52061. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  52062. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52063. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52064. import { Effect } from "babylonjs/Materials/effect";
  52065. import { Material } from "babylonjs/Materials/material";
  52066. import "babylonjs/Shaders/glowMapGeneration.fragment";
  52067. import "babylonjs/Shaders/glowMapGeneration.vertex";
  52068. /**
  52069. * Effect layer options. This helps customizing the behaviour
  52070. * of the effect layer.
  52071. */
  52072. export interface IEffectLayerOptions {
  52073. /**
  52074. * Multiplication factor apply to the canvas size to compute the render target size
  52075. * used to generated the objects (the smaller the faster).
  52076. */
  52077. mainTextureRatio: number;
  52078. /**
  52079. * Enforces a fixed size texture to ensure effect stability across devices.
  52080. */
  52081. mainTextureFixedSize?: number;
  52082. /**
  52083. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  52084. */
  52085. alphaBlendingMode: number;
  52086. /**
  52087. * The camera attached to the layer.
  52088. */
  52089. camera: Nullable<Camera>;
  52090. /**
  52091. * The rendering group to draw the layer in.
  52092. */
  52093. renderingGroupId: number;
  52094. }
  52095. /**
  52096. * The effect layer Helps adding post process effect blended with the main pass.
  52097. *
  52098. * This can be for instance use to generate glow or higlight effects on the scene.
  52099. *
  52100. * The effect layer class can not be used directly and is intented to inherited from to be
  52101. * customized per effects.
  52102. */
  52103. export abstract class EffectLayer {
  52104. private _vertexBuffers;
  52105. private _indexBuffer;
  52106. private _cachedDefines;
  52107. private _effectLayerMapGenerationEffect;
  52108. private _effectLayerOptions;
  52109. private _mergeEffect;
  52110. protected _scene: Scene;
  52111. protected _engine: Engine;
  52112. protected _maxSize: number;
  52113. protected _mainTextureDesiredSize: ISize;
  52114. protected _mainTexture: RenderTargetTexture;
  52115. protected _shouldRender: boolean;
  52116. protected _postProcesses: PostProcess[];
  52117. protected _textures: BaseTexture[];
  52118. protected _emissiveTextureAndColor: {
  52119. texture: Nullable<BaseTexture>;
  52120. color: Color4;
  52121. };
  52122. /**
  52123. * The name of the layer
  52124. */
  52125. name: string;
  52126. /**
  52127. * The clear color of the texture used to generate the glow map.
  52128. */
  52129. neutralColor: Color4;
  52130. /**
  52131. * Specifies wether the highlight layer is enabled or not.
  52132. */
  52133. isEnabled: boolean;
  52134. /**
  52135. * Gets the camera attached to the layer.
  52136. */
  52137. readonly camera: Nullable<Camera>;
  52138. /**
  52139. * Gets the rendering group id the layer should render in.
  52140. */
  52141. renderingGroupId: number;
  52142. /**
  52143. * An event triggered when the effect layer has been disposed.
  52144. */
  52145. onDisposeObservable: Observable<EffectLayer>;
  52146. /**
  52147. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  52148. */
  52149. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  52150. /**
  52151. * An event triggered when the generated texture is being merged in the scene.
  52152. */
  52153. onBeforeComposeObservable: Observable<EffectLayer>;
  52154. /**
  52155. * An event triggered when the mesh is rendered into the effect render target.
  52156. */
  52157. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  52158. /**
  52159. * An event triggered after the mesh has been rendered into the effect render target.
  52160. */
  52161. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  52162. /**
  52163. * An event triggered when the generated texture has been merged in the scene.
  52164. */
  52165. onAfterComposeObservable: Observable<EffectLayer>;
  52166. /**
  52167. * An event triggered when the efffect layer changes its size.
  52168. */
  52169. onSizeChangedObservable: Observable<EffectLayer>;
  52170. /** @hidden */
  52171. static _SceneComponentInitialization: (scene: Scene) => void;
  52172. /**
  52173. * Instantiates a new effect Layer and references it in the scene.
  52174. * @param name The name of the layer
  52175. * @param scene The scene to use the layer in
  52176. */
  52177. constructor(
  52178. /** The Friendly of the effect in the scene */
  52179. name: string, scene: Scene);
  52180. /**
  52181. * Get the effect name of the layer.
  52182. * @return The effect name
  52183. */
  52184. abstract getEffectName(): string;
  52185. /**
  52186. * Checks for the readiness of the element composing the layer.
  52187. * @param subMesh the mesh to check for
  52188. * @param useInstances specify wether or not to use instances to render the mesh
  52189. * @return true if ready otherwise, false
  52190. */
  52191. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52192. /**
  52193. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52194. * @returns true if the effect requires stencil during the main canvas render pass.
  52195. */
  52196. abstract needStencil(): boolean;
  52197. /**
  52198. * Create the merge effect. This is the shader use to blit the information back
  52199. * to the main canvas at the end of the scene rendering.
  52200. * @returns The effect containing the shader used to merge the effect on the main canvas
  52201. */
  52202. protected abstract _createMergeEffect(): Effect;
  52203. /**
  52204. * Creates the render target textures and post processes used in the effect layer.
  52205. */
  52206. protected abstract _createTextureAndPostProcesses(): void;
  52207. /**
  52208. * Implementation specific of rendering the generating effect on the main canvas.
  52209. * @param effect The effect used to render through
  52210. */
  52211. protected abstract _internalRender(effect: Effect): void;
  52212. /**
  52213. * Sets the required values for both the emissive texture and and the main color.
  52214. */
  52215. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52216. /**
  52217. * Free any resources and references associated to a mesh.
  52218. * Internal use
  52219. * @param mesh The mesh to free.
  52220. */
  52221. abstract _disposeMesh(mesh: Mesh): void;
  52222. /**
  52223. * Serializes this layer (Glow or Highlight for example)
  52224. * @returns a serialized layer object
  52225. */
  52226. abstract serialize?(): any;
  52227. /**
  52228. * Initializes the effect layer with the required options.
  52229. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  52230. */
  52231. protected _init(options: Partial<IEffectLayerOptions>): void;
  52232. /**
  52233. * Generates the index buffer of the full screen quad blending to the main canvas.
  52234. */
  52235. private _generateIndexBuffer;
  52236. /**
  52237. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  52238. */
  52239. private _generateVertexBuffer;
  52240. /**
  52241. * Sets the main texture desired size which is the closest power of two
  52242. * of the engine canvas size.
  52243. */
  52244. private _setMainTextureSize;
  52245. /**
  52246. * Creates the main texture for the effect layer.
  52247. */
  52248. protected _createMainTexture(): void;
  52249. /**
  52250. * Adds specific effects defines.
  52251. * @param defines The defines to add specifics to.
  52252. */
  52253. protected _addCustomEffectDefines(defines: string[]): void;
  52254. /**
  52255. * Checks for the readiness of the element composing the layer.
  52256. * @param subMesh the mesh to check for
  52257. * @param useInstances specify wether or not to use instances to render the mesh
  52258. * @param emissiveTexture the associated emissive texture used to generate the glow
  52259. * @return true if ready otherwise, false
  52260. */
  52261. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  52262. /**
  52263. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  52264. */
  52265. render(): void;
  52266. /**
  52267. * Determine if a given mesh will be used in the current effect.
  52268. * @param mesh mesh to test
  52269. * @returns true if the mesh will be used
  52270. */
  52271. hasMesh(mesh: AbstractMesh): boolean;
  52272. /**
  52273. * Returns true if the layer contains information to display, otherwise false.
  52274. * @returns true if the glow layer should be rendered
  52275. */
  52276. shouldRender(): boolean;
  52277. /**
  52278. * Returns true if the mesh should render, otherwise false.
  52279. * @param mesh The mesh to render
  52280. * @returns true if it should render otherwise false
  52281. */
  52282. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  52283. /**
  52284. * Returns true if the mesh can be rendered, otherwise false.
  52285. * @param mesh The mesh to render
  52286. * @param material The material used on the mesh
  52287. * @returns true if it can be rendered otherwise false
  52288. */
  52289. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52290. /**
  52291. * Returns true if the mesh should render, otherwise false.
  52292. * @param mesh The mesh to render
  52293. * @returns true if it should render otherwise false
  52294. */
  52295. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  52296. /**
  52297. * Renders the submesh passed in parameter to the generation map.
  52298. */
  52299. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  52300. /**
  52301. * Defines wether the current material of the mesh should be use to render the effect.
  52302. * @param mesh defines the current mesh to render
  52303. */
  52304. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52305. /**
  52306. * Rebuild the required buffers.
  52307. * @hidden Internal use only.
  52308. */
  52309. _rebuild(): void;
  52310. /**
  52311. * Dispose only the render target textures and post process.
  52312. */
  52313. private _disposeTextureAndPostProcesses;
  52314. /**
  52315. * Dispose the highlight layer and free resources.
  52316. */
  52317. dispose(): void;
  52318. /**
  52319. * Gets the class name of the effect layer
  52320. * @returns the string with the class name of the effect layer
  52321. */
  52322. getClassName(): string;
  52323. /**
  52324. * Creates an effect layer from parsed effect layer data
  52325. * @param parsedEffectLayer defines effect layer data
  52326. * @param scene defines the current scene
  52327. * @param rootUrl defines the root URL containing the effect layer information
  52328. * @returns a parsed effect Layer
  52329. */
  52330. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  52331. }
  52332. }
  52333. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  52334. import { Scene } from "babylonjs/scene";
  52335. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52336. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52337. import { AbstractScene } from "babylonjs/abstractScene";
  52338. module "babylonjs/abstractScene" {
  52339. interface AbstractScene {
  52340. /**
  52341. * The list of effect layers (highlights/glow) added to the scene
  52342. * @see http://doc.babylonjs.com/how_to/highlight_layer
  52343. * @see http://doc.babylonjs.com/how_to/glow_layer
  52344. */
  52345. effectLayers: Array<EffectLayer>;
  52346. /**
  52347. * Removes the given effect layer from this scene.
  52348. * @param toRemove defines the effect layer to remove
  52349. * @returns the index of the removed effect layer
  52350. */
  52351. removeEffectLayer(toRemove: EffectLayer): number;
  52352. /**
  52353. * Adds the given effect layer to this scene
  52354. * @param newEffectLayer defines the effect layer to add
  52355. */
  52356. addEffectLayer(newEffectLayer: EffectLayer): void;
  52357. }
  52358. }
  52359. /**
  52360. * Defines the layer scene component responsible to manage any effect layers
  52361. * in a given scene.
  52362. */
  52363. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  52364. /**
  52365. * The component name helpfull to identify the component in the list of scene components.
  52366. */
  52367. readonly name: string;
  52368. /**
  52369. * The scene the component belongs to.
  52370. */
  52371. scene: Scene;
  52372. private _engine;
  52373. private _renderEffects;
  52374. private _needStencil;
  52375. private _previousStencilState;
  52376. /**
  52377. * Creates a new instance of the component for the given scene
  52378. * @param scene Defines the scene to register the component in
  52379. */
  52380. constructor(scene: Scene);
  52381. /**
  52382. * Registers the component in a given scene
  52383. */
  52384. register(): void;
  52385. /**
  52386. * Rebuilds the elements related to this component in case of
  52387. * context lost for instance.
  52388. */
  52389. rebuild(): void;
  52390. /**
  52391. * Serializes the component data to the specified json object
  52392. * @param serializationObject The object to serialize to
  52393. */
  52394. serialize(serializationObject: any): void;
  52395. /**
  52396. * Adds all the elements from the container to the scene
  52397. * @param container the container holding the elements
  52398. */
  52399. addFromContainer(container: AbstractScene): void;
  52400. /**
  52401. * Removes all the elements in the container from the scene
  52402. * @param container contains the elements to remove
  52403. * @param dispose if the removed element should be disposed (default: false)
  52404. */
  52405. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52406. /**
  52407. * Disposes the component and the associated ressources.
  52408. */
  52409. dispose(): void;
  52410. private _isReadyForMesh;
  52411. private _renderMainTexture;
  52412. private _setStencil;
  52413. private _setStencilBack;
  52414. private _draw;
  52415. private _drawCamera;
  52416. private _drawRenderingGroup;
  52417. }
  52418. }
  52419. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  52420. /** @hidden */
  52421. export var glowMapMergePixelShader: {
  52422. name: string;
  52423. shader: string;
  52424. };
  52425. }
  52426. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  52427. /** @hidden */
  52428. export var glowMapMergeVertexShader: {
  52429. name: string;
  52430. shader: string;
  52431. };
  52432. }
  52433. declare module "babylonjs/Layers/glowLayer" {
  52434. import { Nullable } from "babylonjs/types";
  52435. import { Camera } from "babylonjs/Cameras/camera";
  52436. import { Scene } from "babylonjs/scene";
  52437. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52438. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52439. import { Mesh } from "babylonjs/Meshes/mesh";
  52440. import { Texture } from "babylonjs/Materials/Textures/texture";
  52441. import { Effect } from "babylonjs/Materials/effect";
  52442. import { Material } from "babylonjs/Materials/material";
  52443. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52444. import { Color4 } from "babylonjs/Maths/math.color";
  52445. import "babylonjs/Shaders/glowMapMerge.fragment";
  52446. import "babylonjs/Shaders/glowMapMerge.vertex";
  52447. import "babylonjs/Layers/effectLayerSceneComponent";
  52448. module "babylonjs/abstractScene" {
  52449. interface AbstractScene {
  52450. /**
  52451. * Return a the first highlight layer of the scene with a given name.
  52452. * @param name The name of the highlight layer to look for.
  52453. * @return The highlight layer if found otherwise null.
  52454. */
  52455. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  52456. }
  52457. }
  52458. /**
  52459. * Glow layer options. This helps customizing the behaviour
  52460. * of the glow layer.
  52461. */
  52462. export interface IGlowLayerOptions {
  52463. /**
  52464. * Multiplication factor apply to the canvas size to compute the render target size
  52465. * used to generated the glowing objects (the smaller the faster).
  52466. */
  52467. mainTextureRatio: number;
  52468. /**
  52469. * Enforces a fixed size texture to ensure resize independant blur.
  52470. */
  52471. mainTextureFixedSize?: number;
  52472. /**
  52473. * How big is the kernel of the blur texture.
  52474. */
  52475. blurKernelSize: number;
  52476. /**
  52477. * The camera attached to the layer.
  52478. */
  52479. camera: Nullable<Camera>;
  52480. /**
  52481. * Enable MSAA by chosing the number of samples.
  52482. */
  52483. mainTextureSamples?: number;
  52484. /**
  52485. * The rendering group to draw the layer in.
  52486. */
  52487. renderingGroupId: number;
  52488. }
  52489. /**
  52490. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  52491. *
  52492. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  52493. *
  52494. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  52495. */
  52496. export class GlowLayer extends EffectLayer {
  52497. /**
  52498. * Effect Name of the layer.
  52499. */
  52500. static readonly EffectName: string;
  52501. /**
  52502. * The default blur kernel size used for the glow.
  52503. */
  52504. static DefaultBlurKernelSize: number;
  52505. /**
  52506. * The default texture size ratio used for the glow.
  52507. */
  52508. static DefaultTextureRatio: number;
  52509. /**
  52510. * Sets the kernel size of the blur.
  52511. */
  52512. /**
  52513. * Gets the kernel size of the blur.
  52514. */
  52515. blurKernelSize: number;
  52516. /**
  52517. * Sets the glow intensity.
  52518. */
  52519. /**
  52520. * Gets the glow intensity.
  52521. */
  52522. intensity: number;
  52523. private _options;
  52524. private _intensity;
  52525. private _horizontalBlurPostprocess1;
  52526. private _verticalBlurPostprocess1;
  52527. private _horizontalBlurPostprocess2;
  52528. private _verticalBlurPostprocess2;
  52529. private _blurTexture1;
  52530. private _blurTexture2;
  52531. private _postProcesses1;
  52532. private _postProcesses2;
  52533. private _includedOnlyMeshes;
  52534. private _excludedMeshes;
  52535. private _meshesUsingTheirOwnMaterials;
  52536. /**
  52537. * Callback used to let the user override the color selection on a per mesh basis
  52538. */
  52539. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  52540. /**
  52541. * Callback used to let the user override the texture selection on a per mesh basis
  52542. */
  52543. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  52544. /**
  52545. * Instantiates a new glow Layer and references it to the scene.
  52546. * @param name The name of the layer
  52547. * @param scene The scene to use the layer in
  52548. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  52549. */
  52550. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  52551. /**
  52552. * Get the effect name of the layer.
  52553. * @return The effect name
  52554. */
  52555. getEffectName(): string;
  52556. /**
  52557. * Create the merge effect. This is the shader use to blit the information back
  52558. * to the main canvas at the end of the scene rendering.
  52559. */
  52560. protected _createMergeEffect(): Effect;
  52561. /**
  52562. * Creates the render target textures and post processes used in the glow layer.
  52563. */
  52564. protected _createTextureAndPostProcesses(): void;
  52565. /**
  52566. * Checks for the readiness of the element composing the layer.
  52567. * @param subMesh the mesh to check for
  52568. * @param useInstances specify wether or not to use instances to render the mesh
  52569. * @param emissiveTexture the associated emissive texture used to generate the glow
  52570. * @return true if ready otherwise, false
  52571. */
  52572. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52573. /**
  52574. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52575. */
  52576. needStencil(): boolean;
  52577. /**
  52578. * Returns true if the mesh can be rendered, otherwise false.
  52579. * @param mesh The mesh to render
  52580. * @param material The material used on the mesh
  52581. * @returns true if it can be rendered otherwise false
  52582. */
  52583. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52584. /**
  52585. * Implementation specific of rendering the generating effect on the main canvas.
  52586. * @param effect The effect used to render through
  52587. */
  52588. protected _internalRender(effect: Effect): void;
  52589. /**
  52590. * Sets the required values for both the emissive texture and and the main color.
  52591. */
  52592. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52593. /**
  52594. * Returns true if the mesh should render, otherwise false.
  52595. * @param mesh The mesh to render
  52596. * @returns true if it should render otherwise false
  52597. */
  52598. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52599. /**
  52600. * Adds specific effects defines.
  52601. * @param defines The defines to add specifics to.
  52602. */
  52603. protected _addCustomEffectDefines(defines: string[]): void;
  52604. /**
  52605. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  52606. * @param mesh The mesh to exclude from the glow layer
  52607. */
  52608. addExcludedMesh(mesh: Mesh): void;
  52609. /**
  52610. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  52611. * @param mesh The mesh to remove
  52612. */
  52613. removeExcludedMesh(mesh: Mesh): void;
  52614. /**
  52615. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  52616. * @param mesh The mesh to include in the glow layer
  52617. */
  52618. addIncludedOnlyMesh(mesh: Mesh): void;
  52619. /**
  52620. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  52621. * @param mesh The mesh to remove
  52622. */
  52623. removeIncludedOnlyMesh(mesh: Mesh): void;
  52624. /**
  52625. * Determine if a given mesh will be used in the glow layer
  52626. * @param mesh The mesh to test
  52627. * @returns true if the mesh will be highlighted by the current glow layer
  52628. */
  52629. hasMesh(mesh: AbstractMesh): boolean;
  52630. /**
  52631. * Defines wether the current material of the mesh should be use to render the effect.
  52632. * @param mesh defines the current mesh to render
  52633. */
  52634. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52635. /**
  52636. * Add a mesh to be rendered through its own material and not with emissive only.
  52637. * @param mesh The mesh for which we need to use its material
  52638. */
  52639. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  52640. /**
  52641. * Remove a mesh from being rendered through its own material and not with emissive only.
  52642. * @param mesh The mesh for which we need to not use its material
  52643. */
  52644. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  52645. /**
  52646. * Free any resources and references associated to a mesh.
  52647. * Internal use
  52648. * @param mesh The mesh to free.
  52649. * @hidden
  52650. */
  52651. _disposeMesh(mesh: Mesh): void;
  52652. /**
  52653. * Gets the class name of the effect layer
  52654. * @returns the string with the class name of the effect layer
  52655. */
  52656. getClassName(): string;
  52657. /**
  52658. * Serializes this glow layer
  52659. * @returns a serialized glow layer object
  52660. */
  52661. serialize(): any;
  52662. /**
  52663. * Creates a Glow Layer from parsed glow layer data
  52664. * @param parsedGlowLayer defines glow layer data
  52665. * @param scene defines the current scene
  52666. * @param rootUrl defines the root URL containing the glow layer information
  52667. * @returns a parsed Glow Layer
  52668. */
  52669. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  52670. }
  52671. }
  52672. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  52673. /** @hidden */
  52674. export var glowBlurPostProcessPixelShader: {
  52675. name: string;
  52676. shader: string;
  52677. };
  52678. }
  52679. declare module "babylonjs/Layers/highlightLayer" {
  52680. import { Observable } from "babylonjs/Misc/observable";
  52681. import { Nullable } from "babylonjs/types";
  52682. import { Camera } from "babylonjs/Cameras/camera";
  52683. import { Scene } from "babylonjs/scene";
  52684. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52685. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52686. import { Mesh } from "babylonjs/Meshes/mesh";
  52687. import { Effect } from "babylonjs/Materials/effect";
  52688. import { Material } from "babylonjs/Materials/material";
  52689. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52690. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  52691. import "babylonjs/Shaders/glowMapMerge.fragment";
  52692. import "babylonjs/Shaders/glowMapMerge.vertex";
  52693. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  52694. module "babylonjs/abstractScene" {
  52695. interface AbstractScene {
  52696. /**
  52697. * Return a the first highlight layer of the scene with a given name.
  52698. * @param name The name of the highlight layer to look for.
  52699. * @return The highlight layer if found otherwise null.
  52700. */
  52701. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  52702. }
  52703. }
  52704. /**
  52705. * Highlight layer options. This helps customizing the behaviour
  52706. * of the highlight layer.
  52707. */
  52708. export interface IHighlightLayerOptions {
  52709. /**
  52710. * Multiplication factor apply to the canvas size to compute the render target size
  52711. * used to generated the glowing objects (the smaller the faster).
  52712. */
  52713. mainTextureRatio: number;
  52714. /**
  52715. * Enforces a fixed size texture to ensure resize independant blur.
  52716. */
  52717. mainTextureFixedSize?: number;
  52718. /**
  52719. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  52720. * of the picture to blur (the smaller the faster).
  52721. */
  52722. blurTextureSizeRatio: number;
  52723. /**
  52724. * How big in texel of the blur texture is the vertical blur.
  52725. */
  52726. blurVerticalSize: number;
  52727. /**
  52728. * How big in texel of the blur texture is the horizontal blur.
  52729. */
  52730. blurHorizontalSize: number;
  52731. /**
  52732. * Alpha blending mode used to apply the blur. Default is combine.
  52733. */
  52734. alphaBlendingMode: number;
  52735. /**
  52736. * The camera attached to the layer.
  52737. */
  52738. camera: Nullable<Camera>;
  52739. /**
  52740. * Should we display highlight as a solid stroke?
  52741. */
  52742. isStroke?: boolean;
  52743. /**
  52744. * The rendering group to draw the layer in.
  52745. */
  52746. renderingGroupId: number;
  52747. }
  52748. /**
  52749. * The highlight layer Helps adding a glow effect around a mesh.
  52750. *
  52751. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  52752. * glowy meshes to your scene.
  52753. *
  52754. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  52755. */
  52756. export class HighlightLayer extends EffectLayer {
  52757. name: string;
  52758. /**
  52759. * Effect Name of the highlight layer.
  52760. */
  52761. static readonly EffectName: string;
  52762. /**
  52763. * The neutral color used during the preparation of the glow effect.
  52764. * This is black by default as the blend operation is a blend operation.
  52765. */
  52766. static NeutralColor: Color4;
  52767. /**
  52768. * Stencil value used for glowing meshes.
  52769. */
  52770. static GlowingMeshStencilReference: number;
  52771. /**
  52772. * Stencil value used for the other meshes in the scene.
  52773. */
  52774. static NormalMeshStencilReference: number;
  52775. /**
  52776. * Specifies whether or not the inner glow is ACTIVE in the layer.
  52777. */
  52778. innerGlow: boolean;
  52779. /**
  52780. * Specifies whether or not the outer glow is ACTIVE in the layer.
  52781. */
  52782. outerGlow: boolean;
  52783. /**
  52784. * Specifies the horizontal size of the blur.
  52785. */
  52786. /**
  52787. * Gets the horizontal size of the blur.
  52788. */
  52789. blurHorizontalSize: number;
  52790. /**
  52791. * Specifies the vertical size of the blur.
  52792. */
  52793. /**
  52794. * Gets the vertical size of the blur.
  52795. */
  52796. blurVerticalSize: number;
  52797. /**
  52798. * An event triggered when the highlight layer is being blurred.
  52799. */
  52800. onBeforeBlurObservable: Observable<HighlightLayer>;
  52801. /**
  52802. * An event triggered when the highlight layer has been blurred.
  52803. */
  52804. onAfterBlurObservable: Observable<HighlightLayer>;
  52805. private _instanceGlowingMeshStencilReference;
  52806. private _options;
  52807. private _downSamplePostprocess;
  52808. private _horizontalBlurPostprocess;
  52809. private _verticalBlurPostprocess;
  52810. private _blurTexture;
  52811. private _meshes;
  52812. private _excludedMeshes;
  52813. /**
  52814. * Instantiates a new highlight Layer and references it to the scene..
  52815. * @param name The name of the layer
  52816. * @param scene The scene to use the layer in
  52817. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  52818. */
  52819. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  52820. /**
  52821. * Get the effect name of the layer.
  52822. * @return The effect name
  52823. */
  52824. getEffectName(): string;
  52825. /**
  52826. * Create the merge effect. This is the shader use to blit the information back
  52827. * to the main canvas at the end of the scene rendering.
  52828. */
  52829. protected _createMergeEffect(): Effect;
  52830. /**
  52831. * Creates the render target textures and post processes used in the highlight layer.
  52832. */
  52833. protected _createTextureAndPostProcesses(): void;
  52834. /**
  52835. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52836. */
  52837. needStencil(): boolean;
  52838. /**
  52839. * Checks for the readiness of the element composing the layer.
  52840. * @param subMesh the mesh to check for
  52841. * @param useInstances specify wether or not to use instances to render the mesh
  52842. * @param emissiveTexture the associated emissive texture used to generate the glow
  52843. * @return true if ready otherwise, false
  52844. */
  52845. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52846. /**
  52847. * Implementation specific of rendering the generating effect on the main canvas.
  52848. * @param effect The effect used to render through
  52849. */
  52850. protected _internalRender(effect: Effect): void;
  52851. /**
  52852. * Returns true if the layer contains information to display, otherwise false.
  52853. */
  52854. shouldRender(): boolean;
  52855. /**
  52856. * Returns true if the mesh should render, otherwise false.
  52857. * @param mesh The mesh to render
  52858. * @returns true if it should render otherwise false
  52859. */
  52860. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52861. /**
  52862. * Sets the required values for both the emissive texture and and the main color.
  52863. */
  52864. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52865. /**
  52866. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  52867. * @param mesh The mesh to exclude from the highlight layer
  52868. */
  52869. addExcludedMesh(mesh: Mesh): void;
  52870. /**
  52871. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  52872. * @param mesh The mesh to highlight
  52873. */
  52874. removeExcludedMesh(mesh: Mesh): void;
  52875. /**
  52876. * Determine if a given mesh will be highlighted by the current HighlightLayer
  52877. * @param mesh mesh to test
  52878. * @returns true if the mesh will be highlighted by the current HighlightLayer
  52879. */
  52880. hasMesh(mesh: AbstractMesh): boolean;
  52881. /**
  52882. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  52883. * @param mesh The mesh to highlight
  52884. * @param color The color of the highlight
  52885. * @param glowEmissiveOnly Extract the glow from the emissive texture
  52886. */
  52887. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  52888. /**
  52889. * Remove a mesh from the highlight layer in order to make it stop glowing.
  52890. * @param mesh The mesh to highlight
  52891. */
  52892. removeMesh(mesh: Mesh): void;
  52893. /**
  52894. * Force the stencil to the normal expected value for none glowing parts
  52895. */
  52896. private _defaultStencilReference;
  52897. /**
  52898. * Free any resources and references associated to a mesh.
  52899. * Internal use
  52900. * @param mesh The mesh to free.
  52901. * @hidden
  52902. */
  52903. _disposeMesh(mesh: Mesh): void;
  52904. /**
  52905. * Dispose the highlight layer and free resources.
  52906. */
  52907. dispose(): void;
  52908. /**
  52909. * Gets the class name of the effect layer
  52910. * @returns the string with the class name of the effect layer
  52911. */
  52912. getClassName(): string;
  52913. /**
  52914. * Serializes this Highlight layer
  52915. * @returns a serialized Highlight layer object
  52916. */
  52917. serialize(): any;
  52918. /**
  52919. * Creates a Highlight layer from parsed Highlight layer data
  52920. * @param parsedHightlightLayer defines the Highlight layer data
  52921. * @param scene defines the current scene
  52922. * @param rootUrl defines the root URL containing the Highlight layer information
  52923. * @returns a parsed Highlight layer
  52924. */
  52925. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  52926. }
  52927. }
  52928. declare module "babylonjs/Layers/layerSceneComponent" {
  52929. import { Scene } from "babylonjs/scene";
  52930. import { ISceneComponent } from "babylonjs/sceneComponent";
  52931. import { Layer } from "babylonjs/Layers/layer";
  52932. import { AbstractScene } from "babylonjs/abstractScene";
  52933. module "babylonjs/abstractScene" {
  52934. interface AbstractScene {
  52935. /**
  52936. * The list of layers (background and foreground) of the scene
  52937. */
  52938. layers: Array<Layer>;
  52939. }
  52940. }
  52941. /**
  52942. * Defines the layer scene component responsible to manage any layers
  52943. * in a given scene.
  52944. */
  52945. export class LayerSceneComponent implements ISceneComponent {
  52946. /**
  52947. * The component name helpfull to identify the component in the list of scene components.
  52948. */
  52949. readonly name: string;
  52950. /**
  52951. * The scene the component belongs to.
  52952. */
  52953. scene: Scene;
  52954. private _engine;
  52955. /**
  52956. * Creates a new instance of the component for the given scene
  52957. * @param scene Defines the scene to register the component in
  52958. */
  52959. constructor(scene: Scene);
  52960. /**
  52961. * Registers the component in a given scene
  52962. */
  52963. register(): void;
  52964. /**
  52965. * Rebuilds the elements related to this component in case of
  52966. * context lost for instance.
  52967. */
  52968. rebuild(): void;
  52969. /**
  52970. * Disposes the component and the associated ressources.
  52971. */
  52972. dispose(): void;
  52973. private _draw;
  52974. private _drawCameraPredicate;
  52975. private _drawCameraBackground;
  52976. private _drawCameraForeground;
  52977. private _drawRenderTargetPredicate;
  52978. private _drawRenderTargetBackground;
  52979. private _drawRenderTargetForeground;
  52980. /**
  52981. * Adds all the elements from the container to the scene
  52982. * @param container the container holding the elements
  52983. */
  52984. addFromContainer(container: AbstractScene): void;
  52985. /**
  52986. * Removes all the elements in the container from the scene
  52987. * @param container contains the elements to remove
  52988. * @param dispose if the removed element should be disposed (default: false)
  52989. */
  52990. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52991. }
  52992. }
  52993. declare module "babylonjs/Shaders/layer.fragment" {
  52994. /** @hidden */
  52995. export var layerPixelShader: {
  52996. name: string;
  52997. shader: string;
  52998. };
  52999. }
  53000. declare module "babylonjs/Shaders/layer.vertex" {
  53001. /** @hidden */
  53002. export var layerVertexShader: {
  53003. name: string;
  53004. shader: string;
  53005. };
  53006. }
  53007. declare module "babylonjs/Layers/layer" {
  53008. import { Observable } from "babylonjs/Misc/observable";
  53009. import { Nullable } from "babylonjs/types";
  53010. import { Scene } from "babylonjs/scene";
  53011. import { Vector2 } from "babylonjs/Maths/math.vector";
  53012. import { Color4 } from "babylonjs/Maths/math.color";
  53013. import { Texture } from "babylonjs/Materials/Textures/texture";
  53014. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53015. import "babylonjs/Shaders/layer.fragment";
  53016. import "babylonjs/Shaders/layer.vertex";
  53017. /**
  53018. * This represents a full screen 2d layer.
  53019. * This can be useful to display a picture in the background of your scene for instance.
  53020. * @see https://www.babylonjs-playground.com/#08A2BS#1
  53021. */
  53022. export class Layer {
  53023. /**
  53024. * Define the name of the layer.
  53025. */
  53026. name: string;
  53027. /**
  53028. * Define the texture the layer should display.
  53029. */
  53030. texture: Nullable<Texture>;
  53031. /**
  53032. * Is the layer in background or foreground.
  53033. */
  53034. isBackground: boolean;
  53035. /**
  53036. * Define the color of the layer (instead of texture).
  53037. */
  53038. color: Color4;
  53039. /**
  53040. * Define the scale of the layer in order to zoom in out of the texture.
  53041. */
  53042. scale: Vector2;
  53043. /**
  53044. * Define an offset for the layer in order to shift the texture.
  53045. */
  53046. offset: Vector2;
  53047. /**
  53048. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  53049. */
  53050. alphaBlendingMode: number;
  53051. /**
  53052. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  53053. * Alpha test will not mix with the background color in case of transparency.
  53054. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  53055. */
  53056. alphaTest: boolean;
  53057. /**
  53058. * Define a mask to restrict the layer to only some of the scene cameras.
  53059. */
  53060. layerMask: number;
  53061. /**
  53062. * Define the list of render target the layer is visible into.
  53063. */
  53064. renderTargetTextures: RenderTargetTexture[];
  53065. /**
  53066. * Define if the layer is only used in renderTarget or if it also
  53067. * renders in the main frame buffer of the canvas.
  53068. */
  53069. renderOnlyInRenderTargetTextures: boolean;
  53070. private _scene;
  53071. private _vertexBuffers;
  53072. private _indexBuffer;
  53073. private _effect;
  53074. private _alphaTestEffect;
  53075. /**
  53076. * An event triggered when the layer is disposed.
  53077. */
  53078. onDisposeObservable: Observable<Layer>;
  53079. private _onDisposeObserver;
  53080. /**
  53081. * Back compatibility with callback before the onDisposeObservable existed.
  53082. * The set callback will be triggered when the layer has been disposed.
  53083. */
  53084. onDispose: () => void;
  53085. /**
  53086. * An event triggered before rendering the scene
  53087. */
  53088. onBeforeRenderObservable: Observable<Layer>;
  53089. private _onBeforeRenderObserver;
  53090. /**
  53091. * Back compatibility with callback before the onBeforeRenderObservable existed.
  53092. * The set callback will be triggered just before rendering the layer.
  53093. */
  53094. onBeforeRender: () => void;
  53095. /**
  53096. * An event triggered after rendering the scene
  53097. */
  53098. onAfterRenderObservable: Observable<Layer>;
  53099. private _onAfterRenderObserver;
  53100. /**
  53101. * Back compatibility with callback before the onAfterRenderObservable existed.
  53102. * The set callback will be triggered just after rendering the layer.
  53103. */
  53104. onAfterRender: () => void;
  53105. /**
  53106. * Instantiates a new layer.
  53107. * This represents a full screen 2d layer.
  53108. * This can be useful to display a picture in the background of your scene for instance.
  53109. * @see https://www.babylonjs-playground.com/#08A2BS#1
  53110. * @param name Define the name of the layer in the scene
  53111. * @param imgUrl Define the url of the texture to display in the layer
  53112. * @param scene Define the scene the layer belongs to
  53113. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  53114. * @param color Defines a color for the layer
  53115. */
  53116. constructor(
  53117. /**
  53118. * Define the name of the layer.
  53119. */
  53120. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  53121. private _createIndexBuffer;
  53122. /** @hidden */
  53123. _rebuild(): void;
  53124. /**
  53125. * Renders the layer in the scene.
  53126. */
  53127. render(): void;
  53128. /**
  53129. * Disposes and releases the associated ressources.
  53130. */
  53131. dispose(): void;
  53132. }
  53133. }
  53134. declare module "babylonjs/Layers/index" {
  53135. export * from "babylonjs/Layers/effectLayer";
  53136. export * from "babylonjs/Layers/effectLayerSceneComponent";
  53137. export * from "babylonjs/Layers/glowLayer";
  53138. export * from "babylonjs/Layers/highlightLayer";
  53139. export * from "babylonjs/Layers/layer";
  53140. export * from "babylonjs/Layers/layerSceneComponent";
  53141. }
  53142. declare module "babylonjs/Shaders/lensFlare.fragment" {
  53143. /** @hidden */
  53144. export var lensFlarePixelShader: {
  53145. name: string;
  53146. shader: string;
  53147. };
  53148. }
  53149. declare module "babylonjs/Shaders/lensFlare.vertex" {
  53150. /** @hidden */
  53151. export var lensFlareVertexShader: {
  53152. name: string;
  53153. shader: string;
  53154. };
  53155. }
  53156. declare module "babylonjs/LensFlares/lensFlareSystem" {
  53157. import { Scene } from "babylonjs/scene";
  53158. import { Vector3 } from "babylonjs/Maths/math.vector";
  53159. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53160. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  53161. import "babylonjs/Shaders/lensFlare.fragment";
  53162. import "babylonjs/Shaders/lensFlare.vertex";
  53163. import { Viewport } from "babylonjs/Maths/math.viewport";
  53164. /**
  53165. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  53166. * It is usually composed of several `lensFlare`.
  53167. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53168. */
  53169. export class LensFlareSystem {
  53170. /**
  53171. * Define the name of the lens flare system
  53172. */
  53173. name: string;
  53174. /**
  53175. * List of lens flares used in this system.
  53176. */
  53177. lensFlares: LensFlare[];
  53178. /**
  53179. * Define a limit from the border the lens flare can be visible.
  53180. */
  53181. borderLimit: number;
  53182. /**
  53183. * Define a viewport border we do not want to see the lens flare in.
  53184. */
  53185. viewportBorder: number;
  53186. /**
  53187. * Define a predicate which could limit the list of meshes able to occlude the effect.
  53188. */
  53189. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  53190. /**
  53191. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  53192. */
  53193. layerMask: number;
  53194. /**
  53195. * Define the id of the lens flare system in the scene.
  53196. * (equal to name by default)
  53197. */
  53198. id: string;
  53199. private _scene;
  53200. private _emitter;
  53201. private _vertexBuffers;
  53202. private _indexBuffer;
  53203. private _effect;
  53204. private _positionX;
  53205. private _positionY;
  53206. private _isEnabled;
  53207. /** @hidden */
  53208. static _SceneComponentInitialization: (scene: Scene) => void;
  53209. /**
  53210. * Instantiates a lens flare system.
  53211. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  53212. * It is usually composed of several `lensFlare`.
  53213. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53214. * @param name Define the name of the lens flare system in the scene
  53215. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  53216. * @param scene Define the scene the lens flare system belongs to
  53217. */
  53218. constructor(
  53219. /**
  53220. * Define the name of the lens flare system
  53221. */
  53222. name: string, emitter: any, scene: Scene);
  53223. /**
  53224. * Define if the lens flare system is enabled.
  53225. */
  53226. isEnabled: boolean;
  53227. /**
  53228. * Get the scene the effects belongs to.
  53229. * @returns the scene holding the lens flare system
  53230. */
  53231. getScene(): Scene;
  53232. /**
  53233. * Get the emitter of the lens flare system.
  53234. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53235. * @returns the emitter of the lens flare system
  53236. */
  53237. getEmitter(): any;
  53238. /**
  53239. * Set the emitter of the lens flare system.
  53240. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53241. * @param newEmitter Define the new emitter of the system
  53242. */
  53243. setEmitter(newEmitter: any): void;
  53244. /**
  53245. * Get the lens flare system emitter position.
  53246. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  53247. * @returns the position
  53248. */
  53249. getEmitterPosition(): Vector3;
  53250. /**
  53251. * @hidden
  53252. */
  53253. computeEffectivePosition(globalViewport: Viewport): boolean;
  53254. /** @hidden */
  53255. _isVisible(): boolean;
  53256. /**
  53257. * @hidden
  53258. */
  53259. render(): boolean;
  53260. /**
  53261. * Dispose and release the lens flare with its associated resources.
  53262. */
  53263. dispose(): void;
  53264. /**
  53265. * Parse a lens flare system from a JSON repressentation
  53266. * @param parsedLensFlareSystem Define the JSON to parse
  53267. * @param scene Define the scene the parsed system should be instantiated in
  53268. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  53269. * @returns the parsed system
  53270. */
  53271. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  53272. /**
  53273. * Serialize the current Lens Flare System into a JSON representation.
  53274. * @returns the serialized JSON
  53275. */
  53276. serialize(): any;
  53277. }
  53278. }
  53279. declare module "babylonjs/LensFlares/lensFlare" {
  53280. import { Nullable } from "babylonjs/types";
  53281. import { Color3 } from "babylonjs/Maths/math.color";
  53282. import { Texture } from "babylonjs/Materials/Textures/texture";
  53283. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53284. /**
  53285. * This represents one of the lens effect in a `lensFlareSystem`.
  53286. * It controls one of the indiviual texture used in the effect.
  53287. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53288. */
  53289. export class LensFlare {
  53290. /**
  53291. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53292. */
  53293. size: number;
  53294. /**
  53295. * 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.
  53296. */
  53297. position: number;
  53298. /**
  53299. * Define the lens color.
  53300. */
  53301. color: Color3;
  53302. /**
  53303. * Define the lens texture.
  53304. */
  53305. texture: Nullable<Texture>;
  53306. /**
  53307. * Define the alpha mode to render this particular lens.
  53308. */
  53309. alphaMode: number;
  53310. private _system;
  53311. /**
  53312. * Creates a new Lens Flare.
  53313. * This represents one of the lens effect in a `lensFlareSystem`.
  53314. * It controls one of the indiviual texture used in the effect.
  53315. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53316. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  53317. * @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.
  53318. * @param color Define the lens color
  53319. * @param imgUrl Define the lens texture url
  53320. * @param system Define the `lensFlareSystem` this flare is part of
  53321. * @returns The newly created Lens Flare
  53322. */
  53323. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  53324. /**
  53325. * Instantiates a new Lens Flare.
  53326. * This represents one of the lens effect in a `lensFlareSystem`.
  53327. * It controls one of the indiviual texture used in the effect.
  53328. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53329. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  53330. * @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.
  53331. * @param color Define the lens color
  53332. * @param imgUrl Define the lens texture url
  53333. * @param system Define the `lensFlareSystem` this flare is part of
  53334. */
  53335. constructor(
  53336. /**
  53337. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53338. */
  53339. size: number,
  53340. /**
  53341. * 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.
  53342. */
  53343. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  53344. /**
  53345. * Dispose and release the lens flare with its associated resources.
  53346. */
  53347. dispose(): void;
  53348. }
  53349. }
  53350. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  53351. import { Nullable } from "babylonjs/types";
  53352. import { Scene } from "babylonjs/scene";
  53353. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53354. import { AbstractScene } from "babylonjs/abstractScene";
  53355. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53356. module "babylonjs/abstractScene" {
  53357. interface AbstractScene {
  53358. /**
  53359. * The list of lens flare system added to the scene
  53360. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53361. */
  53362. lensFlareSystems: Array<LensFlareSystem>;
  53363. /**
  53364. * Removes the given lens flare system from this scene.
  53365. * @param toRemove The lens flare system to remove
  53366. * @returns The index of the removed lens flare system
  53367. */
  53368. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  53369. /**
  53370. * Adds the given lens flare system to this scene
  53371. * @param newLensFlareSystem The lens flare system to add
  53372. */
  53373. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  53374. /**
  53375. * Gets a lens flare system using its name
  53376. * @param name defines the name to look for
  53377. * @returns the lens flare system or null if not found
  53378. */
  53379. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  53380. /**
  53381. * Gets a lens flare system using its id
  53382. * @param id defines the id to look for
  53383. * @returns the lens flare system or null if not found
  53384. */
  53385. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  53386. }
  53387. }
  53388. /**
  53389. * Defines the lens flare scene component responsible to manage any lens flares
  53390. * in a given scene.
  53391. */
  53392. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  53393. /**
  53394. * The component name helpfull to identify the component in the list of scene components.
  53395. */
  53396. readonly name: string;
  53397. /**
  53398. * The scene the component belongs to.
  53399. */
  53400. scene: Scene;
  53401. /**
  53402. * Creates a new instance of the component for the given scene
  53403. * @param scene Defines the scene to register the component in
  53404. */
  53405. constructor(scene: Scene);
  53406. /**
  53407. * Registers the component in a given scene
  53408. */
  53409. register(): void;
  53410. /**
  53411. * Rebuilds the elements related to this component in case of
  53412. * context lost for instance.
  53413. */
  53414. rebuild(): void;
  53415. /**
  53416. * Adds all the elements from the container to the scene
  53417. * @param container the container holding the elements
  53418. */
  53419. addFromContainer(container: AbstractScene): void;
  53420. /**
  53421. * Removes all the elements in the container from the scene
  53422. * @param container contains the elements to remove
  53423. * @param dispose if the removed element should be disposed (default: false)
  53424. */
  53425. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53426. /**
  53427. * Serializes the component data to the specified json object
  53428. * @param serializationObject The object to serialize to
  53429. */
  53430. serialize(serializationObject: any): void;
  53431. /**
  53432. * Disposes the component and the associated ressources.
  53433. */
  53434. dispose(): void;
  53435. private _draw;
  53436. }
  53437. }
  53438. declare module "babylonjs/LensFlares/index" {
  53439. export * from "babylonjs/LensFlares/lensFlare";
  53440. export * from "babylonjs/LensFlares/lensFlareSystem";
  53441. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  53442. }
  53443. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  53444. import { Scene } from "babylonjs/scene";
  53445. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53446. import { AbstractScene } from "babylonjs/abstractScene";
  53447. /**
  53448. * Defines the shadow generator component responsible to manage any shadow generators
  53449. * in a given scene.
  53450. */
  53451. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  53452. /**
  53453. * The component name helpfull to identify the component in the list of scene components.
  53454. */
  53455. readonly name: string;
  53456. /**
  53457. * The scene the component belongs to.
  53458. */
  53459. scene: Scene;
  53460. /**
  53461. * Creates a new instance of the component for the given scene
  53462. * @param scene Defines the scene to register the component in
  53463. */
  53464. constructor(scene: Scene);
  53465. /**
  53466. * Registers the component in a given scene
  53467. */
  53468. register(): void;
  53469. /**
  53470. * Rebuilds the elements related to this component in case of
  53471. * context lost for instance.
  53472. */
  53473. rebuild(): void;
  53474. /**
  53475. * Serializes the component data to the specified json object
  53476. * @param serializationObject The object to serialize to
  53477. */
  53478. serialize(serializationObject: any): void;
  53479. /**
  53480. * Adds all the elements from the container to the scene
  53481. * @param container the container holding the elements
  53482. */
  53483. addFromContainer(container: AbstractScene): void;
  53484. /**
  53485. * Removes all the elements in the container from the scene
  53486. * @param container contains the elements to remove
  53487. * @param dispose if the removed element should be disposed (default: false)
  53488. */
  53489. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53490. /**
  53491. * Rebuilds the elements related to this component in case of
  53492. * context lost for instance.
  53493. */
  53494. dispose(): void;
  53495. private _gatherRenderTargets;
  53496. }
  53497. }
  53498. declare module "babylonjs/Lights/Shadows/index" {
  53499. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  53500. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  53501. }
  53502. declare module "babylonjs/Lights/pointLight" {
  53503. import { Scene } from "babylonjs/scene";
  53504. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53505. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53506. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  53507. import { Effect } from "babylonjs/Materials/effect";
  53508. /**
  53509. * A point light is a light defined by an unique point in world space.
  53510. * The light is emitted in every direction from this point.
  53511. * A good example of a point light is a standard light bulb.
  53512. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53513. */
  53514. export class PointLight extends ShadowLight {
  53515. private _shadowAngle;
  53516. /**
  53517. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53518. * This specifies what angle the shadow will use to be created.
  53519. *
  53520. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53521. */
  53522. /**
  53523. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53524. * This specifies what angle the shadow will use to be created.
  53525. *
  53526. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53527. */
  53528. shadowAngle: number;
  53529. /**
  53530. * Gets the direction if it has been set.
  53531. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53532. */
  53533. /**
  53534. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53535. */
  53536. direction: Vector3;
  53537. /**
  53538. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  53539. * A PointLight emits the light in every direction.
  53540. * It can cast shadows.
  53541. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  53542. * ```javascript
  53543. * var pointLight = new PointLight("pl", camera.position, scene);
  53544. * ```
  53545. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53546. * @param name The light friendly name
  53547. * @param position The position of the point light in the scene
  53548. * @param scene The scene the lights belongs to
  53549. */
  53550. constructor(name: string, position: Vector3, scene: Scene);
  53551. /**
  53552. * Returns the string "PointLight"
  53553. * @returns the class name
  53554. */
  53555. getClassName(): string;
  53556. /**
  53557. * Returns the integer 0.
  53558. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53559. */
  53560. getTypeID(): number;
  53561. /**
  53562. * Specifies wether or not the shadowmap should be a cube texture.
  53563. * @returns true if the shadowmap needs to be a cube texture.
  53564. */
  53565. needCube(): boolean;
  53566. /**
  53567. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53568. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53569. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53570. */
  53571. getShadowDirection(faceIndex?: number): Vector3;
  53572. /**
  53573. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53574. * - fov = PI / 2
  53575. * - aspect ratio : 1.0
  53576. * - z-near and far equal to the active camera minZ and maxZ.
  53577. * Returns the PointLight.
  53578. */
  53579. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  53580. protected _buildUniformLayout(): void;
  53581. /**
  53582. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53583. * @param effect The effect to update
  53584. * @param lightIndex The index of the light in the effect to update
  53585. * @returns The point light
  53586. */
  53587. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  53588. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  53589. /**
  53590. * Prepares the list of defines specific to the light type.
  53591. * @param defines the list of defines
  53592. * @param lightIndex defines the index of the light for the effect
  53593. */
  53594. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  53595. }
  53596. }
  53597. declare module "babylonjs/Lights/index" {
  53598. export * from "babylonjs/Lights/light";
  53599. export * from "babylonjs/Lights/shadowLight";
  53600. export * from "babylonjs/Lights/Shadows/index";
  53601. export * from "babylonjs/Lights/directionalLight";
  53602. export * from "babylonjs/Lights/hemisphericLight";
  53603. export * from "babylonjs/Lights/pointLight";
  53604. export * from "babylonjs/Lights/spotLight";
  53605. }
  53606. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  53607. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  53608. /**
  53609. * Header information of HDR texture files.
  53610. */
  53611. export interface HDRInfo {
  53612. /**
  53613. * The height of the texture in pixels.
  53614. */
  53615. height: number;
  53616. /**
  53617. * The width of the texture in pixels.
  53618. */
  53619. width: number;
  53620. /**
  53621. * The index of the beginning of the data in the binary file.
  53622. */
  53623. dataPosition: number;
  53624. }
  53625. /**
  53626. * This groups tools to convert HDR texture to native colors array.
  53627. */
  53628. export class HDRTools {
  53629. private static Ldexp;
  53630. private static Rgbe2float;
  53631. private static readStringLine;
  53632. /**
  53633. * Reads header information from an RGBE texture stored in a native array.
  53634. * More information on this format are available here:
  53635. * https://en.wikipedia.org/wiki/RGBE_image_format
  53636. *
  53637. * @param uint8array The binary file stored in native array.
  53638. * @return The header information.
  53639. */
  53640. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  53641. /**
  53642. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  53643. * This RGBE texture needs to store the information as a panorama.
  53644. *
  53645. * More information on this format are available here:
  53646. * https://en.wikipedia.org/wiki/RGBE_image_format
  53647. *
  53648. * @param buffer The binary file stored in an array buffer.
  53649. * @param size The expected size of the extracted cubemap.
  53650. * @return The Cube Map information.
  53651. */
  53652. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  53653. /**
  53654. * Returns the pixels data extracted from an RGBE texture.
  53655. * This pixels will be stored left to right up to down in the R G B order in one array.
  53656. *
  53657. * More information on this format are available here:
  53658. * https://en.wikipedia.org/wiki/RGBE_image_format
  53659. *
  53660. * @param uint8array The binary file stored in an array buffer.
  53661. * @param hdrInfo The header information of the file.
  53662. * @return The pixels data in RGB right to left up to down order.
  53663. */
  53664. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  53665. private static RGBE_ReadPixels_RLE;
  53666. }
  53667. }
  53668. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  53669. import { Nullable } from "babylonjs/types";
  53670. import { Scene } from "babylonjs/scene";
  53671. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53672. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53673. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53674. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  53675. /**
  53676. * This represents a texture coming from an HDR input.
  53677. *
  53678. * The only supported format is currently panorama picture stored in RGBE format.
  53679. * Example of such files can be found on HDRLib: http://hdrlib.com/
  53680. */
  53681. export class HDRCubeTexture extends BaseTexture {
  53682. private static _facesMapping;
  53683. private _generateHarmonics;
  53684. private _noMipmap;
  53685. private _textureMatrix;
  53686. private _size;
  53687. private _onLoad;
  53688. private _onError;
  53689. /**
  53690. * The texture URL.
  53691. */
  53692. url: string;
  53693. /**
  53694. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  53695. */
  53696. coordinatesMode: number;
  53697. protected _isBlocking: boolean;
  53698. /**
  53699. * Sets wether or not the texture is blocking during loading.
  53700. */
  53701. /**
  53702. * Gets wether or not the texture is blocking during loading.
  53703. */
  53704. isBlocking: boolean;
  53705. protected _rotationY: number;
  53706. /**
  53707. * Sets texture matrix rotation angle around Y axis in radians.
  53708. */
  53709. /**
  53710. * Gets texture matrix rotation angle around Y axis radians.
  53711. */
  53712. rotationY: number;
  53713. /**
  53714. * Gets or sets the center of the bounding box associated with the cube texture
  53715. * It must define where the camera used to render the texture was set
  53716. */
  53717. boundingBoxPosition: Vector3;
  53718. private _boundingBoxSize;
  53719. /**
  53720. * Gets or sets the size of the bounding box associated with the cube texture
  53721. * When defined, the cubemap will switch to local mode
  53722. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  53723. * @example https://www.babylonjs-playground.com/#RNASML
  53724. */
  53725. boundingBoxSize: Vector3;
  53726. /**
  53727. * Instantiates an HDRTexture from the following parameters.
  53728. *
  53729. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  53730. * @param scene The scene the texture will be used in
  53731. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53732. * @param noMipmap Forces to not generate the mipmap if true
  53733. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  53734. * @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)
  53735. * @param reserved Reserved flag for internal use.
  53736. */
  53737. 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>);
  53738. /**
  53739. * Get the current class name of the texture useful for serialization or dynamic coding.
  53740. * @returns "HDRCubeTexture"
  53741. */
  53742. getClassName(): string;
  53743. /**
  53744. * Occurs when the file is raw .hdr file.
  53745. */
  53746. private loadTexture;
  53747. clone(): HDRCubeTexture;
  53748. delayLoad(): void;
  53749. /**
  53750. * Get the texture reflection matrix used to rotate/transform the reflection.
  53751. * @returns the reflection matrix
  53752. */
  53753. getReflectionTextureMatrix(): Matrix;
  53754. /**
  53755. * Set the texture reflection matrix used to rotate/transform the reflection.
  53756. * @param value Define the reflection matrix to set
  53757. */
  53758. setReflectionTextureMatrix(value: Matrix): void;
  53759. /**
  53760. * Parses a JSON representation of an HDR Texture in order to create the texture
  53761. * @param parsedTexture Define the JSON representation
  53762. * @param scene Define the scene the texture should be created in
  53763. * @param rootUrl Define the root url in case we need to load relative dependencies
  53764. * @returns the newly created texture after parsing
  53765. */
  53766. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  53767. serialize(): any;
  53768. }
  53769. }
  53770. declare module "babylonjs/Physics/physicsEngine" {
  53771. import { Nullable } from "babylonjs/types";
  53772. import { Vector3 } from "babylonjs/Maths/math.vector";
  53773. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  53774. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  53775. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  53776. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53777. /**
  53778. * Class used to control physics engine
  53779. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  53780. */
  53781. export class PhysicsEngine implements IPhysicsEngine {
  53782. private _physicsPlugin;
  53783. /**
  53784. * Global value used to control the smallest number supported by the simulation
  53785. */
  53786. static Epsilon: number;
  53787. private _impostors;
  53788. private _joints;
  53789. /**
  53790. * Gets the gravity vector used by the simulation
  53791. */
  53792. gravity: Vector3;
  53793. /**
  53794. * Factory used to create the default physics plugin.
  53795. * @returns The default physics plugin
  53796. */
  53797. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  53798. /**
  53799. * Creates a new Physics Engine
  53800. * @param gravity defines the gravity vector used by the simulation
  53801. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  53802. */
  53803. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  53804. /**
  53805. * Sets the gravity vector used by the simulation
  53806. * @param gravity defines the gravity vector to use
  53807. */
  53808. setGravity(gravity: Vector3): void;
  53809. /**
  53810. * Set the time step of the physics engine.
  53811. * Default is 1/60.
  53812. * To slow it down, enter 1/600 for example.
  53813. * To speed it up, 1/30
  53814. * @param newTimeStep defines the new timestep to apply to this world.
  53815. */
  53816. setTimeStep(newTimeStep?: number): void;
  53817. /**
  53818. * Get the time step of the physics engine.
  53819. * @returns the current time step
  53820. */
  53821. getTimeStep(): number;
  53822. /**
  53823. * Release all resources
  53824. */
  53825. dispose(): void;
  53826. /**
  53827. * Gets the name of the current physics plugin
  53828. * @returns the name of the plugin
  53829. */
  53830. getPhysicsPluginName(): string;
  53831. /**
  53832. * Adding a new impostor for the impostor tracking.
  53833. * This will be done by the impostor itself.
  53834. * @param impostor the impostor to add
  53835. */
  53836. addImpostor(impostor: PhysicsImpostor): void;
  53837. /**
  53838. * Remove an impostor from the engine.
  53839. * This impostor and its mesh will not longer be updated by the physics engine.
  53840. * @param impostor the impostor to remove
  53841. */
  53842. removeImpostor(impostor: PhysicsImpostor): void;
  53843. /**
  53844. * Add a joint to the physics engine
  53845. * @param mainImpostor defines the main impostor to which the joint is added.
  53846. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  53847. * @param joint defines the joint that will connect both impostors.
  53848. */
  53849. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  53850. /**
  53851. * Removes a joint from the simulation
  53852. * @param mainImpostor defines the impostor used with the joint
  53853. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  53854. * @param joint defines the joint to remove
  53855. */
  53856. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  53857. /**
  53858. * Called by the scene. No need to call it.
  53859. * @param delta defines the timespam between frames
  53860. */
  53861. _step(delta: number): void;
  53862. /**
  53863. * Gets the current plugin used to run the simulation
  53864. * @returns current plugin
  53865. */
  53866. getPhysicsPlugin(): IPhysicsEnginePlugin;
  53867. /**
  53868. * Gets the list of physic impostors
  53869. * @returns an array of PhysicsImpostor
  53870. */
  53871. getImpostors(): Array<PhysicsImpostor>;
  53872. /**
  53873. * Gets the impostor for a physics enabled object
  53874. * @param object defines the object impersonated by the impostor
  53875. * @returns the PhysicsImpostor or null if not found
  53876. */
  53877. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  53878. /**
  53879. * Gets the impostor for a physics body object
  53880. * @param body defines physics body used by the impostor
  53881. * @returns the PhysicsImpostor or null if not found
  53882. */
  53883. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  53884. /**
  53885. * Does a raycast in the physics world
  53886. * @param from when should the ray start?
  53887. * @param to when should the ray end?
  53888. * @returns PhysicsRaycastResult
  53889. */
  53890. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53891. }
  53892. }
  53893. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  53894. import { Nullable } from "babylonjs/types";
  53895. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  53896. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53897. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53898. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53899. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53900. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53901. /** @hidden */
  53902. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  53903. private _useDeltaForWorldStep;
  53904. world: any;
  53905. name: string;
  53906. private _physicsMaterials;
  53907. private _fixedTimeStep;
  53908. private _cannonRaycastResult;
  53909. private _raycastResult;
  53910. private _physicsBodysToRemoveAfterStep;
  53911. BJSCANNON: any;
  53912. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  53913. setGravity(gravity: Vector3): void;
  53914. setTimeStep(timeStep: number): void;
  53915. getTimeStep(): number;
  53916. executeStep(delta: number): void;
  53917. private _removeMarkedPhysicsBodiesFromWorld;
  53918. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53919. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53920. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53921. private _processChildMeshes;
  53922. removePhysicsBody(impostor: PhysicsImpostor): void;
  53923. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53924. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53925. private _addMaterial;
  53926. private _checkWithEpsilon;
  53927. private _createShape;
  53928. private _createHeightmap;
  53929. private _minus90X;
  53930. private _plus90X;
  53931. private _tmpPosition;
  53932. private _tmpDeltaPosition;
  53933. private _tmpUnityRotation;
  53934. private _updatePhysicsBodyTransformation;
  53935. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53936. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53937. isSupported(): boolean;
  53938. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53939. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53940. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53941. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53942. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53943. getBodyMass(impostor: PhysicsImpostor): number;
  53944. getBodyFriction(impostor: PhysicsImpostor): number;
  53945. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53946. getBodyRestitution(impostor: PhysicsImpostor): number;
  53947. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53948. sleepBody(impostor: PhysicsImpostor): void;
  53949. wakeUpBody(impostor: PhysicsImpostor): void;
  53950. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  53951. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  53952. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  53953. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53954. getRadius(impostor: PhysicsImpostor): number;
  53955. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53956. dispose(): void;
  53957. private _extendNamespace;
  53958. /**
  53959. * Does a raycast in the physics world
  53960. * @param from when should the ray start?
  53961. * @param to when should the ray end?
  53962. * @returns PhysicsRaycastResult
  53963. */
  53964. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53965. }
  53966. }
  53967. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  53968. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53969. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53970. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53971. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53972. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  53973. import { Nullable } from "babylonjs/types";
  53974. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53975. /** @hidden */
  53976. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  53977. world: any;
  53978. name: string;
  53979. BJSOIMO: any;
  53980. private _raycastResult;
  53981. constructor(iterations?: number, oimoInjection?: any);
  53982. setGravity(gravity: Vector3): void;
  53983. setTimeStep(timeStep: number): void;
  53984. getTimeStep(): number;
  53985. private _tmpImpostorsArray;
  53986. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  53987. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53988. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53989. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53990. private _tmpPositionVector;
  53991. removePhysicsBody(impostor: PhysicsImpostor): void;
  53992. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53993. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53994. isSupported(): boolean;
  53995. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53996. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53997. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53998. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53999. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54000. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54001. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54002. getBodyMass(impostor: PhysicsImpostor): number;
  54003. getBodyFriction(impostor: PhysicsImpostor): number;
  54004. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54005. getBodyRestitution(impostor: PhysicsImpostor): number;
  54006. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54007. sleepBody(impostor: PhysicsImpostor): void;
  54008. wakeUpBody(impostor: PhysicsImpostor): void;
  54009. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54010. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  54011. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  54012. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54013. getRadius(impostor: PhysicsImpostor): number;
  54014. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54015. dispose(): void;
  54016. /**
  54017. * Does a raycast in the physics world
  54018. * @param from when should the ray start?
  54019. * @param to when should the ray end?
  54020. * @returns PhysicsRaycastResult
  54021. */
  54022. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54023. }
  54024. }
  54025. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  54026. import { Nullable } from "babylonjs/types";
  54027. import { Scene } from "babylonjs/scene";
  54028. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  54029. import { Color4 } from "babylonjs/Maths/math.color";
  54030. import { Mesh } from "babylonjs/Meshes/mesh";
  54031. /**
  54032. * Class containing static functions to help procedurally build meshes
  54033. */
  54034. export class RibbonBuilder {
  54035. /**
  54036. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  54037. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  54038. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  54039. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  54040. * * 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
  54041. * * 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
  54042. * * 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
  54043. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54044. * * If you create a double-sided mesh, you can choose what parts of 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
  54045. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  54046. * * 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
  54047. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  54048. * * 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
  54049. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  54050. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  54051. * @param name defines the name of the mesh
  54052. * @param options defines the options used to create the mesh
  54053. * @param scene defines the hosting scene
  54054. * @returns the ribbon mesh
  54055. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  54056. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54057. */
  54058. static CreateRibbon(name: string, options: {
  54059. pathArray: Vector3[][];
  54060. closeArray?: boolean;
  54061. closePath?: boolean;
  54062. offset?: number;
  54063. updatable?: boolean;
  54064. sideOrientation?: number;
  54065. frontUVs?: Vector4;
  54066. backUVs?: Vector4;
  54067. instance?: Mesh;
  54068. invertUV?: boolean;
  54069. uvs?: Vector2[];
  54070. colors?: Color4[];
  54071. }, scene?: Nullable<Scene>): Mesh;
  54072. }
  54073. }
  54074. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  54075. import { Nullable } from "babylonjs/types";
  54076. import { Scene } from "babylonjs/scene";
  54077. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  54078. import { Mesh } from "babylonjs/Meshes/mesh";
  54079. /**
  54080. * Class containing static functions to help procedurally build meshes
  54081. */
  54082. export class ShapeBuilder {
  54083. /**
  54084. * 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.
  54085. * * 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.
  54086. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  54087. * * 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.
  54088. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  54089. * * 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
  54090. * * 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
  54091. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  54092. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54093. * * If you create a double-sided mesh, you can choose what parts of 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
  54094. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  54095. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  54096. * @param name defines the name of the mesh
  54097. * @param options defines the options used to create the mesh
  54098. * @param scene defines the hosting scene
  54099. * @returns the extruded shape mesh
  54100. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54101. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  54102. */
  54103. static ExtrudeShape(name: string, options: {
  54104. shape: Vector3[];
  54105. path: Vector3[];
  54106. scale?: number;
  54107. rotation?: number;
  54108. cap?: number;
  54109. updatable?: boolean;
  54110. sideOrientation?: number;
  54111. frontUVs?: Vector4;
  54112. backUVs?: Vector4;
  54113. instance?: Mesh;
  54114. invertUV?: boolean;
  54115. }, scene?: Nullable<Scene>): Mesh;
  54116. /**
  54117. * Creates an custom extruded shape mesh.
  54118. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  54119. * * 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.
  54120. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  54121. * * 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
  54122. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  54123. * * 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
  54124. * * It must returns a float value that will be the scale value applied to the shape on each path point
  54125. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  54126. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  54127. * * 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
  54128. * * 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
  54129. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  54130. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54131. * * If you create a double-sided mesh, you can choose what parts of 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
  54132. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  54133. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  54134. * @param name defines the name of the mesh
  54135. * @param options defines the options used to create the mesh
  54136. * @param scene defines the hosting scene
  54137. * @returns the custom extruded shape mesh
  54138. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  54139. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54140. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  54141. */
  54142. static ExtrudeShapeCustom(name: string, options: {
  54143. shape: Vector3[];
  54144. path: Vector3[];
  54145. scaleFunction?: any;
  54146. rotationFunction?: any;
  54147. ribbonCloseArray?: boolean;
  54148. ribbonClosePath?: boolean;
  54149. cap?: number;
  54150. updatable?: boolean;
  54151. sideOrientation?: number;
  54152. frontUVs?: Vector4;
  54153. backUVs?: Vector4;
  54154. instance?: Mesh;
  54155. invertUV?: boolean;
  54156. }, scene?: Nullable<Scene>): Mesh;
  54157. private static _ExtrudeShapeGeneric;
  54158. }
  54159. }
  54160. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  54161. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  54162. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54163. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54164. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54165. import { Nullable } from "babylonjs/types";
  54166. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54167. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54168. /**
  54169. * AmmoJS Physics plugin
  54170. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  54171. * @see https://github.com/kripken/ammo.js/
  54172. */
  54173. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  54174. private _useDeltaForWorldStep;
  54175. /**
  54176. * Reference to the Ammo library
  54177. */
  54178. bjsAMMO: any;
  54179. /**
  54180. * Created ammoJS world which physics bodies are added to
  54181. */
  54182. world: any;
  54183. /**
  54184. * Name of the plugin
  54185. */
  54186. name: string;
  54187. private _timeStep;
  54188. private _fixedTimeStep;
  54189. private _maxSteps;
  54190. private _tmpQuaternion;
  54191. private _tmpAmmoTransform;
  54192. private _tmpAmmoQuaternion;
  54193. private _tmpAmmoConcreteContactResultCallback;
  54194. private _collisionConfiguration;
  54195. private _dispatcher;
  54196. private _overlappingPairCache;
  54197. private _solver;
  54198. private _softBodySolver;
  54199. private _tmpAmmoVectorA;
  54200. private _tmpAmmoVectorB;
  54201. private _tmpAmmoVectorC;
  54202. private _tmpAmmoVectorD;
  54203. private _tmpContactCallbackResult;
  54204. private _tmpAmmoVectorRCA;
  54205. private _tmpAmmoVectorRCB;
  54206. private _raycastResult;
  54207. private static readonly DISABLE_COLLISION_FLAG;
  54208. private static readonly KINEMATIC_FLAG;
  54209. private static readonly DISABLE_DEACTIVATION_FLAG;
  54210. /**
  54211. * Initializes the ammoJS plugin
  54212. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  54213. * @param ammoInjection can be used to inject your own ammo reference
  54214. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  54215. */
  54216. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  54217. /**
  54218. * Sets the gravity of the physics world (m/(s^2))
  54219. * @param gravity Gravity to set
  54220. */
  54221. setGravity(gravity: Vector3): void;
  54222. /**
  54223. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  54224. * @param timeStep timestep to use in seconds
  54225. */
  54226. setTimeStep(timeStep: number): void;
  54227. /**
  54228. * 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)
  54229. * @param fixedTimeStep fixedTimeStep to use in seconds
  54230. */
  54231. setFixedTimeStep(fixedTimeStep: number): void;
  54232. /**
  54233. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  54234. * @param maxSteps the maximum number of steps by the physics engine per frame
  54235. */
  54236. setMaxSteps(maxSteps: number): void;
  54237. /**
  54238. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  54239. * @returns the current timestep in seconds
  54240. */
  54241. getTimeStep(): number;
  54242. private _isImpostorInContact;
  54243. private _isImpostorPairInContact;
  54244. private _stepSimulation;
  54245. /**
  54246. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  54247. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  54248. * After the step the babylon meshes are set to the position of the physics imposters
  54249. * @param delta amount of time to step forward
  54250. * @param impostors array of imposters to update before/after the step
  54251. */
  54252. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  54253. /**
  54254. * Update babylon mesh to match physics world object
  54255. * @param impostor imposter to match
  54256. */
  54257. private _afterSoftStep;
  54258. /**
  54259. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54260. * @param impostor imposter to match
  54261. */
  54262. private _ropeStep;
  54263. /**
  54264. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54265. * @param impostor imposter to match
  54266. */
  54267. private _softbodyOrClothStep;
  54268. private _tmpVector;
  54269. private _tmpMatrix;
  54270. /**
  54271. * Applies an impulse on the imposter
  54272. * @param impostor imposter to apply impulse to
  54273. * @param force amount of force to be applied to the imposter
  54274. * @param contactPoint the location to apply the impulse on the imposter
  54275. */
  54276. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54277. /**
  54278. * Applies a force on the imposter
  54279. * @param impostor imposter to apply force
  54280. * @param force amount of force to be applied to the imposter
  54281. * @param contactPoint the location to apply the force on the imposter
  54282. */
  54283. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54284. /**
  54285. * Creates a physics body using the plugin
  54286. * @param impostor the imposter to create the physics body on
  54287. */
  54288. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54289. /**
  54290. * Removes the physics body from the imposter and disposes of the body's memory
  54291. * @param impostor imposter to remove the physics body from
  54292. */
  54293. removePhysicsBody(impostor: PhysicsImpostor): void;
  54294. /**
  54295. * Generates a joint
  54296. * @param impostorJoint the imposter joint to create the joint with
  54297. */
  54298. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54299. /**
  54300. * Removes a joint
  54301. * @param impostorJoint the imposter joint to remove the joint from
  54302. */
  54303. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54304. private _addMeshVerts;
  54305. /**
  54306. * Initialise the soft body vertices to match its object's (mesh) vertices
  54307. * Softbody vertices (nodes) are in world space and to match this
  54308. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  54309. * @param impostor to create the softbody for
  54310. */
  54311. private _softVertexData;
  54312. /**
  54313. * Create an impostor's soft body
  54314. * @param impostor to create the softbody for
  54315. */
  54316. private _createSoftbody;
  54317. /**
  54318. * Create cloth for an impostor
  54319. * @param impostor to create the softbody for
  54320. */
  54321. private _createCloth;
  54322. /**
  54323. * Create rope for an impostor
  54324. * @param impostor to create the softbody for
  54325. */
  54326. private _createRope;
  54327. private _addHullVerts;
  54328. private _createShape;
  54329. /**
  54330. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  54331. * @param impostor imposter containing the physics body and babylon object
  54332. */
  54333. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54334. /**
  54335. * Sets the babylon object's position/rotation from the physics body's position/rotation
  54336. * @param impostor imposter containing the physics body and babylon object
  54337. * @param newPosition new position
  54338. * @param newRotation new rotation
  54339. */
  54340. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54341. /**
  54342. * If this plugin is supported
  54343. * @returns true if its supported
  54344. */
  54345. isSupported(): boolean;
  54346. /**
  54347. * Sets the linear velocity of the physics body
  54348. * @param impostor imposter to set the velocity on
  54349. * @param velocity velocity to set
  54350. */
  54351. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54352. /**
  54353. * Sets the angular velocity of the physics body
  54354. * @param impostor imposter to set the velocity on
  54355. * @param velocity velocity to set
  54356. */
  54357. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54358. /**
  54359. * gets the linear velocity
  54360. * @param impostor imposter to get linear velocity from
  54361. * @returns linear velocity
  54362. */
  54363. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54364. /**
  54365. * gets the angular velocity
  54366. * @param impostor imposter to get angular velocity from
  54367. * @returns angular velocity
  54368. */
  54369. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54370. /**
  54371. * Sets the mass of physics body
  54372. * @param impostor imposter to set the mass on
  54373. * @param mass mass to set
  54374. */
  54375. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54376. /**
  54377. * Gets the mass of the physics body
  54378. * @param impostor imposter to get the mass from
  54379. * @returns mass
  54380. */
  54381. getBodyMass(impostor: PhysicsImpostor): number;
  54382. /**
  54383. * Gets friction of the impostor
  54384. * @param impostor impostor to get friction from
  54385. * @returns friction value
  54386. */
  54387. getBodyFriction(impostor: PhysicsImpostor): number;
  54388. /**
  54389. * Sets friction of the impostor
  54390. * @param impostor impostor to set friction on
  54391. * @param friction friction value
  54392. */
  54393. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54394. /**
  54395. * Gets restitution of the impostor
  54396. * @param impostor impostor to get restitution from
  54397. * @returns restitution value
  54398. */
  54399. getBodyRestitution(impostor: PhysicsImpostor): number;
  54400. /**
  54401. * Sets resitution of the impostor
  54402. * @param impostor impostor to set resitution on
  54403. * @param restitution resitution value
  54404. */
  54405. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54406. /**
  54407. * Gets pressure inside the impostor
  54408. * @param impostor impostor to get pressure from
  54409. * @returns pressure value
  54410. */
  54411. getBodyPressure(impostor: PhysicsImpostor): number;
  54412. /**
  54413. * Sets pressure inside a soft body impostor
  54414. * Cloth and rope must remain 0 pressure
  54415. * @param impostor impostor to set pressure on
  54416. * @param pressure pressure value
  54417. */
  54418. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  54419. /**
  54420. * Gets stiffness of the impostor
  54421. * @param impostor impostor to get stiffness from
  54422. * @returns pressure value
  54423. */
  54424. getBodyStiffness(impostor: PhysicsImpostor): number;
  54425. /**
  54426. * Sets stiffness of the impostor
  54427. * @param impostor impostor to set stiffness on
  54428. * @param stiffness stiffness value from 0 to 1
  54429. */
  54430. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  54431. /**
  54432. * Gets velocityIterations of the impostor
  54433. * @param impostor impostor to get velocity iterations from
  54434. * @returns velocityIterations value
  54435. */
  54436. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  54437. /**
  54438. * Sets velocityIterations of the impostor
  54439. * @param impostor impostor to set velocity iterations on
  54440. * @param velocityIterations velocityIterations value
  54441. */
  54442. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  54443. /**
  54444. * Gets positionIterations of the impostor
  54445. * @param impostor impostor to get position iterations from
  54446. * @returns positionIterations value
  54447. */
  54448. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  54449. /**
  54450. * Sets positionIterations of the impostor
  54451. * @param impostor impostor to set position on
  54452. * @param positionIterations positionIterations value
  54453. */
  54454. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  54455. /**
  54456. * Append an anchor to a cloth object
  54457. * @param impostor is the cloth impostor to add anchor to
  54458. * @param otherImpostor is the rigid impostor to anchor to
  54459. * @param width ratio across width from 0 to 1
  54460. * @param height ratio up height from 0 to 1
  54461. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  54462. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54463. */
  54464. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54465. /**
  54466. * Append an hook to a rope object
  54467. * @param impostor is the rope impostor to add hook to
  54468. * @param otherImpostor is the rigid impostor to hook to
  54469. * @param length ratio along the rope from 0 to 1
  54470. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  54471. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54472. */
  54473. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54474. /**
  54475. * Sleeps the physics body and stops it from being active
  54476. * @param impostor impostor to sleep
  54477. */
  54478. sleepBody(impostor: PhysicsImpostor): void;
  54479. /**
  54480. * Activates the physics body
  54481. * @param impostor impostor to activate
  54482. */
  54483. wakeUpBody(impostor: PhysicsImpostor): void;
  54484. /**
  54485. * Updates the distance parameters of the joint
  54486. * @param joint joint to update
  54487. * @param maxDistance maximum distance of the joint
  54488. * @param minDistance minimum distance of the joint
  54489. */
  54490. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54491. /**
  54492. * Sets a motor on the joint
  54493. * @param joint joint to set motor on
  54494. * @param speed speed of the motor
  54495. * @param maxForce maximum force of the motor
  54496. * @param motorIndex index of the motor
  54497. */
  54498. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54499. /**
  54500. * Sets the motors limit
  54501. * @param joint joint to set limit on
  54502. * @param upperLimit upper limit
  54503. * @param lowerLimit lower limit
  54504. */
  54505. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54506. /**
  54507. * Syncs the position and rotation of a mesh with the impostor
  54508. * @param mesh mesh to sync
  54509. * @param impostor impostor to update the mesh with
  54510. */
  54511. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54512. /**
  54513. * Gets the radius of the impostor
  54514. * @param impostor impostor to get radius from
  54515. * @returns the radius
  54516. */
  54517. getRadius(impostor: PhysicsImpostor): number;
  54518. /**
  54519. * Gets the box size of the impostor
  54520. * @param impostor impostor to get box size from
  54521. * @param result the resulting box size
  54522. */
  54523. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54524. /**
  54525. * Disposes of the impostor
  54526. */
  54527. dispose(): void;
  54528. /**
  54529. * Does a raycast in the physics world
  54530. * @param from when should the ray start?
  54531. * @param to when should the ray end?
  54532. * @returns PhysicsRaycastResult
  54533. */
  54534. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54535. }
  54536. }
  54537. declare module "babylonjs/Probes/reflectionProbe" {
  54538. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54539. import { Vector3 } from "babylonjs/Maths/math.vector";
  54540. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54541. import { Nullable } from "babylonjs/types";
  54542. import { Scene } from "babylonjs/scene";
  54543. module "babylonjs/abstractScene" {
  54544. interface AbstractScene {
  54545. /**
  54546. * The list of reflection probes added to the scene
  54547. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54548. */
  54549. reflectionProbes: Array<ReflectionProbe>;
  54550. /**
  54551. * Removes the given reflection probe from this scene.
  54552. * @param toRemove The reflection probe to remove
  54553. * @returns The index of the removed reflection probe
  54554. */
  54555. removeReflectionProbe(toRemove: ReflectionProbe): number;
  54556. /**
  54557. * Adds the given reflection probe to this scene.
  54558. * @param newReflectionProbe The reflection probe to add
  54559. */
  54560. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  54561. }
  54562. }
  54563. /**
  54564. * Class used to generate realtime reflection / refraction cube textures
  54565. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54566. */
  54567. export class ReflectionProbe {
  54568. /** defines the name of the probe */
  54569. name: string;
  54570. private _scene;
  54571. private _renderTargetTexture;
  54572. private _projectionMatrix;
  54573. private _viewMatrix;
  54574. private _target;
  54575. private _add;
  54576. private _attachedMesh;
  54577. private _invertYAxis;
  54578. /** Gets or sets probe position (center of the cube map) */
  54579. position: Vector3;
  54580. /**
  54581. * Creates a new reflection probe
  54582. * @param name defines the name of the probe
  54583. * @param size defines the texture resolution (for each face)
  54584. * @param scene defines the hosting scene
  54585. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  54586. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  54587. */
  54588. constructor(
  54589. /** defines the name of the probe */
  54590. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  54591. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  54592. samples: number;
  54593. /** Gets or sets the refresh rate to use (on every frame by default) */
  54594. refreshRate: number;
  54595. /**
  54596. * Gets the hosting scene
  54597. * @returns a Scene
  54598. */
  54599. getScene(): Scene;
  54600. /** Gets the internal CubeTexture used to render to */
  54601. readonly cubeTexture: RenderTargetTexture;
  54602. /** Gets the list of meshes to render */
  54603. readonly renderList: Nullable<AbstractMesh[]>;
  54604. /**
  54605. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  54606. * @param mesh defines the mesh to attach to
  54607. */
  54608. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  54609. /**
  54610. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  54611. * @param renderingGroupId The rendering group id corresponding to its index
  54612. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  54613. */
  54614. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  54615. /**
  54616. * Clean all associated resources
  54617. */
  54618. dispose(): void;
  54619. /**
  54620. * Converts the reflection probe information to a readable string for debug purpose.
  54621. * @param fullDetails Supports for multiple levels of logging within scene loading
  54622. * @returns the human readable reflection probe info
  54623. */
  54624. toString(fullDetails?: boolean): string;
  54625. /**
  54626. * Get the class name of the relfection probe.
  54627. * @returns "ReflectionProbe"
  54628. */
  54629. getClassName(): string;
  54630. /**
  54631. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  54632. * @returns The JSON representation of the texture
  54633. */
  54634. serialize(): any;
  54635. /**
  54636. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  54637. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  54638. * @param scene Define the scene the parsed reflection probe should be instantiated in
  54639. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  54640. * @returns The parsed reflection probe if successful
  54641. */
  54642. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  54643. }
  54644. }
  54645. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  54646. /** @hidden */
  54647. export var _BabylonLoaderRegistered: boolean;
  54648. /**
  54649. * Helps setting up some configuration for the babylon file loader.
  54650. */
  54651. export class BabylonFileLoaderConfiguration {
  54652. /**
  54653. * The loader does not allow injecting custom physix engine into the plugins.
  54654. * Unfortunately in ES6, we need to manually inject them into the plugin.
  54655. * So you could set this variable to your engine import to make it work.
  54656. */
  54657. static LoaderInjectedPhysicsEngine: any;
  54658. }
  54659. }
  54660. declare module "babylonjs/Loading/Plugins/index" {
  54661. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  54662. }
  54663. declare module "babylonjs/Loading/index" {
  54664. export * from "babylonjs/Loading/loadingScreen";
  54665. export * from "babylonjs/Loading/Plugins/index";
  54666. export * from "babylonjs/Loading/sceneLoader";
  54667. export * from "babylonjs/Loading/sceneLoaderFlags";
  54668. }
  54669. declare module "babylonjs/Materials/Background/index" {
  54670. export * from "babylonjs/Materials/Background/backgroundMaterial";
  54671. }
  54672. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  54673. import { Scene } from "babylonjs/scene";
  54674. import { Color3 } from "babylonjs/Maths/math.color";
  54675. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54676. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54677. /**
  54678. * The Physically based simple base material of BJS.
  54679. *
  54680. * This enables better naming and convention enforcements on top of the pbrMaterial.
  54681. * It is used as the base class for both the specGloss and metalRough conventions.
  54682. */
  54683. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  54684. /**
  54685. * Number of Simultaneous lights allowed on the material.
  54686. */
  54687. maxSimultaneousLights: number;
  54688. /**
  54689. * If sets to true, disables all the lights affecting the material.
  54690. */
  54691. disableLighting: boolean;
  54692. /**
  54693. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  54694. */
  54695. environmentTexture: BaseTexture;
  54696. /**
  54697. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  54698. */
  54699. invertNormalMapX: boolean;
  54700. /**
  54701. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  54702. */
  54703. invertNormalMapY: boolean;
  54704. /**
  54705. * Normal map used in the model.
  54706. */
  54707. normalTexture: BaseTexture;
  54708. /**
  54709. * Emissivie color used to self-illuminate the model.
  54710. */
  54711. emissiveColor: Color3;
  54712. /**
  54713. * Emissivie texture used to self-illuminate the model.
  54714. */
  54715. emissiveTexture: BaseTexture;
  54716. /**
  54717. * Occlusion Channel Strenght.
  54718. */
  54719. occlusionStrength: number;
  54720. /**
  54721. * Occlusion Texture of the material (adding extra occlusion effects).
  54722. */
  54723. occlusionTexture: BaseTexture;
  54724. /**
  54725. * Defines the alpha limits in alpha test mode.
  54726. */
  54727. alphaCutOff: number;
  54728. /**
  54729. * Gets the current double sided mode.
  54730. */
  54731. /**
  54732. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  54733. */
  54734. doubleSided: boolean;
  54735. /**
  54736. * Stores the pre-calculated light information of a mesh in a texture.
  54737. */
  54738. lightmapTexture: BaseTexture;
  54739. /**
  54740. * If true, the light map contains occlusion information instead of lighting info.
  54741. */
  54742. useLightmapAsShadowmap: boolean;
  54743. /**
  54744. * Instantiates a new PBRMaterial instance.
  54745. *
  54746. * @param name The material name
  54747. * @param scene The scene the material will be use in.
  54748. */
  54749. constructor(name: string, scene: Scene);
  54750. getClassName(): string;
  54751. }
  54752. }
  54753. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  54754. import { Scene } from "babylonjs/scene";
  54755. import { Color3 } from "babylonjs/Maths/math.color";
  54756. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54757. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54758. /**
  54759. * The PBR material of BJS following the metal roughness convention.
  54760. *
  54761. * This fits to the PBR convention in the GLTF definition:
  54762. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  54763. */
  54764. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  54765. /**
  54766. * The base color has two different interpretations depending on the value of metalness.
  54767. * When the material is a metal, the base color is the specific measured reflectance value
  54768. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  54769. * of the material.
  54770. */
  54771. baseColor: Color3;
  54772. /**
  54773. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  54774. * well as opacity information in the alpha channel.
  54775. */
  54776. baseTexture: BaseTexture;
  54777. /**
  54778. * Specifies the metallic scalar value of the material.
  54779. * Can also be used to scale the metalness values of the metallic texture.
  54780. */
  54781. metallic: number;
  54782. /**
  54783. * Specifies the roughness scalar value of the material.
  54784. * Can also be used to scale the roughness values of the metallic texture.
  54785. */
  54786. roughness: number;
  54787. /**
  54788. * Texture containing both the metallic value in the B channel and the
  54789. * roughness value in the G channel to keep better precision.
  54790. */
  54791. metallicRoughnessTexture: BaseTexture;
  54792. /**
  54793. * Instantiates a new PBRMetalRoughnessMaterial instance.
  54794. *
  54795. * @param name The material name
  54796. * @param scene The scene the material will be use in.
  54797. */
  54798. constructor(name: string, scene: Scene);
  54799. /**
  54800. * Return the currrent class name of the material.
  54801. */
  54802. getClassName(): string;
  54803. /**
  54804. * Makes a duplicate of the current material.
  54805. * @param name - name to use for the new material.
  54806. */
  54807. clone(name: string): PBRMetallicRoughnessMaterial;
  54808. /**
  54809. * Serialize the material to a parsable JSON object.
  54810. */
  54811. serialize(): any;
  54812. /**
  54813. * Parses a JSON object correponding to the serialize function.
  54814. */
  54815. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  54816. }
  54817. }
  54818. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  54819. import { Scene } from "babylonjs/scene";
  54820. import { Color3 } from "babylonjs/Maths/math.color";
  54821. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54822. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54823. /**
  54824. * The PBR material of BJS following the specular glossiness convention.
  54825. *
  54826. * This fits to the PBR convention in the GLTF definition:
  54827. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  54828. */
  54829. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  54830. /**
  54831. * Specifies the diffuse color of the material.
  54832. */
  54833. diffuseColor: Color3;
  54834. /**
  54835. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  54836. * channel.
  54837. */
  54838. diffuseTexture: BaseTexture;
  54839. /**
  54840. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  54841. */
  54842. specularColor: Color3;
  54843. /**
  54844. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  54845. */
  54846. glossiness: number;
  54847. /**
  54848. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  54849. */
  54850. specularGlossinessTexture: BaseTexture;
  54851. /**
  54852. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  54853. *
  54854. * @param name The material name
  54855. * @param scene The scene the material will be use in.
  54856. */
  54857. constructor(name: string, scene: Scene);
  54858. /**
  54859. * Return the currrent class name of the material.
  54860. */
  54861. getClassName(): string;
  54862. /**
  54863. * Makes a duplicate of the current material.
  54864. * @param name - name to use for the new material.
  54865. */
  54866. clone(name: string): PBRSpecularGlossinessMaterial;
  54867. /**
  54868. * Serialize the material to a parsable JSON object.
  54869. */
  54870. serialize(): any;
  54871. /**
  54872. * Parses a JSON object correponding to the serialize function.
  54873. */
  54874. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  54875. }
  54876. }
  54877. declare module "babylonjs/Materials/PBR/index" {
  54878. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54879. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54880. export * from "babylonjs/Materials/PBR/pbrMaterial";
  54881. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  54882. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  54883. }
  54884. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  54885. import { Nullable } from "babylonjs/types";
  54886. import { Scene } from "babylonjs/scene";
  54887. import { Matrix } from "babylonjs/Maths/math.vector";
  54888. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54889. /**
  54890. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  54891. * It can help converting any input color in a desired output one. This can then be used to create effects
  54892. * from sepia, black and white to sixties or futuristic rendering...
  54893. *
  54894. * The only supported format is currently 3dl.
  54895. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  54896. */
  54897. export class ColorGradingTexture extends BaseTexture {
  54898. /**
  54899. * The current texture matrix. (will always be identity in color grading texture)
  54900. */
  54901. private _textureMatrix;
  54902. /**
  54903. * The texture URL.
  54904. */
  54905. url: string;
  54906. /**
  54907. * Empty line regex stored for GC.
  54908. */
  54909. private static _noneEmptyLineRegex;
  54910. private _engine;
  54911. /**
  54912. * Instantiates a ColorGradingTexture from the following parameters.
  54913. *
  54914. * @param url The location of the color gradind data (currently only supporting 3dl)
  54915. * @param scene The scene the texture will be used in
  54916. */
  54917. constructor(url: string, scene: Scene);
  54918. /**
  54919. * Returns the texture matrix used in most of the material.
  54920. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  54921. */
  54922. getTextureMatrix(): Matrix;
  54923. /**
  54924. * Occurs when the file being loaded is a .3dl LUT file.
  54925. */
  54926. private load3dlTexture;
  54927. /**
  54928. * Starts the loading process of the texture.
  54929. */
  54930. private loadTexture;
  54931. /**
  54932. * Clones the color gradind texture.
  54933. */
  54934. clone(): ColorGradingTexture;
  54935. /**
  54936. * Called during delayed load for textures.
  54937. */
  54938. delayLoad(): void;
  54939. /**
  54940. * Parses a color grading texture serialized by Babylon.
  54941. * @param parsedTexture The texture information being parsedTexture
  54942. * @param scene The scene to load the texture in
  54943. * @param rootUrl The root url of the data assets to load
  54944. * @return A color gradind texture
  54945. */
  54946. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  54947. /**
  54948. * Serializes the LUT texture to json format.
  54949. */
  54950. serialize(): any;
  54951. }
  54952. }
  54953. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  54954. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54955. import { Scene } from "babylonjs/scene";
  54956. import { Nullable } from "babylonjs/types";
  54957. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54958. /**
  54959. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  54960. */
  54961. export class EquiRectangularCubeTexture extends BaseTexture {
  54962. /** The six faces of the cube. */
  54963. private static _FacesMapping;
  54964. private _noMipmap;
  54965. private _onLoad;
  54966. private _onError;
  54967. /** The size of the cubemap. */
  54968. private _size;
  54969. /** The buffer of the image. */
  54970. private _buffer;
  54971. /** The width of the input image. */
  54972. private _width;
  54973. /** The height of the input image. */
  54974. private _height;
  54975. /** The URL to the image. */
  54976. url: string;
  54977. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  54978. coordinatesMode: number;
  54979. /**
  54980. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  54981. * @param url The location of the image
  54982. * @param scene The scene the texture will be used in
  54983. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  54984. * @param noMipmap Forces to not generate the mipmap if true
  54985. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  54986. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  54987. * @param onLoad — defines a callback called when texture is loaded
  54988. * @param onError — defines a callback called if there is an error
  54989. */
  54990. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  54991. /**
  54992. * Load the image data, by putting the image on a canvas and extracting its buffer.
  54993. */
  54994. private loadImage;
  54995. /**
  54996. * Convert the image buffer into a cubemap and create a CubeTexture.
  54997. */
  54998. private loadTexture;
  54999. /**
  55000. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  55001. * @param buffer The ArrayBuffer that should be converted.
  55002. * @returns The buffer as Float32Array.
  55003. */
  55004. private getFloat32ArrayFromArrayBuffer;
  55005. /**
  55006. * Get the current class name of the texture useful for serialization or dynamic coding.
  55007. * @returns "EquiRectangularCubeTexture"
  55008. */
  55009. getClassName(): string;
  55010. /**
  55011. * Create a clone of the current EquiRectangularCubeTexture and return it.
  55012. * @returns A clone of the current EquiRectangularCubeTexture.
  55013. */
  55014. clone(): EquiRectangularCubeTexture;
  55015. }
  55016. }
  55017. declare module "babylonjs/Misc/tga" {
  55018. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55019. /**
  55020. * Based on jsTGALoader - Javascript loader for TGA file
  55021. * By Vincent Thibault
  55022. * @see http://blog.robrowser.com/javascript-tga-loader.html
  55023. */
  55024. export class TGATools {
  55025. private static _TYPE_INDEXED;
  55026. private static _TYPE_RGB;
  55027. private static _TYPE_GREY;
  55028. private static _TYPE_RLE_INDEXED;
  55029. private static _TYPE_RLE_RGB;
  55030. private static _TYPE_RLE_GREY;
  55031. private static _ORIGIN_MASK;
  55032. private static _ORIGIN_SHIFT;
  55033. private static _ORIGIN_BL;
  55034. private static _ORIGIN_BR;
  55035. private static _ORIGIN_UL;
  55036. private static _ORIGIN_UR;
  55037. /**
  55038. * Gets the header of a TGA file
  55039. * @param data defines the TGA data
  55040. * @returns the header
  55041. */
  55042. static GetTGAHeader(data: Uint8Array): any;
  55043. /**
  55044. * Uploads TGA content to a Babylon Texture
  55045. * @hidden
  55046. */
  55047. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  55048. /** @hidden */
  55049. 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;
  55050. /** @hidden */
  55051. 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;
  55052. /** @hidden */
  55053. 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;
  55054. /** @hidden */
  55055. 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;
  55056. /** @hidden */
  55057. 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;
  55058. /** @hidden */
  55059. 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;
  55060. }
  55061. }
  55062. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  55063. import { Nullable } from "babylonjs/types";
  55064. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55065. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  55066. /**
  55067. * Implementation of the TGA Texture Loader.
  55068. * @hidden
  55069. */
  55070. export class _TGATextureLoader implements IInternalTextureLoader {
  55071. /**
  55072. * Defines wether the loader supports cascade loading the different faces.
  55073. */
  55074. readonly supportCascades: boolean;
  55075. /**
  55076. * This returns if the loader support the current file information.
  55077. * @param extension defines the file extension of the file being loaded
  55078. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55079. * @param fallback defines the fallback internal texture if any
  55080. * @param isBase64 defines whether the texture is encoded as a base64
  55081. * @param isBuffer defines whether the texture data are stored as a buffer
  55082. * @returns true if the loader can load the specified file
  55083. */
  55084. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  55085. /**
  55086. * Transform the url before loading if required.
  55087. * @param rootUrl the url of the texture
  55088. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55089. * @returns the transformed texture
  55090. */
  55091. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  55092. /**
  55093. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  55094. * @param rootUrl the url of the texture
  55095. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55096. * @returns the fallback texture
  55097. */
  55098. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55099. /**
  55100. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  55101. * @param data contains the texture data
  55102. * @param texture defines the BabylonJS internal texture
  55103. * @param createPolynomials will be true if polynomials have been requested
  55104. * @param onLoad defines the callback to trigger once the texture is ready
  55105. * @param onError defines the callback to trigger in case of error
  55106. */
  55107. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55108. /**
  55109. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55110. * @param data contains the texture data
  55111. * @param texture defines the BabylonJS internal texture
  55112. * @param callback defines the method to call once ready to upload
  55113. */
  55114. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55115. }
  55116. }
  55117. declare module "babylonjs/Misc/basis" {
  55118. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55119. /**
  55120. * Info about the .basis files
  55121. */
  55122. class BasisFileInfo {
  55123. /**
  55124. * If the file has alpha
  55125. */
  55126. hasAlpha: boolean;
  55127. /**
  55128. * Info about each image of the basis file
  55129. */
  55130. images: Array<{
  55131. levels: Array<{
  55132. width: number;
  55133. height: number;
  55134. transcodedPixels: ArrayBufferView;
  55135. }>;
  55136. }>;
  55137. }
  55138. /**
  55139. * Result of transcoding a basis file
  55140. */
  55141. class TranscodeResult {
  55142. /**
  55143. * Info about the .basis file
  55144. */
  55145. fileInfo: BasisFileInfo;
  55146. /**
  55147. * Format to use when loading the file
  55148. */
  55149. format: number;
  55150. }
  55151. /**
  55152. * Configuration options for the Basis transcoder
  55153. */
  55154. export class BasisTranscodeConfiguration {
  55155. /**
  55156. * Supported compression formats used to determine the supported output format of the transcoder
  55157. */
  55158. supportedCompressionFormats?: {
  55159. /**
  55160. * etc1 compression format
  55161. */
  55162. etc1?: boolean;
  55163. /**
  55164. * s3tc compression format
  55165. */
  55166. s3tc?: boolean;
  55167. /**
  55168. * pvrtc compression format
  55169. */
  55170. pvrtc?: boolean;
  55171. /**
  55172. * etc2 compression format
  55173. */
  55174. etc2?: boolean;
  55175. };
  55176. /**
  55177. * If mipmap levels should be loaded for transcoded images (Default: true)
  55178. */
  55179. loadMipmapLevels?: boolean;
  55180. /**
  55181. * Index of a single image to load (Default: all images)
  55182. */
  55183. loadSingleImage?: number;
  55184. }
  55185. /**
  55186. * Used to load .Basis files
  55187. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  55188. */
  55189. export class BasisTools {
  55190. private static _IgnoreSupportedFormats;
  55191. /**
  55192. * URL to use when loading the basis transcoder
  55193. */
  55194. static JSModuleURL: string;
  55195. /**
  55196. * URL to use when loading the wasm module for the transcoder
  55197. */
  55198. static WasmModuleURL: string;
  55199. /**
  55200. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  55201. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  55202. * @returns internal format corresponding to the Basis format
  55203. */
  55204. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  55205. private static _WorkerPromise;
  55206. private static _Worker;
  55207. private static _actionId;
  55208. private static _CreateWorkerAsync;
  55209. /**
  55210. * Transcodes a loaded image file to compressed pixel data
  55211. * @param imageData image data to transcode
  55212. * @param config configuration options for the transcoding
  55213. * @returns a promise resulting in the transcoded image
  55214. */
  55215. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  55216. /**
  55217. * Loads a texture from the transcode result
  55218. * @param texture texture load to
  55219. * @param transcodeResult the result of transcoding the basis file to load from
  55220. */
  55221. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  55222. }
  55223. }
  55224. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  55225. import { Nullable } from "babylonjs/types";
  55226. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55227. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  55228. /**
  55229. * Loader for .basis file format
  55230. */
  55231. export class _BasisTextureLoader implements IInternalTextureLoader {
  55232. /**
  55233. * Defines whether the loader supports cascade loading the different faces.
  55234. */
  55235. readonly supportCascades: boolean;
  55236. /**
  55237. * This returns if the loader support the current file information.
  55238. * @param extension defines the file extension of the file being loaded
  55239. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55240. * @param fallback defines the fallback internal texture if any
  55241. * @param isBase64 defines whether the texture is encoded as a base64
  55242. * @param isBuffer defines whether the texture data are stored as a buffer
  55243. * @returns true if the loader can load the specified file
  55244. */
  55245. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  55246. /**
  55247. * Transform the url before loading if required.
  55248. * @param rootUrl the url of the texture
  55249. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55250. * @returns the transformed texture
  55251. */
  55252. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  55253. /**
  55254. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  55255. * @param rootUrl the url of the texture
  55256. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55257. * @returns the fallback texture
  55258. */
  55259. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55260. /**
  55261. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  55262. * @param data contains the texture data
  55263. * @param texture defines the BabylonJS internal texture
  55264. * @param createPolynomials will be true if polynomials have been requested
  55265. * @param onLoad defines the callback to trigger once the texture is ready
  55266. * @param onError defines the callback to trigger in case of error
  55267. */
  55268. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55269. /**
  55270. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55271. * @param data contains the texture data
  55272. * @param texture defines the BabylonJS internal texture
  55273. * @param callback defines the method to call once ready to upload
  55274. */
  55275. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55276. }
  55277. }
  55278. declare module "babylonjs/Materials/Textures/Loaders/index" {
  55279. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  55280. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  55281. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  55282. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  55283. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  55284. }
  55285. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  55286. import { Scene } from "babylonjs/scene";
  55287. import { Texture } from "babylonjs/Materials/Textures/texture";
  55288. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55289. /**
  55290. * 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.
  55291. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55292. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55293. */
  55294. export class CustomProceduralTexture extends ProceduralTexture {
  55295. private _animate;
  55296. private _time;
  55297. private _config;
  55298. private _texturePath;
  55299. /**
  55300. * Instantiates a new Custom Procedural Texture.
  55301. * 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.
  55302. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55303. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55304. * @param name Define the name of the texture
  55305. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  55306. * @param size Define the size of the texture to create
  55307. * @param scene Define the scene the texture belongs to
  55308. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  55309. * @param generateMipMaps Define if the texture should creates mip maps or not
  55310. */
  55311. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55312. private _loadJson;
  55313. /**
  55314. * Is the texture ready to be used ? (rendered at least once)
  55315. * @returns true if ready, otherwise, false.
  55316. */
  55317. isReady(): boolean;
  55318. /**
  55319. * Render the texture to its associated render target.
  55320. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  55321. */
  55322. render(useCameraPostProcess?: boolean): void;
  55323. /**
  55324. * Update the list of dependant textures samplers in the shader.
  55325. */
  55326. updateTextures(): void;
  55327. /**
  55328. * Update the uniform values of the procedural texture in the shader.
  55329. */
  55330. updateShaderUniforms(): void;
  55331. /**
  55332. * Define if the texture animates or not.
  55333. */
  55334. animate: boolean;
  55335. }
  55336. }
  55337. declare module "babylonjs/Shaders/noise.fragment" {
  55338. /** @hidden */
  55339. export var noisePixelShader: {
  55340. name: string;
  55341. shader: string;
  55342. };
  55343. }
  55344. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  55345. import { Nullable } from "babylonjs/types";
  55346. import { Scene } from "babylonjs/scene";
  55347. import { Texture } from "babylonjs/Materials/Textures/texture";
  55348. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55349. import "babylonjs/Shaders/noise.fragment";
  55350. /**
  55351. * Class used to generate noise procedural textures
  55352. */
  55353. export class NoiseProceduralTexture extends ProceduralTexture {
  55354. private _time;
  55355. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  55356. brightness: number;
  55357. /** Defines the number of octaves to process */
  55358. octaves: number;
  55359. /** Defines the level of persistence (0.8 by default) */
  55360. persistence: number;
  55361. /** Gets or sets animation speed factor (default is 1) */
  55362. animationSpeedFactor: number;
  55363. /**
  55364. * Creates a new NoiseProceduralTexture
  55365. * @param name defines the name fo the texture
  55366. * @param size defines the size of the texture (default is 256)
  55367. * @param scene defines the hosting scene
  55368. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  55369. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  55370. */
  55371. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55372. private _updateShaderUniforms;
  55373. protected _getDefines(): string;
  55374. /** Generate the current state of the procedural texture */
  55375. render(useCameraPostProcess?: boolean): void;
  55376. /**
  55377. * Serializes this noise procedural texture
  55378. * @returns a serialized noise procedural texture object
  55379. */
  55380. serialize(): any;
  55381. /**
  55382. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  55383. * @param parsedTexture defines parsed texture data
  55384. * @param scene defines the current scene
  55385. * @param rootUrl defines the root URL containing noise procedural texture information
  55386. * @returns a parsed NoiseProceduralTexture
  55387. */
  55388. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  55389. }
  55390. }
  55391. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  55392. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  55393. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  55394. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55395. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  55396. }
  55397. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  55398. import { Nullable } from "babylonjs/types";
  55399. import { Scene } from "babylonjs/scene";
  55400. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  55401. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55402. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  55403. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55404. /**
  55405. * Raw cube texture where the raw buffers are passed in
  55406. */
  55407. export class RawCubeTexture extends CubeTexture {
  55408. /**
  55409. * Creates a cube texture where the raw buffers are passed in.
  55410. * @param scene defines the scene the texture is attached to
  55411. * @param data defines the array of data to use to create each face
  55412. * @param size defines the size of the textures
  55413. * @param format defines the format of the data
  55414. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  55415. * @param generateMipMaps defines if the engine should generate the mip levels
  55416. * @param invertY defines if data must be stored with Y axis inverted
  55417. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  55418. * @param compression defines the compression used (null by default)
  55419. */
  55420. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  55421. /**
  55422. * Updates the raw cube texture.
  55423. * @param data defines the data to store
  55424. * @param format defines the data format
  55425. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  55426. * @param invertY defines if data must be stored with Y axis inverted
  55427. * @param compression defines the compression used (null by default)
  55428. * @param level defines which level of the texture to update
  55429. */
  55430. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  55431. /**
  55432. * Updates a raw cube texture with RGBD encoded data.
  55433. * @param data defines the array of data [mipmap][face] to use to create each face
  55434. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  55435. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  55436. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  55437. * @returns a promsie that resolves when the operation is complete
  55438. */
  55439. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  55440. /**
  55441. * Clones the raw cube texture.
  55442. * @return a new cube texture
  55443. */
  55444. clone(): CubeTexture;
  55445. /** @hidden */
  55446. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  55447. }
  55448. }
  55449. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  55450. import { Scene } from "babylonjs/scene";
  55451. import { Texture } from "babylonjs/Materials/Textures/texture";
  55452. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55453. /**
  55454. * Class used to store 3D textures containing user data
  55455. */
  55456. export class RawTexture3D extends Texture {
  55457. /** Gets or sets the texture format to use */
  55458. format: number;
  55459. private _engine;
  55460. /**
  55461. * Create a new RawTexture3D
  55462. * @param data defines the data of the texture
  55463. * @param width defines the width of the texture
  55464. * @param height defines the height of the texture
  55465. * @param depth defines the depth of the texture
  55466. * @param format defines the texture format to use
  55467. * @param scene defines the hosting scene
  55468. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55469. * @param invertY defines if texture must be stored with Y axis inverted
  55470. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55471. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55472. */
  55473. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55474. /** Gets or sets the texture format to use */
  55475. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55476. /**
  55477. * Update the texture with new data
  55478. * @param data defines the data to store in the texture
  55479. */
  55480. update(data: ArrayBufferView): void;
  55481. }
  55482. }
  55483. declare module "babylonjs/Materials/Textures/rawTexture2DArray" {
  55484. import { Scene } from "babylonjs/scene";
  55485. import { Texture } from "babylonjs/Materials/Textures/texture";
  55486. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55487. /**
  55488. * Class used to store 2D array textures containing user data
  55489. */
  55490. export class RawTexture2DArray extends Texture {
  55491. /** Gets or sets the texture format to use */
  55492. format: number;
  55493. private _engine;
  55494. /**
  55495. * Create a new RawTexture2DArray
  55496. * @param data defines the data of the texture
  55497. * @param width defines the width of the texture
  55498. * @param height defines the height of the texture
  55499. * @param depth defines the number of layers of the texture
  55500. * @param format defines the texture format to use
  55501. * @param scene defines the hosting scene
  55502. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55503. * @param invertY defines if texture must be stored with Y axis inverted
  55504. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55505. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55506. */
  55507. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55508. /** Gets or sets the texture format to use */
  55509. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55510. /**
  55511. * Update the texture with new data
  55512. * @param data defines the data to store in the texture
  55513. */
  55514. update(data: ArrayBufferView): void;
  55515. }
  55516. }
  55517. declare module "babylonjs/Materials/Textures/refractionTexture" {
  55518. import { Scene } from "babylonjs/scene";
  55519. import { Plane } from "babylonjs/Maths/math.plane";
  55520. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  55521. /**
  55522. * Creates a refraction texture used by refraction channel of the standard material.
  55523. * It is like a mirror but to see through a material.
  55524. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55525. */
  55526. export class RefractionTexture extends RenderTargetTexture {
  55527. /**
  55528. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  55529. * 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.
  55530. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55531. */
  55532. refractionPlane: Plane;
  55533. /**
  55534. * Define how deep under the surface we should see.
  55535. */
  55536. depth: number;
  55537. /**
  55538. * Creates a refraction texture used by refraction channel of the standard material.
  55539. * It is like a mirror but to see through a material.
  55540. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55541. * @param name Define the texture name
  55542. * @param size Define the size of the underlying texture
  55543. * @param scene Define the scene the refraction belongs to
  55544. * @param generateMipMaps Define if we need to generate mips level for the refraction
  55545. */
  55546. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  55547. /**
  55548. * Clone the refraction texture.
  55549. * @returns the cloned texture
  55550. */
  55551. clone(): RefractionTexture;
  55552. /**
  55553. * Serialize the texture to a JSON representation you could use in Parse later on
  55554. * @returns the serialized JSON representation
  55555. */
  55556. serialize(): any;
  55557. }
  55558. }
  55559. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  55560. import { Nullable } from "babylonjs/types";
  55561. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55562. import { Matrix } from "babylonjs/Maths/math.vector";
  55563. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  55564. import "babylonjs/Engines/Extensions/engine.videoTexture";
  55565. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  55566. import { Scene } from "babylonjs/scene";
  55567. /**
  55568. * Defines the options related to the creation of an HtmlElementTexture
  55569. */
  55570. export interface IHtmlElementTextureOptions {
  55571. /**
  55572. * Defines wether mip maps should be created or not.
  55573. */
  55574. generateMipMaps?: boolean;
  55575. /**
  55576. * Defines the sampling mode of the texture.
  55577. */
  55578. samplingMode?: number;
  55579. /**
  55580. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  55581. */
  55582. engine: Nullable<ThinEngine>;
  55583. /**
  55584. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  55585. */
  55586. scene: Nullable<Scene>;
  55587. }
  55588. /**
  55589. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  55590. * To be as efficient as possible depending on your constraints nothing aside the first upload
  55591. * is automatically managed.
  55592. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  55593. * in your application.
  55594. *
  55595. * As the update is not automatic, you need to call them manually.
  55596. */
  55597. export class HtmlElementTexture extends BaseTexture {
  55598. /**
  55599. * The texture URL.
  55600. */
  55601. element: HTMLVideoElement | HTMLCanvasElement;
  55602. private static readonly DefaultOptions;
  55603. private _textureMatrix;
  55604. private _engine;
  55605. private _isVideo;
  55606. private _generateMipMaps;
  55607. private _samplingMode;
  55608. /**
  55609. * Instantiates a HtmlElementTexture from the following parameters.
  55610. *
  55611. * @param name Defines the name of the texture
  55612. * @param element Defines the video or canvas the texture is filled with
  55613. * @param options Defines the other none mandatory texture creation options
  55614. */
  55615. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  55616. private _createInternalTexture;
  55617. /**
  55618. * Returns the texture matrix used in most of the material.
  55619. */
  55620. getTextureMatrix(): Matrix;
  55621. /**
  55622. * Updates the content of the texture.
  55623. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  55624. */
  55625. update(invertY?: Nullable<boolean>): void;
  55626. }
  55627. }
  55628. declare module "babylonjs/Materials/Textures/index" {
  55629. export * from "babylonjs/Materials/Textures/baseTexture";
  55630. export * from "babylonjs/Materials/Textures/baseTexture.polynomial";
  55631. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  55632. export * from "babylonjs/Materials/Textures/cubeTexture";
  55633. export * from "babylonjs/Materials/Textures/dynamicTexture";
  55634. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  55635. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  55636. export * from "babylonjs/Materials/Textures/internalTexture";
  55637. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  55638. export * from "babylonjs/Materials/Textures/Loaders/index";
  55639. export * from "babylonjs/Materials/Textures/mirrorTexture";
  55640. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  55641. export * from "babylonjs/Materials/Textures/Procedurals/index";
  55642. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  55643. export * from "babylonjs/Materials/Textures/rawTexture";
  55644. export * from "babylonjs/Materials/Textures/rawTexture3D";
  55645. export * from "babylonjs/Materials/Textures/rawTexture2DArray";
  55646. export * from "babylonjs/Materials/Textures/refractionTexture";
  55647. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  55648. export * from "babylonjs/Materials/Textures/texture";
  55649. export * from "babylonjs/Materials/Textures/videoTexture";
  55650. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  55651. }
  55652. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets" {
  55653. /**
  55654. * Enum used to define the target of a block
  55655. */
  55656. export enum NodeMaterialBlockTargets {
  55657. /** Vertex shader */
  55658. Vertex = 1,
  55659. /** Fragment shader */
  55660. Fragment = 2,
  55661. /** Neutral */
  55662. Neutral = 4,
  55663. /** Vertex and Fragment */
  55664. VertexAndFragment = 3
  55665. }
  55666. }
  55667. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes" {
  55668. /**
  55669. * Defines the kind of connection point for node based material
  55670. */
  55671. export enum NodeMaterialBlockConnectionPointTypes {
  55672. /** Float */
  55673. Float = 1,
  55674. /** Int */
  55675. Int = 2,
  55676. /** Vector2 */
  55677. Vector2 = 4,
  55678. /** Vector3 */
  55679. Vector3 = 8,
  55680. /** Vector4 */
  55681. Vector4 = 16,
  55682. /** Color3 */
  55683. Color3 = 32,
  55684. /** Color4 */
  55685. Color4 = 64,
  55686. /** Matrix */
  55687. Matrix = 128,
  55688. /** Detect type based on connection */
  55689. AutoDetect = 1024,
  55690. /** Output type that will be defined by input type */
  55691. BasedOnInput = 2048
  55692. }
  55693. }
  55694. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode" {
  55695. /**
  55696. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55697. */
  55698. export enum NodeMaterialBlockConnectionPointMode {
  55699. /** Value is an uniform */
  55700. Uniform = 0,
  55701. /** Value is a mesh attribute */
  55702. Attribute = 1,
  55703. /** Value is a varying between vertex and fragment shaders */
  55704. Varying = 2,
  55705. /** Mode is undefined */
  55706. Undefined = 3
  55707. }
  55708. }
  55709. declare module "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues" {
  55710. /**
  55711. * Enum used to define system values e.g. values automatically provided by the system
  55712. */
  55713. export enum NodeMaterialSystemValues {
  55714. /** World */
  55715. World = 1,
  55716. /** View */
  55717. View = 2,
  55718. /** Projection */
  55719. Projection = 3,
  55720. /** ViewProjection */
  55721. ViewProjection = 4,
  55722. /** WorldView */
  55723. WorldView = 5,
  55724. /** WorldViewProjection */
  55725. WorldViewProjection = 6,
  55726. /** CameraPosition */
  55727. CameraPosition = 7,
  55728. /** Fog Color */
  55729. FogColor = 8,
  55730. /** Delta time */
  55731. DeltaTime = 9
  55732. }
  55733. }
  55734. declare module "babylonjs/Materials/Node/Enums/index" {
  55735. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55736. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  55737. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode";
  55738. export * from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  55739. }
  55740. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  55741. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55742. /**
  55743. * Root class for all node material optimizers
  55744. */
  55745. export class NodeMaterialOptimizer {
  55746. /**
  55747. * Function used to optimize a NodeMaterial graph
  55748. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  55749. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  55750. */
  55751. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  55752. }
  55753. }
  55754. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  55755. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55756. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55757. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55758. import { Scene } from "babylonjs/scene";
  55759. /**
  55760. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  55761. */
  55762. export class TransformBlock extends NodeMaterialBlock {
  55763. /**
  55764. * Defines the value to use to complement W value to transform it to a Vector4
  55765. */
  55766. complementW: number;
  55767. /**
  55768. * Defines the value to use to complement z value to transform it to a Vector4
  55769. */
  55770. complementZ: number;
  55771. /**
  55772. * Creates a new TransformBlock
  55773. * @param name defines the block name
  55774. */
  55775. constructor(name: string);
  55776. /**
  55777. * Gets the current class name
  55778. * @returns the class name
  55779. */
  55780. getClassName(): string;
  55781. /**
  55782. * Gets the vector input
  55783. */
  55784. readonly vector: NodeMaterialConnectionPoint;
  55785. /**
  55786. * Gets the output component
  55787. */
  55788. readonly output: NodeMaterialConnectionPoint;
  55789. /**
  55790. * Gets the matrix transform input
  55791. */
  55792. readonly transform: NodeMaterialConnectionPoint;
  55793. protected _buildBlock(state: NodeMaterialBuildState): this;
  55794. serialize(): any;
  55795. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55796. protected _dumpPropertiesCode(): string;
  55797. }
  55798. }
  55799. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  55800. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55801. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55802. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55803. /**
  55804. * Block used to output the vertex position
  55805. */
  55806. export class VertexOutputBlock extends NodeMaterialBlock {
  55807. /**
  55808. * Creates a new VertexOutputBlock
  55809. * @param name defines the block name
  55810. */
  55811. constructor(name: string);
  55812. /**
  55813. * Gets the current class name
  55814. * @returns the class name
  55815. */
  55816. getClassName(): string;
  55817. /**
  55818. * Gets the vector input component
  55819. */
  55820. readonly vector: NodeMaterialConnectionPoint;
  55821. protected _buildBlock(state: NodeMaterialBuildState): this;
  55822. }
  55823. }
  55824. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  55825. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55826. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55827. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55828. /**
  55829. * Block used to output the final color
  55830. */
  55831. export class FragmentOutputBlock extends NodeMaterialBlock {
  55832. /**
  55833. * Create a new FragmentOutputBlock
  55834. * @param name defines the block name
  55835. */
  55836. constructor(name: string);
  55837. /**
  55838. * Gets the current class name
  55839. * @returns the class name
  55840. */
  55841. getClassName(): string;
  55842. /**
  55843. * Gets the rgba input component
  55844. */
  55845. readonly rgba: NodeMaterialConnectionPoint;
  55846. /**
  55847. * Gets the rgb input component
  55848. */
  55849. readonly rgb: NodeMaterialConnectionPoint;
  55850. /**
  55851. * Gets the a input component
  55852. */
  55853. readonly a: NodeMaterialConnectionPoint;
  55854. protected _buildBlock(state: NodeMaterialBuildState): this;
  55855. }
  55856. }
  55857. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  55858. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55859. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55860. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55861. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55862. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55863. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55864. import { Effect } from "babylonjs/Materials/effect";
  55865. import { Mesh } from "babylonjs/Meshes/mesh";
  55866. import { Nullable } from "babylonjs/types";
  55867. import { Scene } from "babylonjs/scene";
  55868. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  55869. /**
  55870. * Block used to read a reflection texture from a sampler
  55871. */
  55872. export class ReflectionTextureBlock extends NodeMaterialBlock {
  55873. private _define3DName;
  55874. private _defineCubicName;
  55875. private _defineExplicitName;
  55876. private _defineProjectionName;
  55877. private _defineLocalCubicName;
  55878. private _defineSphericalName;
  55879. private _definePlanarName;
  55880. private _defineEquirectangularName;
  55881. private _defineMirroredEquirectangularFixedName;
  55882. private _defineEquirectangularFixedName;
  55883. private _defineSkyboxName;
  55884. private _cubeSamplerName;
  55885. private _2DSamplerName;
  55886. private _positionUVWName;
  55887. private _directionWName;
  55888. private _reflectionCoordsName;
  55889. private _reflection2DCoordsName;
  55890. private _reflectionColorName;
  55891. private _reflectionMatrixName;
  55892. /**
  55893. * Gets or sets the texture associated with the node
  55894. */
  55895. texture: Nullable<BaseTexture>;
  55896. /**
  55897. * Create a new TextureBlock
  55898. * @param name defines the block name
  55899. */
  55900. constructor(name: string);
  55901. /**
  55902. * Gets the current class name
  55903. * @returns the class name
  55904. */
  55905. getClassName(): string;
  55906. /**
  55907. * Gets the world position input component
  55908. */
  55909. readonly position: NodeMaterialConnectionPoint;
  55910. /**
  55911. * Gets the world position input component
  55912. */
  55913. readonly worldPosition: NodeMaterialConnectionPoint;
  55914. /**
  55915. * Gets the world normal input component
  55916. */
  55917. readonly worldNormal: NodeMaterialConnectionPoint;
  55918. /**
  55919. * Gets the world input component
  55920. */
  55921. readonly world: NodeMaterialConnectionPoint;
  55922. /**
  55923. * Gets the camera (or eye) position component
  55924. */
  55925. readonly cameraPosition: NodeMaterialConnectionPoint;
  55926. /**
  55927. * Gets the view input component
  55928. */
  55929. readonly view: NodeMaterialConnectionPoint;
  55930. /**
  55931. * Gets the rgb output component
  55932. */
  55933. readonly rgb: NodeMaterialConnectionPoint;
  55934. /**
  55935. * Gets the r output component
  55936. */
  55937. readonly r: NodeMaterialConnectionPoint;
  55938. /**
  55939. * Gets the g output component
  55940. */
  55941. readonly g: NodeMaterialConnectionPoint;
  55942. /**
  55943. * Gets the b output component
  55944. */
  55945. readonly b: NodeMaterialConnectionPoint;
  55946. autoConfigure(material: NodeMaterial): void;
  55947. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55948. isReady(): boolean;
  55949. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55950. private _injectVertexCode;
  55951. private _writeOutput;
  55952. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55953. protected _dumpPropertiesCode(): string;
  55954. serialize(): any;
  55955. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55956. }
  55957. }
  55958. declare module "babylonjs/Materials/Node/nodeMaterial" {
  55959. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55960. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  55961. import { Scene } from "babylonjs/scene";
  55962. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55963. import { Matrix } from "babylonjs/Maths/math.vector";
  55964. import { Mesh } from "babylonjs/Meshes/mesh";
  55965. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55966. import { Observable } from "babylonjs/Misc/observable";
  55967. import { SubMesh } from "babylonjs/Meshes/subMesh";
  55968. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  55969. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  55970. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  55971. import { Nullable } from "babylonjs/types";
  55972. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55973. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55974. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55975. /**
  55976. * Interface used to configure the node material editor
  55977. */
  55978. export interface INodeMaterialEditorOptions {
  55979. /** Define the URl to load node editor script */
  55980. editorURL?: string;
  55981. }
  55982. /** @hidden */
  55983. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  55984. /** BONES */
  55985. NUM_BONE_INFLUENCERS: number;
  55986. BonesPerMesh: number;
  55987. BONETEXTURE: boolean;
  55988. /** MORPH TARGETS */
  55989. MORPHTARGETS: boolean;
  55990. MORPHTARGETS_NORMAL: boolean;
  55991. MORPHTARGETS_TANGENT: boolean;
  55992. MORPHTARGETS_UV: boolean;
  55993. NUM_MORPH_INFLUENCERS: number;
  55994. /** IMAGE PROCESSING */
  55995. IMAGEPROCESSING: boolean;
  55996. VIGNETTE: boolean;
  55997. VIGNETTEBLENDMODEMULTIPLY: boolean;
  55998. VIGNETTEBLENDMODEOPAQUE: boolean;
  55999. TONEMAPPING: boolean;
  56000. TONEMAPPING_ACES: boolean;
  56001. CONTRAST: boolean;
  56002. EXPOSURE: boolean;
  56003. COLORCURVES: boolean;
  56004. COLORGRADING: boolean;
  56005. COLORGRADING3D: boolean;
  56006. SAMPLER3DGREENDEPTH: boolean;
  56007. SAMPLER3DBGRMAP: boolean;
  56008. IMAGEPROCESSINGPOSTPROCESS: boolean;
  56009. /** MISC. */
  56010. BUMPDIRECTUV: number;
  56011. constructor();
  56012. setValue(name: string, value: boolean): void;
  56013. }
  56014. /**
  56015. * Class used to configure NodeMaterial
  56016. */
  56017. export interface INodeMaterialOptions {
  56018. /**
  56019. * Defines if blocks should emit comments
  56020. */
  56021. emitComments: boolean;
  56022. }
  56023. /**
  56024. * Class used to create a node based material built by assembling shader blocks
  56025. */
  56026. export class NodeMaterial extends PushMaterial {
  56027. private static _BuildIdGenerator;
  56028. private _options;
  56029. private _vertexCompilationState;
  56030. private _fragmentCompilationState;
  56031. private _sharedData;
  56032. private _buildId;
  56033. private _buildWasSuccessful;
  56034. private _cachedWorldViewMatrix;
  56035. private _cachedWorldViewProjectionMatrix;
  56036. private _optimizers;
  56037. private _animationFrame;
  56038. /** Define the URl to load node editor script */
  56039. static EditorURL: string;
  56040. private BJSNODEMATERIALEDITOR;
  56041. /** Get the inspector from bundle or global */
  56042. private _getGlobalNodeMaterialEditor;
  56043. /**
  56044. * 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)
  56045. */
  56046. ignoreAlpha: boolean;
  56047. /**
  56048. * Defines the maximum number of lights that can be used in the material
  56049. */
  56050. maxSimultaneousLights: number;
  56051. /**
  56052. * Observable raised when the material is built
  56053. */
  56054. onBuildObservable: Observable<NodeMaterial>;
  56055. /**
  56056. * Gets or sets the root nodes of the material vertex shader
  56057. */
  56058. _vertexOutputNodes: NodeMaterialBlock[];
  56059. /**
  56060. * Gets or sets the root nodes of the material fragment (pixel) shader
  56061. */
  56062. _fragmentOutputNodes: NodeMaterialBlock[];
  56063. /** Gets or sets options to control the node material overall behavior */
  56064. options: INodeMaterialOptions;
  56065. /**
  56066. * Default configuration related to image processing available in the standard Material.
  56067. */
  56068. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  56069. /**
  56070. * Gets the image processing configuration used either in this material.
  56071. */
  56072. /**
  56073. * Sets the Default image processing configuration used either in the this material.
  56074. *
  56075. * If sets to null, the scene one is in use.
  56076. */
  56077. imageProcessingConfiguration: ImageProcessingConfiguration;
  56078. /**
  56079. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  56080. */
  56081. attachedBlocks: NodeMaterialBlock[];
  56082. /**
  56083. * Create a new node based material
  56084. * @param name defines the material name
  56085. * @param scene defines the hosting scene
  56086. * @param options defines creation option
  56087. */
  56088. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  56089. /**
  56090. * Gets the current class name of the material e.g. "NodeMaterial"
  56091. * @returns the class name
  56092. */
  56093. getClassName(): string;
  56094. /**
  56095. * Keep track of the image processing observer to allow dispose and replace.
  56096. */
  56097. private _imageProcessingObserver;
  56098. /**
  56099. * Attaches a new image processing configuration to the Standard Material.
  56100. * @param configuration
  56101. */
  56102. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  56103. /**
  56104. * Get a block by its name
  56105. * @param name defines the name of the block to retrieve
  56106. * @returns the required block or null if not found
  56107. */
  56108. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  56109. /**
  56110. * Get a block by its name
  56111. * @param predicate defines the predicate used to find the good candidate
  56112. * @returns the required block or null if not found
  56113. */
  56114. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  56115. /**
  56116. * Get an input block by its name
  56117. * @param predicate defines the predicate used to find the good candidate
  56118. * @returns the required input block or null if not found
  56119. */
  56120. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  56121. /**
  56122. * Gets the list of input blocks attached to this material
  56123. * @returns an array of InputBlocks
  56124. */
  56125. getInputBlocks(): InputBlock[];
  56126. /**
  56127. * Adds a new optimizer to the list of optimizers
  56128. * @param optimizer defines the optimizers to add
  56129. * @returns the current material
  56130. */
  56131. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  56132. /**
  56133. * Remove an optimizer from the list of optimizers
  56134. * @param optimizer defines the optimizers to remove
  56135. * @returns the current material
  56136. */
  56137. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  56138. /**
  56139. * Add a new block to the list of output nodes
  56140. * @param node defines the node to add
  56141. * @returns the current material
  56142. */
  56143. addOutputNode(node: NodeMaterialBlock): this;
  56144. /**
  56145. * Remove a block from the list of root nodes
  56146. * @param node defines the node to remove
  56147. * @returns the current material
  56148. */
  56149. removeOutputNode(node: NodeMaterialBlock): this;
  56150. private _addVertexOutputNode;
  56151. private _removeVertexOutputNode;
  56152. private _addFragmentOutputNode;
  56153. private _removeFragmentOutputNode;
  56154. /**
  56155. * Specifies if the material will require alpha blending
  56156. * @returns a boolean specifying if alpha blending is needed
  56157. */
  56158. needAlphaBlending(): boolean;
  56159. /**
  56160. * Specifies if this material should be rendered in alpha test mode
  56161. * @returns a boolean specifying if an alpha test is needed.
  56162. */
  56163. needAlphaTesting(): boolean;
  56164. private _initializeBlock;
  56165. private _resetDualBlocks;
  56166. /**
  56167. * Build the material and generates the inner effect
  56168. * @param verbose defines if the build should log activity
  56169. */
  56170. build(verbose?: boolean): void;
  56171. /**
  56172. * Runs an otpimization phase to try to improve the shader code
  56173. */
  56174. optimize(): void;
  56175. private _prepareDefinesForAttributes;
  56176. /**
  56177. * Get if the submesh is ready to be used and all its information available.
  56178. * Child classes can use it to update shaders
  56179. * @param mesh defines the mesh to check
  56180. * @param subMesh defines which submesh to check
  56181. * @param useInstances specifies that instances should be used
  56182. * @returns a boolean indicating that the submesh is ready or not
  56183. */
  56184. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  56185. /**
  56186. * Get a string representing the shaders built by the current node graph
  56187. */
  56188. readonly compiledShaders: string;
  56189. /**
  56190. * Binds the world matrix to the material
  56191. * @param world defines the world transformation matrix
  56192. */
  56193. bindOnlyWorldMatrix(world: Matrix): void;
  56194. /**
  56195. * Binds the submesh to this material by preparing the effect and shader to draw
  56196. * @param world defines the world transformation matrix
  56197. * @param mesh defines the mesh containing the submesh
  56198. * @param subMesh defines the submesh to bind the material to
  56199. */
  56200. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  56201. /**
  56202. * Gets the active textures from the material
  56203. * @returns an array of textures
  56204. */
  56205. getActiveTextures(): BaseTexture[];
  56206. /**
  56207. * Gets the list of texture blocks
  56208. * @returns an array of texture blocks
  56209. */
  56210. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  56211. /**
  56212. * Specifies if the material uses a texture
  56213. * @param texture defines the texture to check against the material
  56214. * @returns a boolean specifying if the material uses the texture
  56215. */
  56216. hasTexture(texture: BaseTexture): boolean;
  56217. /**
  56218. * Disposes the material
  56219. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  56220. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  56221. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  56222. */
  56223. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  56224. /** Creates the node editor window. */
  56225. private _createNodeEditor;
  56226. /**
  56227. * Launch the node material editor
  56228. * @param config Define the configuration of the editor
  56229. * @return a promise fulfilled when the node editor is visible
  56230. */
  56231. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  56232. /**
  56233. * Clear the current material
  56234. */
  56235. clear(): void;
  56236. /**
  56237. * Clear the current material and set it to a default state
  56238. */
  56239. setToDefault(): void;
  56240. /**
  56241. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  56242. * @param url defines the url to load from
  56243. * @returns a promise that will fullfil when the material is fully loaded
  56244. */
  56245. loadAsync(url: string): Promise<void>;
  56246. private _gatherBlocks;
  56247. /**
  56248. * Generate a string containing the code declaration required to create an equivalent of this material
  56249. * @returns a string
  56250. */
  56251. generateCode(): string;
  56252. /**
  56253. * Serializes this material in a JSON representation
  56254. * @returns the serialized material object
  56255. */
  56256. serialize(): any;
  56257. private _restoreConnections;
  56258. /**
  56259. * Clear the current graph and load a new one from a serialization object
  56260. * @param source defines the JSON representation of the material
  56261. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56262. */
  56263. loadFromSerialization(source: any, rootUrl?: string): void;
  56264. /**
  56265. * Creates a node material from parsed material data
  56266. * @param source defines the JSON representation of the material
  56267. * @param scene defines the hosting scene
  56268. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56269. * @returns a new node material
  56270. */
  56271. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  56272. /**
  56273. * Creates a new node material set to default basic configuration
  56274. * @param name defines the name of the material
  56275. * @param scene defines the hosting scene
  56276. * @returns a new NodeMaterial
  56277. */
  56278. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  56279. }
  56280. }
  56281. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  56282. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56283. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56284. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56285. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56286. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56287. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56288. import { Effect } from "babylonjs/Materials/effect";
  56289. import { Mesh } from "babylonjs/Meshes/mesh";
  56290. import { Nullable } from "babylonjs/types";
  56291. import { Texture } from "babylonjs/Materials/Textures/texture";
  56292. import { Scene } from "babylonjs/scene";
  56293. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  56294. /**
  56295. * Block used to read a texture from a sampler
  56296. */
  56297. export class TextureBlock extends NodeMaterialBlock {
  56298. private _defineName;
  56299. private _linearDefineName;
  56300. private _samplerName;
  56301. private _transformedUVName;
  56302. private _textureTransformName;
  56303. private _textureInfoName;
  56304. private _mainUVName;
  56305. private _mainUVDefineName;
  56306. /**
  56307. * Gets or sets the texture associated with the node
  56308. */
  56309. texture: Nullable<Texture>;
  56310. /**
  56311. * Create a new TextureBlock
  56312. * @param name defines the block name
  56313. */
  56314. constructor(name: string);
  56315. /**
  56316. * Gets the current class name
  56317. * @returns the class name
  56318. */
  56319. getClassName(): string;
  56320. /**
  56321. * Gets the uv input component
  56322. */
  56323. readonly uv: NodeMaterialConnectionPoint;
  56324. /**
  56325. * Gets the rgba output component
  56326. */
  56327. readonly rgba: NodeMaterialConnectionPoint;
  56328. /**
  56329. * Gets the rgb output component
  56330. */
  56331. readonly rgb: NodeMaterialConnectionPoint;
  56332. /**
  56333. * Gets the r output component
  56334. */
  56335. readonly r: NodeMaterialConnectionPoint;
  56336. /**
  56337. * Gets the g output component
  56338. */
  56339. readonly g: NodeMaterialConnectionPoint;
  56340. /**
  56341. * Gets the b output component
  56342. */
  56343. readonly b: NodeMaterialConnectionPoint;
  56344. /**
  56345. * Gets the a output component
  56346. */
  56347. readonly a: NodeMaterialConnectionPoint;
  56348. readonly target: NodeMaterialBlockTargets;
  56349. autoConfigure(material: NodeMaterial): void;
  56350. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56351. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56352. isReady(): boolean;
  56353. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56354. private readonly _isMixed;
  56355. private _injectVertexCode;
  56356. private _writeOutput;
  56357. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56358. protected _dumpPropertiesCode(): string;
  56359. serialize(): any;
  56360. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56361. }
  56362. }
  56363. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  56364. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56365. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56366. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56367. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56368. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56369. import { Scene } from "babylonjs/scene";
  56370. /**
  56371. * Class used to store shared data between 2 NodeMaterialBuildState
  56372. */
  56373. export class NodeMaterialBuildStateSharedData {
  56374. /**
  56375. * Gets the list of emitted varyings
  56376. */
  56377. temps: string[];
  56378. /**
  56379. * Gets the list of emitted varyings
  56380. */
  56381. varyings: string[];
  56382. /**
  56383. * Gets the varying declaration string
  56384. */
  56385. varyingDeclaration: string;
  56386. /**
  56387. * Input blocks
  56388. */
  56389. inputBlocks: InputBlock[];
  56390. /**
  56391. * Input blocks
  56392. */
  56393. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  56394. /**
  56395. * Bindable blocks (Blocks that need to set data to the effect)
  56396. */
  56397. bindableBlocks: NodeMaterialBlock[];
  56398. /**
  56399. * List of blocks that can provide a compilation fallback
  56400. */
  56401. blocksWithFallbacks: NodeMaterialBlock[];
  56402. /**
  56403. * List of blocks that can provide a define update
  56404. */
  56405. blocksWithDefines: NodeMaterialBlock[];
  56406. /**
  56407. * List of blocks that can provide a repeatable content
  56408. */
  56409. repeatableContentBlocks: NodeMaterialBlock[];
  56410. /**
  56411. * List of blocks that can provide a dynamic list of uniforms
  56412. */
  56413. dynamicUniformBlocks: NodeMaterialBlock[];
  56414. /**
  56415. * List of blocks that can block the isReady function for the material
  56416. */
  56417. blockingBlocks: NodeMaterialBlock[];
  56418. /**
  56419. * Gets the list of animated inputs
  56420. */
  56421. animatedInputs: InputBlock[];
  56422. /**
  56423. * Build Id used to avoid multiple recompilations
  56424. */
  56425. buildId: number;
  56426. /** List of emitted variables */
  56427. variableNames: {
  56428. [key: string]: number;
  56429. };
  56430. /** List of emitted defines */
  56431. defineNames: {
  56432. [key: string]: number;
  56433. };
  56434. /** Should emit comments? */
  56435. emitComments: boolean;
  56436. /** Emit build activity */
  56437. verbose: boolean;
  56438. /** Gets or sets the hosting scene */
  56439. scene: Scene;
  56440. /**
  56441. * Gets the compilation hints emitted at compilation time
  56442. */
  56443. hints: {
  56444. needWorldViewMatrix: boolean;
  56445. needWorldViewProjectionMatrix: boolean;
  56446. needAlphaBlending: boolean;
  56447. needAlphaTesting: boolean;
  56448. };
  56449. /**
  56450. * List of compilation checks
  56451. */
  56452. checks: {
  56453. emitVertex: boolean;
  56454. emitFragment: boolean;
  56455. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  56456. };
  56457. /** Creates a new shared data */
  56458. constructor();
  56459. /**
  56460. * Emits console errors and exceptions if there is a failing check
  56461. */
  56462. emitErrors(): void;
  56463. }
  56464. }
  56465. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  56466. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56467. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56468. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  56469. /**
  56470. * Class used to store node based material build state
  56471. */
  56472. export class NodeMaterialBuildState {
  56473. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  56474. supportUniformBuffers: boolean;
  56475. /**
  56476. * Gets the list of emitted attributes
  56477. */
  56478. attributes: string[];
  56479. /**
  56480. * Gets the list of emitted uniforms
  56481. */
  56482. uniforms: string[];
  56483. /**
  56484. * Gets the list of emitted constants
  56485. */
  56486. constants: string[];
  56487. /**
  56488. * Gets the list of emitted samplers
  56489. */
  56490. samplers: string[];
  56491. /**
  56492. * Gets the list of emitted functions
  56493. */
  56494. functions: {
  56495. [key: string]: string;
  56496. };
  56497. /**
  56498. * Gets the list of emitted extensions
  56499. */
  56500. extensions: {
  56501. [key: string]: string;
  56502. };
  56503. /**
  56504. * Gets the target of the compilation state
  56505. */
  56506. target: NodeMaterialBlockTargets;
  56507. /**
  56508. * Gets the list of emitted counters
  56509. */
  56510. counters: {
  56511. [key: string]: number;
  56512. };
  56513. /**
  56514. * Shared data between multiple NodeMaterialBuildState instances
  56515. */
  56516. sharedData: NodeMaterialBuildStateSharedData;
  56517. /** @hidden */
  56518. _vertexState: NodeMaterialBuildState;
  56519. /** @hidden */
  56520. _attributeDeclaration: string;
  56521. /** @hidden */
  56522. _uniformDeclaration: string;
  56523. /** @hidden */
  56524. _constantDeclaration: string;
  56525. /** @hidden */
  56526. _samplerDeclaration: string;
  56527. /** @hidden */
  56528. _varyingTransfer: string;
  56529. private _repeatableContentAnchorIndex;
  56530. /** @hidden */
  56531. _builtCompilationString: string;
  56532. /**
  56533. * Gets the emitted compilation strings
  56534. */
  56535. compilationString: string;
  56536. /**
  56537. * Finalize the compilation strings
  56538. * @param state defines the current compilation state
  56539. */
  56540. finalize(state: NodeMaterialBuildState): void;
  56541. /** @hidden */
  56542. readonly _repeatableContentAnchor: string;
  56543. /** @hidden */
  56544. _getFreeVariableName(prefix: string): string;
  56545. /** @hidden */
  56546. _getFreeDefineName(prefix: string): string;
  56547. /** @hidden */
  56548. _excludeVariableName(name: string): void;
  56549. /** @hidden */
  56550. _emit2DSampler(name: string): void;
  56551. /** @hidden */
  56552. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  56553. /** @hidden */
  56554. _emitExtension(name: string, extension: string): void;
  56555. /** @hidden */
  56556. _emitFunction(name: string, code: string, comments: string): void;
  56557. /** @hidden */
  56558. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  56559. replaceStrings?: {
  56560. search: RegExp;
  56561. replace: string;
  56562. }[];
  56563. repeatKey?: string;
  56564. }): string;
  56565. /** @hidden */
  56566. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  56567. repeatKey?: string;
  56568. removeAttributes?: boolean;
  56569. removeUniforms?: boolean;
  56570. removeVaryings?: boolean;
  56571. removeIfDef?: boolean;
  56572. replaceStrings?: {
  56573. search: RegExp;
  56574. replace: string;
  56575. }[];
  56576. }, storeKey?: string): void;
  56577. /** @hidden */
  56578. _registerTempVariable(name: string): boolean;
  56579. /** @hidden */
  56580. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  56581. /** @hidden */
  56582. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  56583. /** @hidden */
  56584. _emitFloat(value: number): string;
  56585. }
  56586. }
  56587. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  56588. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56589. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56590. import { Nullable } from "babylonjs/types";
  56591. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56592. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56593. import { Effect } from "babylonjs/Materials/effect";
  56594. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56595. import { Mesh } from "babylonjs/Meshes/mesh";
  56596. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56597. import { Scene } from "babylonjs/scene";
  56598. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56599. /**
  56600. * Defines a block that can be used inside a node based material
  56601. */
  56602. export class NodeMaterialBlock {
  56603. private _buildId;
  56604. private _buildTarget;
  56605. private _target;
  56606. private _isFinalMerger;
  56607. private _isInput;
  56608. /** @hidden */
  56609. _codeVariableName: string;
  56610. /** @hidden */
  56611. _inputs: NodeMaterialConnectionPoint[];
  56612. /** @hidden */
  56613. _outputs: NodeMaterialConnectionPoint[];
  56614. /** @hidden */
  56615. _preparationId: number;
  56616. /**
  56617. * Gets or sets the name of the block
  56618. */
  56619. name: string;
  56620. /**
  56621. * Gets or sets the unique id of the node
  56622. */
  56623. uniqueId: number;
  56624. /**
  56625. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  56626. */
  56627. readonly isFinalMerger: boolean;
  56628. /**
  56629. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  56630. */
  56631. readonly isInput: boolean;
  56632. /**
  56633. * Gets or sets the build Id
  56634. */
  56635. buildId: number;
  56636. /**
  56637. * Gets or sets the target of the block
  56638. */
  56639. target: NodeMaterialBlockTargets;
  56640. /**
  56641. * Gets the list of input points
  56642. */
  56643. readonly inputs: NodeMaterialConnectionPoint[];
  56644. /** Gets the list of output points */
  56645. readonly outputs: NodeMaterialConnectionPoint[];
  56646. /**
  56647. * Find an input by its name
  56648. * @param name defines the name of the input to look for
  56649. * @returns the input or null if not found
  56650. */
  56651. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56652. /**
  56653. * Find an output by its name
  56654. * @param name defines the name of the outputto look for
  56655. * @returns the output or null if not found
  56656. */
  56657. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56658. /**
  56659. * Creates a new NodeMaterialBlock
  56660. * @param name defines the block name
  56661. * @param target defines the target of that block (Vertex by default)
  56662. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  56663. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  56664. */
  56665. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  56666. /**
  56667. * Initialize the block and prepare the context for build
  56668. * @param state defines the state that will be used for the build
  56669. */
  56670. initialize(state: NodeMaterialBuildState): void;
  56671. /**
  56672. * Bind data to effect. Will only be called for blocks with isBindable === true
  56673. * @param effect defines the effect to bind data to
  56674. * @param nodeMaterial defines the hosting NodeMaterial
  56675. * @param mesh defines the mesh that will be rendered
  56676. */
  56677. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56678. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  56679. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  56680. protected _writeFloat(value: number): string;
  56681. /**
  56682. * Gets the current class name e.g. "NodeMaterialBlock"
  56683. * @returns the class name
  56684. */
  56685. getClassName(): string;
  56686. /**
  56687. * Register a new input. Must be called inside a block constructor
  56688. * @param name defines the connection point name
  56689. * @param type defines the connection point type
  56690. * @param isOptional defines a boolean indicating that this input can be omitted
  56691. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56692. * @returns the current block
  56693. */
  56694. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  56695. /**
  56696. * Register a new output. Must be called inside a block constructor
  56697. * @param name defines the connection point name
  56698. * @param type defines the connection point type
  56699. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56700. * @returns the current block
  56701. */
  56702. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  56703. /**
  56704. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  56705. * @param forOutput defines an optional connection point to check compatibility with
  56706. * @returns the first available input or null
  56707. */
  56708. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  56709. /**
  56710. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  56711. * @param forBlock defines an optional block to check compatibility with
  56712. * @returns the first available input or null
  56713. */
  56714. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  56715. /**
  56716. * Gets the sibling of the given output
  56717. * @param current defines the current output
  56718. * @returns the next output in the list or null
  56719. */
  56720. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  56721. /**
  56722. * Connect current block with another block
  56723. * @param other defines the block to connect with
  56724. * @param options define the various options to help pick the right connections
  56725. * @returns the current block
  56726. */
  56727. connectTo(other: NodeMaterialBlock, options?: {
  56728. input?: string;
  56729. output?: string;
  56730. outputSwizzle?: string;
  56731. }): this | undefined;
  56732. protected _buildBlock(state: NodeMaterialBuildState): void;
  56733. /**
  56734. * Add uniforms, samplers and uniform buffers at compilation time
  56735. * @param state defines the state to update
  56736. * @param nodeMaterial defines the node material requesting the update
  56737. * @param defines defines the material defines to update
  56738. * @param uniformBuffers defines the list of uniform buffer names
  56739. */
  56740. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  56741. /**
  56742. * Add potential fallbacks if shader compilation fails
  56743. * @param mesh defines the mesh to be rendered
  56744. * @param fallbacks defines the current prioritized list of fallbacks
  56745. */
  56746. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  56747. /**
  56748. * Initialize defines for shader compilation
  56749. * @param mesh defines the mesh to be rendered
  56750. * @param nodeMaterial defines the node material requesting the update
  56751. * @param defines defines the material defines to update
  56752. * @param useInstances specifies that instances should be used
  56753. */
  56754. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56755. /**
  56756. * Update defines for shader compilation
  56757. * @param mesh defines the mesh to be rendered
  56758. * @param nodeMaterial defines the node material requesting the update
  56759. * @param defines defines the material defines to update
  56760. * @param useInstances specifies that instances should be used
  56761. */
  56762. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56763. /**
  56764. * Lets the block try to connect some inputs automatically
  56765. * @param material defines the hosting NodeMaterial
  56766. */
  56767. autoConfigure(material: NodeMaterial): void;
  56768. /**
  56769. * Function called when a block is declared as repeatable content generator
  56770. * @param vertexShaderState defines the current compilation state for the vertex shader
  56771. * @param fragmentShaderState defines the current compilation state for the fragment shader
  56772. * @param mesh defines the mesh to be rendered
  56773. * @param defines defines the material defines to update
  56774. */
  56775. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  56776. /**
  56777. * Checks if the block is ready
  56778. * @param mesh defines the mesh to be rendered
  56779. * @param nodeMaterial defines the node material requesting the update
  56780. * @param defines defines the material defines to update
  56781. * @param useInstances specifies that instances should be used
  56782. * @returns true if the block is ready
  56783. */
  56784. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  56785. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  56786. private _processBuild;
  56787. /**
  56788. * Compile the current node and generate the shader code
  56789. * @param state defines the current compilation state (uniforms, samplers, current string)
  56790. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  56791. * @returns true if already built
  56792. */
  56793. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  56794. protected _inputRename(name: string): string;
  56795. protected _outputRename(name: string): string;
  56796. protected _dumpPropertiesCode(): string;
  56797. /** @hidden */
  56798. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  56799. /** @hidden */
  56800. _dumpCodeForOutputConnections(): string;
  56801. /**
  56802. * Clone the current block to a new identical block
  56803. * @param scene defines the hosting scene
  56804. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56805. * @returns a copy of the current block
  56806. */
  56807. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  56808. /**
  56809. * Serializes this block in a JSON representation
  56810. * @returns the serialized block object
  56811. */
  56812. serialize(): any;
  56813. /** @hidden */
  56814. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56815. /**
  56816. * Release resources
  56817. */
  56818. dispose(): void;
  56819. }
  56820. }
  56821. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  56822. /**
  56823. * Enum defining the type of animations supported by InputBlock
  56824. */
  56825. export enum AnimatedInputBlockTypes {
  56826. /** No animation */
  56827. None = 0,
  56828. /** Time based animation. Will only work for floats */
  56829. Time = 1
  56830. }
  56831. }
  56832. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  56833. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56834. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56835. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  56836. import { Nullable } from "babylonjs/types";
  56837. import { Effect } from "babylonjs/Materials/effect";
  56838. import { Matrix } from "babylonjs/Maths/math.vector";
  56839. import { Scene } from "babylonjs/scene";
  56840. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56841. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56842. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56843. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  56844. /**
  56845. * Block used to expose an input value
  56846. */
  56847. export class InputBlock extends NodeMaterialBlock {
  56848. private _mode;
  56849. private _associatedVariableName;
  56850. private _storedValue;
  56851. private _valueCallback;
  56852. private _type;
  56853. private _animationType;
  56854. /** Gets or set a value used to limit the range of float values */
  56855. min: number;
  56856. /** Gets or set a value used to limit the range of float values */
  56857. max: number;
  56858. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  56859. matrixMode: number;
  56860. /** @hidden */
  56861. _systemValue: Nullable<NodeMaterialSystemValues>;
  56862. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  56863. visibleInInspector: boolean;
  56864. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  56865. isConstant: boolean;
  56866. /**
  56867. * Gets or sets the connection point type (default is float)
  56868. */
  56869. readonly type: NodeMaterialBlockConnectionPointTypes;
  56870. /**
  56871. * Creates a new InputBlock
  56872. * @param name defines the block name
  56873. * @param target defines the target of that block (Vertex by default)
  56874. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  56875. */
  56876. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  56877. /**
  56878. * Gets the output component
  56879. */
  56880. readonly output: NodeMaterialConnectionPoint;
  56881. /**
  56882. * Set the source of this connection point to a vertex attribute
  56883. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  56884. * @returns the current connection point
  56885. */
  56886. setAsAttribute(attributeName?: string): InputBlock;
  56887. /**
  56888. * Set the source of this connection point to a system value
  56889. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  56890. * @returns the current connection point
  56891. */
  56892. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  56893. /**
  56894. * Gets or sets the value of that point.
  56895. * Please note that this value will be ignored if valueCallback is defined
  56896. */
  56897. value: any;
  56898. /**
  56899. * Gets or sets a callback used to get the value of that point.
  56900. * Please note that setting this value will force the connection point to ignore the value property
  56901. */
  56902. valueCallback: () => any;
  56903. /**
  56904. * Gets or sets the associated variable name in the shader
  56905. */
  56906. associatedVariableName: string;
  56907. /** Gets or sets the type of animation applied to the input */
  56908. animationType: AnimatedInputBlockTypes;
  56909. /**
  56910. * Gets a boolean indicating that this connection point not defined yet
  56911. */
  56912. readonly isUndefined: boolean;
  56913. /**
  56914. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  56915. * In this case the connection point name must be the name of the uniform to use.
  56916. * Can only be set on inputs
  56917. */
  56918. isUniform: boolean;
  56919. /**
  56920. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  56921. * In this case the connection point name must be the name of the attribute to use
  56922. * Can only be set on inputs
  56923. */
  56924. isAttribute: boolean;
  56925. /**
  56926. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  56927. * Can only be set on exit points
  56928. */
  56929. isVarying: boolean;
  56930. /**
  56931. * Gets a boolean indicating that the current connection point is a system value
  56932. */
  56933. readonly isSystemValue: boolean;
  56934. /**
  56935. * Gets or sets the current well known value or null if not defined as a system value
  56936. */
  56937. systemValue: Nullable<NodeMaterialSystemValues>;
  56938. /**
  56939. * Gets the current class name
  56940. * @returns the class name
  56941. */
  56942. getClassName(): string;
  56943. /**
  56944. * Animate the input if animationType !== None
  56945. * @param scene defines the rendering scene
  56946. */
  56947. animate(scene: Scene): void;
  56948. private _emitDefine;
  56949. initialize(state: NodeMaterialBuildState): void;
  56950. /**
  56951. * Set the input block to its default value (based on its type)
  56952. */
  56953. setDefaultValue(): void;
  56954. private _emitConstant;
  56955. private _emit;
  56956. /** @hidden */
  56957. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  56958. /** @hidden */
  56959. _transmit(effect: Effect, scene: Scene): void;
  56960. protected _buildBlock(state: NodeMaterialBuildState): void;
  56961. protected _dumpPropertiesCode(): string;
  56962. serialize(): any;
  56963. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56964. }
  56965. }
  56966. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  56967. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56968. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56969. import { Nullable } from "babylonjs/types";
  56970. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56971. import { Observable } from "babylonjs/Misc/observable";
  56972. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56973. /**
  56974. * Enum used to define the compatibility state between two connection points
  56975. */
  56976. export enum NodeMaterialConnectionPointCompatibilityStates {
  56977. /** Points are compatibles */
  56978. Compatible = 0,
  56979. /** Points are incompatible because of their types */
  56980. TypeIncompatible = 1,
  56981. /** Points are incompatible because of their targets (vertex vs fragment) */
  56982. TargetIncompatible = 2
  56983. }
  56984. /**
  56985. * Defines a connection point for a block
  56986. */
  56987. export class NodeMaterialConnectionPoint {
  56988. /** @hidden */
  56989. _ownerBlock: NodeMaterialBlock;
  56990. /** @hidden */
  56991. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  56992. private _endpoints;
  56993. private _associatedVariableName;
  56994. /** @hidden */
  56995. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  56996. /** @hidden */
  56997. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  56998. private _type;
  56999. /** @hidden */
  57000. _enforceAssociatedVariableName: boolean;
  57001. /**
  57002. * Gets or sets the additional types supported by this connection point
  57003. */
  57004. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  57005. /**
  57006. * Gets or sets the additional types excluded by this connection point
  57007. */
  57008. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  57009. /**
  57010. * Observable triggered when this point is connected
  57011. */
  57012. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  57013. /**
  57014. * Gets or sets the associated variable name in the shader
  57015. */
  57016. associatedVariableName: string;
  57017. /**
  57018. * Gets or sets the connection point type (default is float)
  57019. */
  57020. type: NodeMaterialBlockConnectionPointTypes;
  57021. /**
  57022. * Gets or sets the connection point name
  57023. */
  57024. name: string;
  57025. /**
  57026. * Gets or sets a boolean indicating that this connection point can be omitted
  57027. */
  57028. isOptional: boolean;
  57029. /**
  57030. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  57031. */
  57032. define: string;
  57033. /** @hidden */
  57034. _prioritizeVertex: boolean;
  57035. private _target;
  57036. /** Gets or sets the target of that connection point */
  57037. target: NodeMaterialBlockTargets;
  57038. /**
  57039. * Gets a boolean indicating that the current point is connected
  57040. */
  57041. readonly isConnected: boolean;
  57042. /**
  57043. * Gets a boolean indicating that the current point is connected to an input block
  57044. */
  57045. readonly isConnectedToInputBlock: boolean;
  57046. /**
  57047. * Gets a the connected input block (if any)
  57048. */
  57049. readonly connectInputBlock: Nullable<InputBlock>;
  57050. /** Get the other side of the connection (if any) */
  57051. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  57052. /** Get the block that owns this connection point */
  57053. readonly ownerBlock: NodeMaterialBlock;
  57054. /** Get the block connected on the other side of this connection (if any) */
  57055. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  57056. /** Get the block connected on the endpoints of this connection (if any) */
  57057. readonly connectedBlocks: Array<NodeMaterialBlock>;
  57058. /** Gets the list of connected endpoints */
  57059. readonly endpoints: NodeMaterialConnectionPoint[];
  57060. /** Gets a boolean indicating if that output point is connected to at least one input */
  57061. readonly hasEndpoints: boolean;
  57062. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  57063. readonly isConnectedInVertexShader: boolean;
  57064. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  57065. readonly isConnectedInFragmentShader: boolean;
  57066. /**
  57067. * Creates a new connection point
  57068. * @param name defines the connection point name
  57069. * @param ownerBlock defines the block hosting this connection point
  57070. */
  57071. constructor(name: string, ownerBlock: NodeMaterialBlock);
  57072. /**
  57073. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  57074. * @returns the class name
  57075. */
  57076. getClassName(): string;
  57077. /**
  57078. * Gets a boolean indicating if the current point can be connected to another point
  57079. * @param connectionPoint defines the other connection point
  57080. * @returns a boolean
  57081. */
  57082. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  57083. /**
  57084. * Gets a number indicating if the current point can be connected to another point
  57085. * @param connectionPoint defines the other connection point
  57086. * @returns a number defining the compatibility state
  57087. */
  57088. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  57089. /**
  57090. * Connect this point to another connection point
  57091. * @param connectionPoint defines the other connection point
  57092. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  57093. * @returns the current connection point
  57094. */
  57095. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  57096. /**
  57097. * Disconnect this point from one of his endpoint
  57098. * @param endpoint defines the other connection point
  57099. * @returns the current connection point
  57100. */
  57101. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  57102. /**
  57103. * Serializes this point in a JSON representation
  57104. * @returns the serialized point object
  57105. */
  57106. serialize(): any;
  57107. /**
  57108. * Release resources
  57109. */
  57110. dispose(): void;
  57111. }
  57112. }
  57113. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  57114. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57115. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57116. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57117. import { Mesh } from "babylonjs/Meshes/mesh";
  57118. import { Effect } from "babylonjs/Materials/effect";
  57119. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57120. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57121. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  57122. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  57123. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  57124. /**
  57125. * Block used to add support for vertex skinning (bones)
  57126. */
  57127. export class BonesBlock extends NodeMaterialBlock {
  57128. /**
  57129. * Creates a new BonesBlock
  57130. * @param name defines the block name
  57131. */
  57132. constructor(name: string);
  57133. /**
  57134. * Initialize the block and prepare the context for build
  57135. * @param state defines the state that will be used for the build
  57136. */
  57137. initialize(state: NodeMaterialBuildState): void;
  57138. /**
  57139. * Gets the current class name
  57140. * @returns the class name
  57141. */
  57142. getClassName(): string;
  57143. /**
  57144. * Gets the matrix indices input component
  57145. */
  57146. readonly matricesIndices: NodeMaterialConnectionPoint;
  57147. /**
  57148. * Gets the matrix weights input component
  57149. */
  57150. readonly matricesWeights: NodeMaterialConnectionPoint;
  57151. /**
  57152. * Gets the extra matrix indices input component
  57153. */
  57154. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  57155. /**
  57156. * Gets the extra matrix weights input component
  57157. */
  57158. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  57159. /**
  57160. * Gets the world input component
  57161. */
  57162. readonly world: NodeMaterialConnectionPoint;
  57163. /**
  57164. * Gets the output component
  57165. */
  57166. readonly output: NodeMaterialConnectionPoint;
  57167. autoConfigure(material: NodeMaterial): void;
  57168. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  57169. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57170. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57171. protected _buildBlock(state: NodeMaterialBuildState): this;
  57172. }
  57173. }
  57174. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  57175. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57176. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57177. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57178. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57179. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57180. /**
  57181. * Block used to add support for instances
  57182. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  57183. */
  57184. export class InstancesBlock extends NodeMaterialBlock {
  57185. /**
  57186. * Creates a new InstancesBlock
  57187. * @param name defines the block name
  57188. */
  57189. constructor(name: string);
  57190. /**
  57191. * Gets the current class name
  57192. * @returns the class name
  57193. */
  57194. getClassName(): string;
  57195. /**
  57196. * Gets the first world row input component
  57197. */
  57198. readonly world0: NodeMaterialConnectionPoint;
  57199. /**
  57200. * Gets the second world row input component
  57201. */
  57202. readonly world1: NodeMaterialConnectionPoint;
  57203. /**
  57204. * Gets the third world row input component
  57205. */
  57206. readonly world2: NodeMaterialConnectionPoint;
  57207. /**
  57208. * Gets the forth world row input component
  57209. */
  57210. readonly world3: NodeMaterialConnectionPoint;
  57211. /**
  57212. * Gets the world input component
  57213. */
  57214. readonly world: NodeMaterialConnectionPoint;
  57215. /**
  57216. * Gets the output component
  57217. */
  57218. readonly output: NodeMaterialConnectionPoint;
  57219. autoConfigure(material: NodeMaterial): void;
  57220. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  57221. protected _buildBlock(state: NodeMaterialBuildState): this;
  57222. }
  57223. }
  57224. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  57225. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57226. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57227. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57228. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57229. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57230. import { Effect } from "babylonjs/Materials/effect";
  57231. import { Mesh } from "babylonjs/Meshes/mesh";
  57232. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  57233. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  57234. /**
  57235. * Block used to add morph targets support to vertex shader
  57236. */
  57237. export class MorphTargetsBlock extends NodeMaterialBlock {
  57238. private _repeatableContentAnchor;
  57239. private _repeatebleContentGenerated;
  57240. /**
  57241. * Create a new MorphTargetsBlock
  57242. * @param name defines the block name
  57243. */
  57244. constructor(name: string);
  57245. /**
  57246. * Gets the current class name
  57247. * @returns the class name
  57248. */
  57249. getClassName(): string;
  57250. /**
  57251. * Gets the position input component
  57252. */
  57253. readonly position: NodeMaterialConnectionPoint;
  57254. /**
  57255. * Gets the normal input component
  57256. */
  57257. readonly normal: NodeMaterialConnectionPoint;
  57258. /**
  57259. * Gets the tangent input component
  57260. */
  57261. readonly tangent: NodeMaterialConnectionPoint;
  57262. /**
  57263. * Gets the tangent input component
  57264. */
  57265. readonly uv: NodeMaterialConnectionPoint;
  57266. /**
  57267. * Gets the position output component
  57268. */
  57269. readonly positionOutput: NodeMaterialConnectionPoint;
  57270. /**
  57271. * Gets the normal output component
  57272. */
  57273. readonly normalOutput: NodeMaterialConnectionPoint;
  57274. /**
  57275. * Gets the tangent output component
  57276. */
  57277. readonly tangentOutput: NodeMaterialConnectionPoint;
  57278. /**
  57279. * Gets the tangent output component
  57280. */
  57281. readonly uvOutput: NodeMaterialConnectionPoint;
  57282. initialize(state: NodeMaterialBuildState): void;
  57283. autoConfigure(material: NodeMaterial): void;
  57284. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57285. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57286. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  57287. protected _buildBlock(state: NodeMaterialBuildState): this;
  57288. }
  57289. }
  57290. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  57291. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57292. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57293. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57294. import { Nullable } from "babylonjs/types";
  57295. import { Scene } from "babylonjs/scene";
  57296. import { Effect } from "babylonjs/Materials/effect";
  57297. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57298. import { Mesh } from "babylonjs/Meshes/mesh";
  57299. import { Light } from "babylonjs/Lights/light";
  57300. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57301. /**
  57302. * Block used to get data information from a light
  57303. */
  57304. export class LightInformationBlock extends NodeMaterialBlock {
  57305. private _lightDataUniformName;
  57306. private _lightColorUniformName;
  57307. private _lightTypeDefineName;
  57308. /**
  57309. * Gets or sets the light associated with this block
  57310. */
  57311. light: Nullable<Light>;
  57312. /**
  57313. * Creates a new LightInformationBlock
  57314. * @param name defines the block name
  57315. */
  57316. constructor(name: string);
  57317. /**
  57318. * Gets the current class name
  57319. * @returns the class name
  57320. */
  57321. getClassName(): string;
  57322. /**
  57323. * Gets the world position input component
  57324. */
  57325. readonly worldPosition: NodeMaterialConnectionPoint;
  57326. /**
  57327. * Gets the direction output component
  57328. */
  57329. readonly direction: NodeMaterialConnectionPoint;
  57330. /**
  57331. * Gets the direction output component
  57332. */
  57333. readonly color: NodeMaterialConnectionPoint;
  57334. /**
  57335. * Gets the direction output component
  57336. */
  57337. readonly intensity: NodeMaterialConnectionPoint;
  57338. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57339. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57340. protected _buildBlock(state: NodeMaterialBuildState): this;
  57341. serialize(): any;
  57342. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57343. }
  57344. }
  57345. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  57346. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  57347. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  57348. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  57349. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  57350. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  57351. }
  57352. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  57353. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57354. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57355. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57356. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57357. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57358. import { Effect } from "babylonjs/Materials/effect";
  57359. import { Mesh } from "babylonjs/Meshes/mesh";
  57360. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57361. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57362. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57363. /**
  57364. * Block used to add image processing support to fragment shader
  57365. */
  57366. export class ImageProcessingBlock extends NodeMaterialBlock {
  57367. /**
  57368. * Create a new ImageProcessingBlock
  57369. * @param name defines the block name
  57370. */
  57371. constructor(name: string);
  57372. /**
  57373. * Gets the current class name
  57374. * @returns the class name
  57375. */
  57376. getClassName(): string;
  57377. /**
  57378. * Gets the color input component
  57379. */
  57380. readonly color: NodeMaterialConnectionPoint;
  57381. /**
  57382. * Gets the output component
  57383. */
  57384. readonly output: NodeMaterialConnectionPoint;
  57385. /**
  57386. * Initialize the block and prepare the context for build
  57387. * @param state defines the state that will be used for the build
  57388. */
  57389. initialize(state: NodeMaterialBuildState): void;
  57390. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  57391. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57392. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57393. protected _buildBlock(state: NodeMaterialBuildState): this;
  57394. }
  57395. }
  57396. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  57397. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57398. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57399. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57400. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57401. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57402. import { Effect } from "babylonjs/Materials/effect";
  57403. import { Mesh } from "babylonjs/Meshes/mesh";
  57404. import { Scene } from "babylonjs/scene";
  57405. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  57406. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  57407. /**
  57408. * Block used to pertub normals based on a normal map
  57409. */
  57410. export class PerturbNormalBlock extends NodeMaterialBlock {
  57411. private _tangentSpaceParameterName;
  57412. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  57413. invertX: boolean;
  57414. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  57415. invertY: boolean;
  57416. /**
  57417. * Create a new PerturbNormalBlock
  57418. * @param name defines the block name
  57419. */
  57420. constructor(name: string);
  57421. /**
  57422. * Gets the current class name
  57423. * @returns the class name
  57424. */
  57425. getClassName(): string;
  57426. /**
  57427. * Gets the world position input component
  57428. */
  57429. readonly worldPosition: NodeMaterialConnectionPoint;
  57430. /**
  57431. * Gets the world normal input component
  57432. */
  57433. readonly worldNormal: NodeMaterialConnectionPoint;
  57434. /**
  57435. * Gets the uv input component
  57436. */
  57437. readonly uv: NodeMaterialConnectionPoint;
  57438. /**
  57439. * Gets the normal map color input component
  57440. */
  57441. readonly normalMapColor: NodeMaterialConnectionPoint;
  57442. /**
  57443. * Gets the strength input component
  57444. */
  57445. readonly strength: NodeMaterialConnectionPoint;
  57446. /**
  57447. * Gets the output component
  57448. */
  57449. readonly output: NodeMaterialConnectionPoint;
  57450. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57451. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57452. autoConfigure(material: NodeMaterial): void;
  57453. protected _buildBlock(state: NodeMaterialBuildState): this;
  57454. protected _dumpPropertiesCode(): string;
  57455. serialize(): any;
  57456. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57457. }
  57458. }
  57459. declare module "babylonjs/Materials/Node/Blocks/Fragment/discardBlock" {
  57460. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57461. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57462. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57463. /**
  57464. * Block used to discard a pixel if a value is smaller than a cutoff
  57465. */
  57466. export class DiscardBlock extends NodeMaterialBlock {
  57467. /**
  57468. * Create a new DiscardBlock
  57469. * @param name defines the block name
  57470. */
  57471. constructor(name: string);
  57472. /**
  57473. * Gets the current class name
  57474. * @returns the class name
  57475. */
  57476. getClassName(): string;
  57477. /**
  57478. * Gets the color input component
  57479. */
  57480. readonly value: NodeMaterialConnectionPoint;
  57481. /**
  57482. * Gets the cutoff input component
  57483. */
  57484. readonly cutoff: NodeMaterialConnectionPoint;
  57485. protected _buildBlock(state: NodeMaterialBuildState): this;
  57486. }
  57487. }
  57488. declare module "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock" {
  57489. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57490. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57491. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57492. /**
  57493. * Block used to test if the fragment shader is front facing
  57494. */
  57495. export class FrontFacingBlock extends NodeMaterialBlock {
  57496. /**
  57497. * Creates a new FrontFacingBlock
  57498. * @param name defines the block name
  57499. */
  57500. constructor(name: string);
  57501. /**
  57502. * Gets the current class name
  57503. * @returns the class name
  57504. */
  57505. getClassName(): string;
  57506. /**
  57507. * Gets the output component
  57508. */
  57509. readonly output: NodeMaterialConnectionPoint;
  57510. protected _buildBlock(state: NodeMaterialBuildState): this;
  57511. }
  57512. }
  57513. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  57514. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  57515. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  57516. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  57517. export * from "babylonjs/Materials/Node/Blocks/Fragment/discardBlock";
  57518. export * from "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock";
  57519. }
  57520. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  57521. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57522. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57523. import { Mesh } from "babylonjs/Meshes/mesh";
  57524. import { Effect } from "babylonjs/Materials/effect";
  57525. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57526. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57527. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57528. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  57529. /**
  57530. * Block used to add support for scene fog
  57531. */
  57532. export class FogBlock extends NodeMaterialBlock {
  57533. private _fogDistanceName;
  57534. private _fogParameters;
  57535. /**
  57536. * Create a new FogBlock
  57537. * @param name defines the block name
  57538. */
  57539. constructor(name: string);
  57540. /**
  57541. * Gets the current class name
  57542. * @returns the class name
  57543. */
  57544. getClassName(): string;
  57545. /**
  57546. * Gets the world position input component
  57547. */
  57548. readonly worldPosition: NodeMaterialConnectionPoint;
  57549. /**
  57550. * Gets the view input component
  57551. */
  57552. readonly view: NodeMaterialConnectionPoint;
  57553. /**
  57554. * Gets the color input component
  57555. */
  57556. readonly input: NodeMaterialConnectionPoint;
  57557. /**
  57558. * Gets the fog color input component
  57559. */
  57560. readonly fogColor: NodeMaterialConnectionPoint;
  57561. /**
  57562. * Gets the output component
  57563. */
  57564. readonly output: NodeMaterialConnectionPoint;
  57565. autoConfigure(material: NodeMaterial): void;
  57566. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57567. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57568. protected _buildBlock(state: NodeMaterialBuildState): this;
  57569. }
  57570. }
  57571. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  57572. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57573. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57574. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57575. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57576. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57577. import { Effect } from "babylonjs/Materials/effect";
  57578. import { Mesh } from "babylonjs/Meshes/mesh";
  57579. import { Light } from "babylonjs/Lights/light";
  57580. import { Nullable } from "babylonjs/types";
  57581. import { Scene } from "babylonjs/scene";
  57582. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  57583. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  57584. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  57585. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57586. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  57587. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  57588. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  57589. /**
  57590. * Block used to add light in the fragment shader
  57591. */
  57592. export class LightBlock extends NodeMaterialBlock {
  57593. private _lightId;
  57594. /**
  57595. * Gets or sets the light associated with this block
  57596. */
  57597. light: Nullable<Light>;
  57598. /**
  57599. * Create a new LightBlock
  57600. * @param name defines the block name
  57601. */
  57602. constructor(name: string);
  57603. /**
  57604. * Gets the current class name
  57605. * @returns the class name
  57606. */
  57607. getClassName(): string;
  57608. /**
  57609. * Gets the world position input component
  57610. */
  57611. readonly worldPosition: NodeMaterialConnectionPoint;
  57612. /**
  57613. * Gets the world normal input component
  57614. */
  57615. readonly worldNormal: NodeMaterialConnectionPoint;
  57616. /**
  57617. * Gets the camera (or eye) position component
  57618. */
  57619. readonly cameraPosition: NodeMaterialConnectionPoint;
  57620. /**
  57621. * Gets the glossiness component
  57622. */
  57623. readonly glossiness: NodeMaterialConnectionPoint;
  57624. /**
  57625. * Gets the glossinness power component
  57626. */
  57627. readonly glossPower: NodeMaterialConnectionPoint;
  57628. /**
  57629. * Gets the diffuse color component
  57630. */
  57631. readonly diffuseColor: NodeMaterialConnectionPoint;
  57632. /**
  57633. * Gets the specular color component
  57634. */
  57635. readonly specularColor: NodeMaterialConnectionPoint;
  57636. /**
  57637. * Gets the diffuse output component
  57638. */
  57639. readonly diffuseOutput: NodeMaterialConnectionPoint;
  57640. /**
  57641. * Gets the specular output component
  57642. */
  57643. readonly specularOutput: NodeMaterialConnectionPoint;
  57644. autoConfigure(material: NodeMaterial): void;
  57645. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57646. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  57647. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57648. private _injectVertexCode;
  57649. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57650. serialize(): any;
  57651. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57652. }
  57653. }
  57654. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  57655. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  57656. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  57657. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  57658. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  57659. }
  57660. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  57661. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57662. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57663. }
  57664. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  57665. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57666. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57667. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57668. /**
  57669. * Block used to multiply 2 values
  57670. */
  57671. export class MultiplyBlock extends NodeMaterialBlock {
  57672. /**
  57673. * Creates a new MultiplyBlock
  57674. * @param name defines the block name
  57675. */
  57676. constructor(name: string);
  57677. /**
  57678. * Gets the current class name
  57679. * @returns the class name
  57680. */
  57681. getClassName(): string;
  57682. /**
  57683. * Gets the left operand input component
  57684. */
  57685. readonly left: NodeMaterialConnectionPoint;
  57686. /**
  57687. * Gets the right operand input component
  57688. */
  57689. readonly right: NodeMaterialConnectionPoint;
  57690. /**
  57691. * Gets the output component
  57692. */
  57693. readonly output: NodeMaterialConnectionPoint;
  57694. protected _buildBlock(state: NodeMaterialBuildState): this;
  57695. }
  57696. }
  57697. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  57698. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57699. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57700. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57701. /**
  57702. * Block used to add 2 vectors
  57703. */
  57704. export class AddBlock extends NodeMaterialBlock {
  57705. /**
  57706. * Creates a new AddBlock
  57707. * @param name defines the block name
  57708. */
  57709. constructor(name: string);
  57710. /**
  57711. * Gets the current class name
  57712. * @returns the class name
  57713. */
  57714. getClassName(): string;
  57715. /**
  57716. * Gets the left operand input component
  57717. */
  57718. readonly left: NodeMaterialConnectionPoint;
  57719. /**
  57720. * Gets the right operand input component
  57721. */
  57722. readonly right: NodeMaterialConnectionPoint;
  57723. /**
  57724. * Gets the output component
  57725. */
  57726. readonly output: NodeMaterialConnectionPoint;
  57727. protected _buildBlock(state: NodeMaterialBuildState): this;
  57728. }
  57729. }
  57730. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  57731. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57732. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57733. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57734. /**
  57735. * Block used to scale a vector by a float
  57736. */
  57737. export class ScaleBlock extends NodeMaterialBlock {
  57738. /**
  57739. * Creates a new ScaleBlock
  57740. * @param name defines the block name
  57741. */
  57742. constructor(name: string);
  57743. /**
  57744. * Gets the current class name
  57745. * @returns the class name
  57746. */
  57747. getClassName(): string;
  57748. /**
  57749. * Gets the input component
  57750. */
  57751. readonly input: NodeMaterialConnectionPoint;
  57752. /**
  57753. * Gets the factor input component
  57754. */
  57755. readonly factor: NodeMaterialConnectionPoint;
  57756. /**
  57757. * Gets the output component
  57758. */
  57759. readonly output: NodeMaterialConnectionPoint;
  57760. protected _buildBlock(state: NodeMaterialBuildState): this;
  57761. }
  57762. }
  57763. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  57764. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57765. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57766. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57767. import { Scene } from "babylonjs/scene";
  57768. /**
  57769. * Block used to clamp a float
  57770. */
  57771. export class ClampBlock extends NodeMaterialBlock {
  57772. /** Gets or sets the minimum range */
  57773. minimum: number;
  57774. /** Gets or sets the maximum range */
  57775. maximum: number;
  57776. /**
  57777. * Creates a new ClampBlock
  57778. * @param name defines the block name
  57779. */
  57780. constructor(name: string);
  57781. /**
  57782. * Gets the current class name
  57783. * @returns the class name
  57784. */
  57785. getClassName(): string;
  57786. /**
  57787. * Gets the value input component
  57788. */
  57789. readonly value: NodeMaterialConnectionPoint;
  57790. /**
  57791. * Gets the output component
  57792. */
  57793. readonly output: NodeMaterialConnectionPoint;
  57794. protected _buildBlock(state: NodeMaterialBuildState): this;
  57795. protected _dumpPropertiesCode(): string;
  57796. serialize(): any;
  57797. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57798. }
  57799. }
  57800. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  57801. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57802. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57803. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57804. /**
  57805. * Block used to apply a cross product between 2 vectors
  57806. */
  57807. export class CrossBlock extends NodeMaterialBlock {
  57808. /**
  57809. * Creates a new CrossBlock
  57810. * @param name defines the block name
  57811. */
  57812. constructor(name: string);
  57813. /**
  57814. * Gets the current class name
  57815. * @returns the class name
  57816. */
  57817. getClassName(): string;
  57818. /**
  57819. * Gets the left operand input component
  57820. */
  57821. readonly left: NodeMaterialConnectionPoint;
  57822. /**
  57823. * Gets the right operand input component
  57824. */
  57825. readonly right: NodeMaterialConnectionPoint;
  57826. /**
  57827. * Gets the output component
  57828. */
  57829. readonly output: NodeMaterialConnectionPoint;
  57830. protected _buildBlock(state: NodeMaterialBuildState): this;
  57831. }
  57832. }
  57833. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  57834. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57835. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57836. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57837. /**
  57838. * Block used to apply a dot product between 2 vectors
  57839. */
  57840. export class DotBlock extends NodeMaterialBlock {
  57841. /**
  57842. * Creates a new DotBlock
  57843. * @param name defines the block name
  57844. */
  57845. constructor(name: string);
  57846. /**
  57847. * Gets the current class name
  57848. * @returns the class name
  57849. */
  57850. getClassName(): string;
  57851. /**
  57852. * Gets the left operand input component
  57853. */
  57854. readonly left: NodeMaterialConnectionPoint;
  57855. /**
  57856. * Gets the right operand input component
  57857. */
  57858. readonly right: NodeMaterialConnectionPoint;
  57859. /**
  57860. * Gets the output component
  57861. */
  57862. readonly output: NodeMaterialConnectionPoint;
  57863. protected _buildBlock(state: NodeMaterialBuildState): this;
  57864. }
  57865. }
  57866. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  57867. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57868. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57869. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57870. import { Vector2 } from "babylonjs/Maths/math.vector";
  57871. import { Scene } from "babylonjs/scene";
  57872. /**
  57873. * Block used to remap a float from a range to a new one
  57874. */
  57875. export class RemapBlock extends NodeMaterialBlock {
  57876. /**
  57877. * Gets or sets the source range
  57878. */
  57879. sourceRange: Vector2;
  57880. /**
  57881. * Gets or sets the target range
  57882. */
  57883. targetRange: Vector2;
  57884. /**
  57885. * Creates a new RemapBlock
  57886. * @param name defines the block name
  57887. */
  57888. constructor(name: string);
  57889. /**
  57890. * Gets the current class name
  57891. * @returns the class name
  57892. */
  57893. getClassName(): string;
  57894. /**
  57895. * Gets the input component
  57896. */
  57897. readonly input: NodeMaterialConnectionPoint;
  57898. /**
  57899. * Gets the source min input component
  57900. */
  57901. readonly sourceMin: NodeMaterialConnectionPoint;
  57902. /**
  57903. * Gets the source max input component
  57904. */
  57905. readonly sourceMax: NodeMaterialConnectionPoint;
  57906. /**
  57907. * Gets the target min input component
  57908. */
  57909. readonly targetMin: NodeMaterialConnectionPoint;
  57910. /**
  57911. * Gets the target max input component
  57912. */
  57913. readonly targetMax: NodeMaterialConnectionPoint;
  57914. /**
  57915. * Gets the output component
  57916. */
  57917. readonly output: NodeMaterialConnectionPoint;
  57918. protected _buildBlock(state: NodeMaterialBuildState): this;
  57919. protected _dumpPropertiesCode(): string;
  57920. serialize(): any;
  57921. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57922. }
  57923. }
  57924. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  57925. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57926. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57927. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57928. /**
  57929. * Block used to normalize a vector
  57930. */
  57931. export class NormalizeBlock extends NodeMaterialBlock {
  57932. /**
  57933. * Creates a new NormalizeBlock
  57934. * @param name defines the block name
  57935. */
  57936. constructor(name: string);
  57937. /**
  57938. * Gets the current class name
  57939. * @returns the class name
  57940. */
  57941. getClassName(): string;
  57942. /**
  57943. * Gets the input component
  57944. */
  57945. readonly input: NodeMaterialConnectionPoint;
  57946. /**
  57947. * Gets the output component
  57948. */
  57949. readonly output: NodeMaterialConnectionPoint;
  57950. protected _buildBlock(state: NodeMaterialBuildState): this;
  57951. }
  57952. }
  57953. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  57954. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57955. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57956. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57957. import { Scene } from "babylonjs/scene";
  57958. /**
  57959. * Operations supported by the Trigonometry block
  57960. */
  57961. export enum TrigonometryBlockOperations {
  57962. /** Cos */
  57963. Cos = 0,
  57964. /** Sin */
  57965. Sin = 1,
  57966. /** Abs */
  57967. Abs = 2,
  57968. /** Exp */
  57969. Exp = 3,
  57970. /** Exp2 */
  57971. Exp2 = 4,
  57972. /** Round */
  57973. Round = 5,
  57974. /** Floor */
  57975. Floor = 6,
  57976. /** Ceiling */
  57977. Ceiling = 7,
  57978. /** Square root */
  57979. Sqrt = 8,
  57980. /** Log */
  57981. Log = 9,
  57982. /** Tangent */
  57983. Tan = 10,
  57984. /** Arc tangent */
  57985. ArcTan = 11,
  57986. /** Arc cosinus */
  57987. ArcCos = 12,
  57988. /** Arc sinus */
  57989. ArcSin = 13,
  57990. /** Fraction */
  57991. Fract = 14,
  57992. /** Sign */
  57993. Sign = 15,
  57994. /** To radians (from degrees) */
  57995. Radians = 16,
  57996. /** To degrees (from radians) */
  57997. Degrees = 17
  57998. }
  57999. /**
  58000. * Block used to apply trigonometry operation to floats
  58001. */
  58002. export class TrigonometryBlock extends NodeMaterialBlock {
  58003. /**
  58004. * Gets or sets the operation applied by the block
  58005. */
  58006. operation: TrigonometryBlockOperations;
  58007. /**
  58008. * Creates a new TrigonometryBlock
  58009. * @param name defines the block name
  58010. */
  58011. constructor(name: string);
  58012. /**
  58013. * Gets the current class name
  58014. * @returns the class name
  58015. */
  58016. getClassName(): string;
  58017. /**
  58018. * Gets the input component
  58019. */
  58020. readonly input: NodeMaterialConnectionPoint;
  58021. /**
  58022. * Gets the output component
  58023. */
  58024. readonly output: NodeMaterialConnectionPoint;
  58025. protected _buildBlock(state: NodeMaterialBuildState): this;
  58026. serialize(): any;
  58027. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58028. }
  58029. }
  58030. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  58031. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58032. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58033. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58034. /**
  58035. * Block used to create a Color3/4 out of individual inputs (one for each component)
  58036. */
  58037. export class ColorMergerBlock extends NodeMaterialBlock {
  58038. /**
  58039. * Create a new ColorMergerBlock
  58040. * @param name defines the block name
  58041. */
  58042. constructor(name: string);
  58043. /**
  58044. * Gets the current class name
  58045. * @returns the class name
  58046. */
  58047. getClassName(): string;
  58048. /**
  58049. * Gets the r component (input)
  58050. */
  58051. readonly r: NodeMaterialConnectionPoint;
  58052. /**
  58053. * Gets the g component (input)
  58054. */
  58055. readonly g: NodeMaterialConnectionPoint;
  58056. /**
  58057. * Gets the b component (input)
  58058. */
  58059. readonly b: NodeMaterialConnectionPoint;
  58060. /**
  58061. * Gets the a component (input)
  58062. */
  58063. readonly a: NodeMaterialConnectionPoint;
  58064. /**
  58065. * Gets the rgba component (output)
  58066. */
  58067. readonly rgba: NodeMaterialConnectionPoint;
  58068. /**
  58069. * Gets the rgb component (output)
  58070. */
  58071. readonly rgb: NodeMaterialConnectionPoint;
  58072. protected _buildBlock(state: NodeMaterialBuildState): this;
  58073. }
  58074. }
  58075. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  58076. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58077. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58078. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58079. /**
  58080. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  58081. */
  58082. export class VectorMergerBlock extends NodeMaterialBlock {
  58083. /**
  58084. * Create a new VectorMergerBlock
  58085. * @param name defines the block name
  58086. */
  58087. constructor(name: string);
  58088. /**
  58089. * Gets the current class name
  58090. * @returns the class name
  58091. */
  58092. getClassName(): string;
  58093. /**
  58094. * Gets the x component (input)
  58095. */
  58096. readonly x: NodeMaterialConnectionPoint;
  58097. /**
  58098. * Gets the y component (input)
  58099. */
  58100. readonly y: NodeMaterialConnectionPoint;
  58101. /**
  58102. * Gets the z component (input)
  58103. */
  58104. readonly z: NodeMaterialConnectionPoint;
  58105. /**
  58106. * Gets the w component (input)
  58107. */
  58108. readonly w: NodeMaterialConnectionPoint;
  58109. /**
  58110. * Gets the xyzw component (output)
  58111. */
  58112. readonly xyzw: NodeMaterialConnectionPoint;
  58113. /**
  58114. * Gets the xyz component (output)
  58115. */
  58116. readonly xyz: NodeMaterialConnectionPoint;
  58117. /**
  58118. * Gets the xy component (output)
  58119. */
  58120. readonly xy: NodeMaterialConnectionPoint;
  58121. protected _buildBlock(state: NodeMaterialBuildState): this;
  58122. }
  58123. }
  58124. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  58125. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58126. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58127. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58128. /**
  58129. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  58130. */
  58131. export class ColorSplitterBlock extends NodeMaterialBlock {
  58132. /**
  58133. * Create a new ColorSplitterBlock
  58134. * @param name defines the block name
  58135. */
  58136. constructor(name: string);
  58137. /**
  58138. * Gets the current class name
  58139. * @returns the class name
  58140. */
  58141. getClassName(): string;
  58142. /**
  58143. * Gets the rgba component (input)
  58144. */
  58145. readonly rgba: NodeMaterialConnectionPoint;
  58146. /**
  58147. * Gets the rgb component (input)
  58148. */
  58149. readonly rgbIn: NodeMaterialConnectionPoint;
  58150. /**
  58151. * Gets the rgb component (output)
  58152. */
  58153. readonly rgbOut: NodeMaterialConnectionPoint;
  58154. /**
  58155. * Gets the r component (output)
  58156. */
  58157. readonly r: NodeMaterialConnectionPoint;
  58158. /**
  58159. * Gets the g component (output)
  58160. */
  58161. readonly g: NodeMaterialConnectionPoint;
  58162. /**
  58163. * Gets the b component (output)
  58164. */
  58165. readonly b: NodeMaterialConnectionPoint;
  58166. /**
  58167. * Gets the a component (output)
  58168. */
  58169. readonly a: NodeMaterialConnectionPoint;
  58170. protected _inputRename(name: string): string;
  58171. protected _outputRename(name: string): string;
  58172. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  58173. }
  58174. }
  58175. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  58176. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58177. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58178. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58179. /**
  58180. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  58181. */
  58182. export class VectorSplitterBlock extends NodeMaterialBlock {
  58183. /**
  58184. * Create a new VectorSplitterBlock
  58185. * @param name defines the block name
  58186. */
  58187. constructor(name: string);
  58188. /**
  58189. * Gets the current class name
  58190. * @returns the class name
  58191. */
  58192. getClassName(): string;
  58193. /**
  58194. * Gets the xyzw component (input)
  58195. */
  58196. readonly xyzw: NodeMaterialConnectionPoint;
  58197. /**
  58198. * Gets the xyz component (input)
  58199. */
  58200. readonly xyzIn: NodeMaterialConnectionPoint;
  58201. /**
  58202. * Gets the xy component (input)
  58203. */
  58204. readonly xyIn: NodeMaterialConnectionPoint;
  58205. /**
  58206. * Gets the xyz component (output)
  58207. */
  58208. readonly xyzOut: NodeMaterialConnectionPoint;
  58209. /**
  58210. * Gets the xy component (output)
  58211. */
  58212. readonly xyOut: NodeMaterialConnectionPoint;
  58213. /**
  58214. * Gets the x component (output)
  58215. */
  58216. readonly x: NodeMaterialConnectionPoint;
  58217. /**
  58218. * Gets the y component (output)
  58219. */
  58220. readonly y: NodeMaterialConnectionPoint;
  58221. /**
  58222. * Gets the z component (output)
  58223. */
  58224. readonly z: NodeMaterialConnectionPoint;
  58225. /**
  58226. * Gets the w component (output)
  58227. */
  58228. readonly w: NodeMaterialConnectionPoint;
  58229. protected _inputRename(name: string): string;
  58230. protected _outputRename(name: string): string;
  58231. protected _buildBlock(state: NodeMaterialBuildState): this;
  58232. }
  58233. }
  58234. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  58235. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58236. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58237. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58238. /**
  58239. * Block used to lerp between 2 values
  58240. */
  58241. export class LerpBlock extends NodeMaterialBlock {
  58242. /**
  58243. * Creates a new LerpBlock
  58244. * @param name defines the block name
  58245. */
  58246. constructor(name: string);
  58247. /**
  58248. * Gets the current class name
  58249. * @returns the class name
  58250. */
  58251. getClassName(): string;
  58252. /**
  58253. * Gets the left operand input component
  58254. */
  58255. readonly left: NodeMaterialConnectionPoint;
  58256. /**
  58257. * Gets the right operand input component
  58258. */
  58259. readonly right: NodeMaterialConnectionPoint;
  58260. /**
  58261. * Gets the gradient operand input component
  58262. */
  58263. readonly gradient: NodeMaterialConnectionPoint;
  58264. /**
  58265. * Gets the output component
  58266. */
  58267. readonly output: NodeMaterialConnectionPoint;
  58268. protected _buildBlock(state: NodeMaterialBuildState): this;
  58269. }
  58270. }
  58271. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  58272. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58273. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58274. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58275. /**
  58276. * Block used to divide 2 vectors
  58277. */
  58278. export class DivideBlock extends NodeMaterialBlock {
  58279. /**
  58280. * Creates a new DivideBlock
  58281. * @param name defines the block name
  58282. */
  58283. constructor(name: string);
  58284. /**
  58285. * Gets the current class name
  58286. * @returns the class name
  58287. */
  58288. getClassName(): string;
  58289. /**
  58290. * Gets the left operand input component
  58291. */
  58292. readonly left: NodeMaterialConnectionPoint;
  58293. /**
  58294. * Gets the right operand input component
  58295. */
  58296. readonly right: NodeMaterialConnectionPoint;
  58297. /**
  58298. * Gets the output component
  58299. */
  58300. readonly output: NodeMaterialConnectionPoint;
  58301. protected _buildBlock(state: NodeMaterialBuildState): this;
  58302. }
  58303. }
  58304. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  58305. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58306. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58307. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58308. /**
  58309. * Block used to subtract 2 vectors
  58310. */
  58311. export class SubtractBlock extends NodeMaterialBlock {
  58312. /**
  58313. * Creates a new SubtractBlock
  58314. * @param name defines the block name
  58315. */
  58316. constructor(name: string);
  58317. /**
  58318. * Gets the current class name
  58319. * @returns the class name
  58320. */
  58321. getClassName(): string;
  58322. /**
  58323. * Gets the left operand input component
  58324. */
  58325. readonly left: NodeMaterialConnectionPoint;
  58326. /**
  58327. * Gets the right operand input component
  58328. */
  58329. readonly right: NodeMaterialConnectionPoint;
  58330. /**
  58331. * Gets the output component
  58332. */
  58333. readonly output: NodeMaterialConnectionPoint;
  58334. protected _buildBlock(state: NodeMaterialBuildState): this;
  58335. }
  58336. }
  58337. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  58338. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58339. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58340. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58341. /**
  58342. * Block used to step a value
  58343. */
  58344. export class StepBlock extends NodeMaterialBlock {
  58345. /**
  58346. * Creates a new StepBlock
  58347. * @param name defines the block name
  58348. */
  58349. constructor(name: string);
  58350. /**
  58351. * Gets the current class name
  58352. * @returns the class name
  58353. */
  58354. getClassName(): string;
  58355. /**
  58356. * Gets the value operand input component
  58357. */
  58358. readonly value: NodeMaterialConnectionPoint;
  58359. /**
  58360. * Gets the edge operand input component
  58361. */
  58362. readonly edge: NodeMaterialConnectionPoint;
  58363. /**
  58364. * Gets the output component
  58365. */
  58366. readonly output: NodeMaterialConnectionPoint;
  58367. protected _buildBlock(state: NodeMaterialBuildState): this;
  58368. }
  58369. }
  58370. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  58371. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58372. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58373. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58374. /**
  58375. * Block used to get the opposite (1 - x) of a value
  58376. */
  58377. export class OneMinusBlock extends NodeMaterialBlock {
  58378. /**
  58379. * Creates a new OneMinusBlock
  58380. * @param name defines the block name
  58381. */
  58382. constructor(name: string);
  58383. /**
  58384. * Gets the current class name
  58385. * @returns the class name
  58386. */
  58387. getClassName(): string;
  58388. /**
  58389. * Gets the input component
  58390. */
  58391. readonly input: NodeMaterialConnectionPoint;
  58392. /**
  58393. * Gets the output component
  58394. */
  58395. readonly output: NodeMaterialConnectionPoint;
  58396. protected _buildBlock(state: NodeMaterialBuildState): this;
  58397. }
  58398. }
  58399. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  58400. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58401. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58402. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58403. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58404. /**
  58405. * Block used to get the view direction
  58406. */
  58407. export class ViewDirectionBlock extends NodeMaterialBlock {
  58408. /**
  58409. * Creates a new ViewDirectionBlock
  58410. * @param name defines the block name
  58411. */
  58412. constructor(name: string);
  58413. /**
  58414. * Gets the current class name
  58415. * @returns the class name
  58416. */
  58417. getClassName(): string;
  58418. /**
  58419. * Gets the world position component
  58420. */
  58421. readonly worldPosition: NodeMaterialConnectionPoint;
  58422. /**
  58423. * Gets the camera position component
  58424. */
  58425. readonly cameraPosition: NodeMaterialConnectionPoint;
  58426. /**
  58427. * Gets the output component
  58428. */
  58429. readonly output: NodeMaterialConnectionPoint;
  58430. autoConfigure(material: NodeMaterial): void;
  58431. protected _buildBlock(state: NodeMaterialBuildState): this;
  58432. }
  58433. }
  58434. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  58435. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58436. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58437. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58438. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58439. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  58440. /**
  58441. * Block used to compute fresnel value
  58442. */
  58443. export class FresnelBlock extends NodeMaterialBlock {
  58444. /**
  58445. * Create a new FresnelBlock
  58446. * @param name defines the block name
  58447. */
  58448. constructor(name: string);
  58449. /**
  58450. * Gets the current class name
  58451. * @returns the class name
  58452. */
  58453. getClassName(): string;
  58454. /**
  58455. * Gets the world normal input component
  58456. */
  58457. readonly worldNormal: NodeMaterialConnectionPoint;
  58458. /**
  58459. * Gets the view direction input component
  58460. */
  58461. readonly viewDirection: NodeMaterialConnectionPoint;
  58462. /**
  58463. * Gets the bias input component
  58464. */
  58465. readonly bias: NodeMaterialConnectionPoint;
  58466. /**
  58467. * Gets the camera (or eye) position component
  58468. */
  58469. readonly power: NodeMaterialConnectionPoint;
  58470. /**
  58471. * Gets the fresnel output component
  58472. */
  58473. readonly fresnel: NodeMaterialConnectionPoint;
  58474. autoConfigure(material: NodeMaterial): void;
  58475. protected _buildBlock(state: NodeMaterialBuildState): this;
  58476. }
  58477. }
  58478. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  58479. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58480. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58481. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58482. /**
  58483. * Block used to get the max of 2 values
  58484. */
  58485. export class MaxBlock extends NodeMaterialBlock {
  58486. /**
  58487. * Creates a new MaxBlock
  58488. * @param name defines the block name
  58489. */
  58490. constructor(name: string);
  58491. /**
  58492. * Gets the current class name
  58493. * @returns the class name
  58494. */
  58495. getClassName(): string;
  58496. /**
  58497. * Gets the left operand input component
  58498. */
  58499. readonly left: NodeMaterialConnectionPoint;
  58500. /**
  58501. * Gets the right operand input component
  58502. */
  58503. readonly right: NodeMaterialConnectionPoint;
  58504. /**
  58505. * Gets the output component
  58506. */
  58507. readonly output: NodeMaterialConnectionPoint;
  58508. protected _buildBlock(state: NodeMaterialBuildState): this;
  58509. }
  58510. }
  58511. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  58512. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58513. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58514. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58515. /**
  58516. * Block used to get the min of 2 values
  58517. */
  58518. export class MinBlock extends NodeMaterialBlock {
  58519. /**
  58520. * Creates a new MinBlock
  58521. * @param name defines the block name
  58522. */
  58523. constructor(name: string);
  58524. /**
  58525. * Gets the current class name
  58526. * @returns the class name
  58527. */
  58528. getClassName(): string;
  58529. /**
  58530. * Gets the left operand input component
  58531. */
  58532. readonly left: NodeMaterialConnectionPoint;
  58533. /**
  58534. * Gets the right operand input component
  58535. */
  58536. readonly right: NodeMaterialConnectionPoint;
  58537. /**
  58538. * Gets the output component
  58539. */
  58540. readonly output: NodeMaterialConnectionPoint;
  58541. protected _buildBlock(state: NodeMaterialBuildState): this;
  58542. }
  58543. }
  58544. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  58545. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58546. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58547. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58548. /**
  58549. * Block used to get the distance between 2 values
  58550. */
  58551. export class DistanceBlock extends NodeMaterialBlock {
  58552. /**
  58553. * Creates a new DistanceBlock
  58554. * @param name defines the block name
  58555. */
  58556. constructor(name: string);
  58557. /**
  58558. * Gets the current class name
  58559. * @returns the class name
  58560. */
  58561. getClassName(): string;
  58562. /**
  58563. * Gets the left operand input component
  58564. */
  58565. readonly left: NodeMaterialConnectionPoint;
  58566. /**
  58567. * Gets the right operand input component
  58568. */
  58569. readonly right: NodeMaterialConnectionPoint;
  58570. /**
  58571. * Gets the output component
  58572. */
  58573. readonly output: NodeMaterialConnectionPoint;
  58574. protected _buildBlock(state: NodeMaterialBuildState): this;
  58575. }
  58576. }
  58577. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  58578. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58579. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58580. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58581. /**
  58582. * Block used to get the length of a vector
  58583. */
  58584. export class LengthBlock extends NodeMaterialBlock {
  58585. /**
  58586. * Creates a new LengthBlock
  58587. * @param name defines the block name
  58588. */
  58589. constructor(name: string);
  58590. /**
  58591. * Gets the current class name
  58592. * @returns the class name
  58593. */
  58594. getClassName(): string;
  58595. /**
  58596. * Gets the value input component
  58597. */
  58598. readonly value: NodeMaterialConnectionPoint;
  58599. /**
  58600. * Gets the output component
  58601. */
  58602. readonly output: NodeMaterialConnectionPoint;
  58603. protected _buildBlock(state: NodeMaterialBuildState): this;
  58604. }
  58605. }
  58606. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  58607. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58608. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58609. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58610. /**
  58611. * Block used to get negative version of a value (i.e. x * -1)
  58612. */
  58613. export class NegateBlock extends NodeMaterialBlock {
  58614. /**
  58615. * Creates a new NegateBlock
  58616. * @param name defines the block name
  58617. */
  58618. constructor(name: string);
  58619. /**
  58620. * Gets the current class name
  58621. * @returns the class name
  58622. */
  58623. getClassName(): string;
  58624. /**
  58625. * Gets the value input component
  58626. */
  58627. readonly value: NodeMaterialConnectionPoint;
  58628. /**
  58629. * Gets the output component
  58630. */
  58631. readonly output: NodeMaterialConnectionPoint;
  58632. protected _buildBlock(state: NodeMaterialBuildState): this;
  58633. }
  58634. }
  58635. declare module "babylonjs/Materials/Node/Blocks/powBlock" {
  58636. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58637. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58638. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58639. /**
  58640. * Block used to get the value of the first parameter raised to the power of the second
  58641. */
  58642. export class PowBlock extends NodeMaterialBlock {
  58643. /**
  58644. * Creates a new PowBlock
  58645. * @param name defines the block name
  58646. */
  58647. constructor(name: string);
  58648. /**
  58649. * Gets the current class name
  58650. * @returns the class name
  58651. */
  58652. getClassName(): string;
  58653. /**
  58654. * Gets the value operand input component
  58655. */
  58656. readonly value: NodeMaterialConnectionPoint;
  58657. /**
  58658. * Gets the power operand input component
  58659. */
  58660. readonly power: NodeMaterialConnectionPoint;
  58661. /**
  58662. * Gets the output component
  58663. */
  58664. readonly output: NodeMaterialConnectionPoint;
  58665. protected _buildBlock(state: NodeMaterialBuildState): this;
  58666. }
  58667. }
  58668. declare module "babylonjs/Materials/Node/Blocks/randomNumberBlock" {
  58669. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58670. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58671. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58672. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58673. /**
  58674. * Block used to get a random number
  58675. */
  58676. export class RandomNumberBlock extends NodeMaterialBlock {
  58677. /**
  58678. * Creates a new RandomNumberBlock
  58679. * @param name defines the block name
  58680. */
  58681. constructor(name: string);
  58682. /**
  58683. * Gets the current class name
  58684. * @returns the class name
  58685. */
  58686. getClassName(): string;
  58687. /**
  58688. * Gets the seed input component
  58689. */
  58690. readonly seed: NodeMaterialConnectionPoint;
  58691. /**
  58692. * Gets the output component
  58693. */
  58694. readonly output: NodeMaterialConnectionPoint;
  58695. protected _buildBlock(state: NodeMaterialBuildState): this;
  58696. }
  58697. }
  58698. declare module "babylonjs/Materials/Node/Blocks/arcTan2Block" {
  58699. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58700. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58701. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58702. /**
  58703. * Block used to compute arc tangent of 2 values
  58704. */
  58705. export class ArcTan2Block extends NodeMaterialBlock {
  58706. /**
  58707. * Creates a new ArcTan2Block
  58708. * @param name defines the block name
  58709. */
  58710. constructor(name: string);
  58711. /**
  58712. * Gets the current class name
  58713. * @returns the class name
  58714. */
  58715. getClassName(): string;
  58716. /**
  58717. * Gets the x operand input component
  58718. */
  58719. readonly x: NodeMaterialConnectionPoint;
  58720. /**
  58721. * Gets the y operand input component
  58722. */
  58723. readonly y: NodeMaterialConnectionPoint;
  58724. /**
  58725. * Gets the output component
  58726. */
  58727. readonly output: NodeMaterialConnectionPoint;
  58728. protected _buildBlock(state: NodeMaterialBuildState): this;
  58729. }
  58730. }
  58731. declare module "babylonjs/Materials/Node/Blocks/smoothStepBlock" {
  58732. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58733. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58734. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58735. /**
  58736. * Block used to smooth step a value
  58737. */
  58738. export class SmoothStepBlock extends NodeMaterialBlock {
  58739. /**
  58740. * Creates a new SmoothStepBlock
  58741. * @param name defines the block name
  58742. */
  58743. constructor(name: string);
  58744. /**
  58745. * Gets the current class name
  58746. * @returns the class name
  58747. */
  58748. getClassName(): string;
  58749. /**
  58750. * Gets the value operand input component
  58751. */
  58752. readonly value: NodeMaterialConnectionPoint;
  58753. /**
  58754. * Gets the first edge operand input component
  58755. */
  58756. readonly edge0: NodeMaterialConnectionPoint;
  58757. /**
  58758. * Gets the second edge operand input component
  58759. */
  58760. readonly edge1: NodeMaterialConnectionPoint;
  58761. /**
  58762. * Gets the output component
  58763. */
  58764. readonly output: NodeMaterialConnectionPoint;
  58765. protected _buildBlock(state: NodeMaterialBuildState): this;
  58766. }
  58767. }
  58768. declare module "babylonjs/Materials/Node/Blocks/reciprocalBlock" {
  58769. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58770. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58771. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58772. /**
  58773. * Block used to get the reciprocal (1 / x) of a value
  58774. */
  58775. export class ReciprocalBlock extends NodeMaterialBlock {
  58776. /**
  58777. * Creates a new ReciprocalBlock
  58778. * @param name defines the block name
  58779. */
  58780. constructor(name: string);
  58781. /**
  58782. * Gets the current class name
  58783. * @returns the class name
  58784. */
  58785. getClassName(): string;
  58786. /**
  58787. * Gets the input component
  58788. */
  58789. readonly input: NodeMaterialConnectionPoint;
  58790. /**
  58791. * Gets the output component
  58792. */
  58793. readonly output: NodeMaterialConnectionPoint;
  58794. protected _buildBlock(state: NodeMaterialBuildState): this;
  58795. }
  58796. }
  58797. declare module "babylonjs/Materials/Node/Blocks/replaceColorBlock" {
  58798. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58799. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58800. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58801. /**
  58802. * Block used to replace a color by another one
  58803. */
  58804. export class ReplaceColorBlock extends NodeMaterialBlock {
  58805. /**
  58806. * Creates a new ReplaceColorBlock
  58807. * @param name defines the block name
  58808. */
  58809. constructor(name: string);
  58810. /**
  58811. * Gets the current class name
  58812. * @returns the class name
  58813. */
  58814. getClassName(): string;
  58815. /**
  58816. * Gets the value input component
  58817. */
  58818. readonly value: NodeMaterialConnectionPoint;
  58819. /**
  58820. * Gets the reference input component
  58821. */
  58822. readonly reference: NodeMaterialConnectionPoint;
  58823. /**
  58824. * Gets the distance input component
  58825. */
  58826. readonly distance: NodeMaterialConnectionPoint;
  58827. /**
  58828. * Gets the replacement input component
  58829. */
  58830. readonly replacement: NodeMaterialConnectionPoint;
  58831. /**
  58832. * Gets the output component
  58833. */
  58834. readonly output: NodeMaterialConnectionPoint;
  58835. protected _buildBlock(state: NodeMaterialBuildState): this;
  58836. }
  58837. }
  58838. declare module "babylonjs/Materials/Node/Blocks/posterizeBlock" {
  58839. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58840. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58841. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58842. /**
  58843. * Block used to posterize a value
  58844. * @see https://en.wikipedia.org/wiki/Posterization
  58845. */
  58846. export class PosterizeBlock extends NodeMaterialBlock {
  58847. /**
  58848. * Creates a new PosterizeBlock
  58849. * @param name defines the block name
  58850. */
  58851. constructor(name: string);
  58852. /**
  58853. * Gets the current class name
  58854. * @returns the class name
  58855. */
  58856. getClassName(): string;
  58857. /**
  58858. * Gets the value input component
  58859. */
  58860. readonly value: NodeMaterialConnectionPoint;
  58861. /**
  58862. * Gets the steps input component
  58863. */
  58864. readonly steps: NodeMaterialConnectionPoint;
  58865. /**
  58866. * Gets the output component
  58867. */
  58868. readonly output: NodeMaterialConnectionPoint;
  58869. protected _buildBlock(state: NodeMaterialBuildState): this;
  58870. }
  58871. }
  58872. declare module "babylonjs/Materials/Node/Blocks/waveBlock" {
  58873. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58874. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58875. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58876. import { Scene } from "babylonjs/scene";
  58877. /**
  58878. * Operations supported by the Wave block
  58879. */
  58880. export enum WaveBlockKind {
  58881. /** SawTooth */
  58882. SawTooth = 0,
  58883. /** Square */
  58884. Square = 1,
  58885. /** Triangle */
  58886. Triangle = 2
  58887. }
  58888. /**
  58889. * Block used to apply wave operation to floats
  58890. */
  58891. export class WaveBlock extends NodeMaterialBlock {
  58892. /**
  58893. * Gets or sets the kibnd of wave to be applied by the block
  58894. */
  58895. kind: WaveBlockKind;
  58896. /**
  58897. * Creates a new WaveBlock
  58898. * @param name defines the block name
  58899. */
  58900. constructor(name: string);
  58901. /**
  58902. * Gets the current class name
  58903. * @returns the class name
  58904. */
  58905. getClassName(): string;
  58906. /**
  58907. * Gets the input component
  58908. */
  58909. readonly input: NodeMaterialConnectionPoint;
  58910. /**
  58911. * Gets the output component
  58912. */
  58913. readonly output: NodeMaterialConnectionPoint;
  58914. protected _buildBlock(state: NodeMaterialBuildState): this;
  58915. serialize(): any;
  58916. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58917. }
  58918. }
  58919. declare module "babylonjs/Materials/Node/Blocks/gradientBlock" {
  58920. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58921. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58922. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58923. import { Color3 } from "babylonjs/Maths/math.color";
  58924. import { Scene } from "babylonjs/scene";
  58925. /**
  58926. * Class used to store a color step for the GradientBlock
  58927. */
  58928. export class GradientBlockColorStep {
  58929. /**
  58930. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  58931. */
  58932. step: number;
  58933. /**
  58934. * Gets or sets the color associated with this step
  58935. */
  58936. color: Color3;
  58937. /**
  58938. * Creates a new GradientBlockColorStep
  58939. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  58940. * @param color defines the color associated with this step
  58941. */
  58942. constructor(
  58943. /**
  58944. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  58945. */
  58946. step: number,
  58947. /**
  58948. * Gets or sets the color associated with this step
  58949. */
  58950. color: Color3);
  58951. }
  58952. /**
  58953. * Block used to return a color from a gradient based on an input value between 0 and 1
  58954. */
  58955. export class GradientBlock extends NodeMaterialBlock {
  58956. /**
  58957. * Gets or sets the list of color steps
  58958. */
  58959. colorSteps: GradientBlockColorStep[];
  58960. /**
  58961. * Creates a new GradientBlock
  58962. * @param name defines the block name
  58963. */
  58964. constructor(name: string);
  58965. /**
  58966. * Gets the current class name
  58967. * @returns the class name
  58968. */
  58969. getClassName(): string;
  58970. /**
  58971. * Gets the gradient input component
  58972. */
  58973. readonly gradient: NodeMaterialConnectionPoint;
  58974. /**
  58975. * Gets the output component
  58976. */
  58977. readonly output: NodeMaterialConnectionPoint;
  58978. private _writeColorConstant;
  58979. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  58980. serialize(): any;
  58981. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58982. protected _dumpPropertiesCode(): string;
  58983. }
  58984. }
  58985. declare module "babylonjs/Materials/Node/Blocks/nLerpBlock" {
  58986. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58987. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58988. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58989. /**
  58990. * Block used to normalize lerp between 2 values
  58991. */
  58992. export class NLerpBlock extends NodeMaterialBlock {
  58993. /**
  58994. * Creates a new NLerpBlock
  58995. * @param name defines the block name
  58996. */
  58997. constructor(name: string);
  58998. /**
  58999. * Gets the current class name
  59000. * @returns the class name
  59001. */
  59002. getClassName(): string;
  59003. /**
  59004. * Gets the left operand input component
  59005. */
  59006. readonly left: NodeMaterialConnectionPoint;
  59007. /**
  59008. * Gets the right operand input component
  59009. */
  59010. readonly right: NodeMaterialConnectionPoint;
  59011. /**
  59012. * Gets the gradient operand input component
  59013. */
  59014. readonly gradient: NodeMaterialConnectionPoint;
  59015. /**
  59016. * Gets the output component
  59017. */
  59018. readonly output: NodeMaterialConnectionPoint;
  59019. protected _buildBlock(state: NodeMaterialBuildState): this;
  59020. }
  59021. }
  59022. declare module "babylonjs/Materials/Node/Blocks/index" {
  59023. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  59024. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  59025. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  59026. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  59027. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  59028. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  59029. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  59030. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  59031. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  59032. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  59033. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  59034. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  59035. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  59036. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  59037. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  59038. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  59039. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  59040. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  59041. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  59042. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  59043. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  59044. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  59045. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  59046. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  59047. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  59048. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  59049. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  59050. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  59051. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  59052. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  59053. export * from "babylonjs/Materials/Node/Blocks/powBlock";
  59054. export * from "babylonjs/Materials/Node/Blocks/randomNumberBlock";
  59055. export * from "babylonjs/Materials/Node/Blocks/arcTan2Block";
  59056. export * from "babylonjs/Materials/Node/Blocks/smoothStepBlock";
  59057. export * from "babylonjs/Materials/Node/Blocks/reciprocalBlock";
  59058. export * from "babylonjs/Materials/Node/Blocks/replaceColorBlock";
  59059. export * from "babylonjs/Materials/Node/Blocks/posterizeBlock";
  59060. export * from "babylonjs/Materials/Node/Blocks/waveBlock";
  59061. export * from "babylonjs/Materials/Node/Blocks/gradientBlock";
  59062. export * from "babylonjs/Materials/Node/Blocks/nLerpBlock";
  59063. }
  59064. declare module "babylonjs/Materials/Node/Optimizers/index" {
  59065. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  59066. }
  59067. declare module "babylonjs/Materials/Node/index" {
  59068. export * from "babylonjs/Materials/Node/Enums/index";
  59069. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59070. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  59071. export * from "babylonjs/Materials/Node/nodeMaterial";
  59072. export * from "babylonjs/Materials/Node/Blocks/index";
  59073. export * from "babylonjs/Materials/Node/Optimizers/index";
  59074. }
  59075. declare module "babylonjs/Materials/effectRenderer" {
  59076. import { Nullable } from "babylonjs/types";
  59077. import { Texture } from "babylonjs/Materials/Textures/texture";
  59078. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  59079. import { Viewport } from "babylonjs/Maths/math.viewport";
  59080. import { Observable } from "babylonjs/Misc/observable";
  59081. import { Effect } from "babylonjs/Materials/effect";
  59082. import "babylonjs/Engines/Extensions/engine.renderTarget";
  59083. import "babylonjs/Shaders/postprocess.vertex";
  59084. /**
  59085. * Effect Render Options
  59086. */
  59087. export interface IEffectRendererOptions {
  59088. /**
  59089. * Defines the vertices positions.
  59090. */
  59091. positions?: number[];
  59092. /**
  59093. * Defines the indices.
  59094. */
  59095. indices?: number[];
  59096. }
  59097. /**
  59098. * Helper class to render one or more effects
  59099. */
  59100. export class EffectRenderer {
  59101. private engine;
  59102. private static _DefaultOptions;
  59103. private _vertexBuffers;
  59104. private _indexBuffer;
  59105. private _ringBufferIndex;
  59106. private _ringScreenBuffer;
  59107. private _fullscreenViewport;
  59108. private _getNextFrameBuffer;
  59109. /**
  59110. * Creates an effect renderer
  59111. * @param engine the engine to use for rendering
  59112. * @param options defines the options of the effect renderer
  59113. */
  59114. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  59115. /**
  59116. * Sets the current viewport in normalized coordinates 0-1
  59117. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  59118. */
  59119. setViewport(viewport?: Viewport): void;
  59120. /**
  59121. * Binds the embedded attributes buffer to the effect.
  59122. * @param effect Defines the effect to bind the attributes for
  59123. */
  59124. bindBuffers(effect: Effect): void;
  59125. /**
  59126. * Sets the current effect wrapper to use during draw.
  59127. * The effect needs to be ready before calling this api.
  59128. * This also sets the default full screen position attribute.
  59129. * @param effectWrapper Defines the effect to draw with
  59130. */
  59131. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  59132. /**
  59133. * Draws a full screen quad.
  59134. */
  59135. draw(): void;
  59136. /**
  59137. * renders one or more effects to a specified texture
  59138. * @param effectWrappers list of effects to renderer
  59139. * @param outputTexture texture to draw to, if null it will render to the screen
  59140. */
  59141. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  59142. /**
  59143. * Disposes of the effect renderer
  59144. */
  59145. dispose(): void;
  59146. }
  59147. /**
  59148. * Options to create an EffectWrapper
  59149. */
  59150. interface EffectWrapperCreationOptions {
  59151. /**
  59152. * Engine to use to create the effect
  59153. */
  59154. engine: ThinEngine;
  59155. /**
  59156. * Fragment shader for the effect
  59157. */
  59158. fragmentShader: string;
  59159. /**
  59160. * Vertex shader for the effect
  59161. */
  59162. vertexShader?: string;
  59163. /**
  59164. * Attributes to use in the shader
  59165. */
  59166. attributeNames?: Array<string>;
  59167. /**
  59168. * Uniforms to use in the shader
  59169. */
  59170. uniformNames?: Array<string>;
  59171. /**
  59172. * Texture sampler names to use in the shader
  59173. */
  59174. samplerNames?: Array<string>;
  59175. /**
  59176. * The friendly name of the effect displayed in Spector.
  59177. */
  59178. name?: string;
  59179. }
  59180. /**
  59181. * Wraps an effect to be used for rendering
  59182. */
  59183. export class EffectWrapper {
  59184. /**
  59185. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  59186. */
  59187. onApplyObservable: Observable<{}>;
  59188. /**
  59189. * The underlying effect
  59190. */
  59191. effect: Effect;
  59192. /**
  59193. * Creates an effect to be renderer
  59194. * @param creationOptions options to create the effect
  59195. */
  59196. constructor(creationOptions: EffectWrapperCreationOptions);
  59197. /**
  59198. * Disposes of the effect wrapper
  59199. */
  59200. dispose(): void;
  59201. }
  59202. }
  59203. declare module "babylonjs/Materials/index" {
  59204. export * from "babylonjs/Materials/Background/index";
  59205. export * from "babylonjs/Materials/colorCurves";
  59206. export * from "babylonjs/Materials/iEffectFallbacks";
  59207. export * from "babylonjs/Materials/effectFallbacks";
  59208. export * from "babylonjs/Materials/effect";
  59209. export * from "babylonjs/Materials/fresnelParameters";
  59210. export * from "babylonjs/Materials/imageProcessingConfiguration";
  59211. export * from "babylonjs/Materials/material";
  59212. export * from "babylonjs/Materials/materialDefines";
  59213. export * from "babylonjs/Materials/materialHelper";
  59214. export * from "babylonjs/Materials/multiMaterial";
  59215. export * from "babylonjs/Materials/PBR/index";
  59216. export * from "babylonjs/Materials/pushMaterial";
  59217. export * from "babylonjs/Materials/shaderMaterial";
  59218. export * from "babylonjs/Materials/standardMaterial";
  59219. export * from "babylonjs/Materials/Textures/index";
  59220. export * from "babylonjs/Materials/uniformBuffer";
  59221. export * from "babylonjs/Materials/materialFlags";
  59222. export * from "babylonjs/Materials/Node/index";
  59223. export * from "babylonjs/Materials/effectRenderer";
  59224. }
  59225. declare module "babylonjs/Maths/index" {
  59226. export * from "babylonjs/Maths/math.scalar";
  59227. export * from "babylonjs/Maths/math";
  59228. export * from "babylonjs/Maths/sphericalPolynomial";
  59229. }
  59230. declare module "babylonjs/Misc/workerPool" {
  59231. import { IDisposable } from "babylonjs/scene";
  59232. /**
  59233. * Helper class to push actions to a pool of workers.
  59234. */
  59235. export class WorkerPool implements IDisposable {
  59236. private _workerInfos;
  59237. private _pendingActions;
  59238. /**
  59239. * Constructor
  59240. * @param workers Array of workers to use for actions
  59241. */
  59242. constructor(workers: Array<Worker>);
  59243. /**
  59244. * Terminates all workers and clears any pending actions.
  59245. */
  59246. dispose(): void;
  59247. /**
  59248. * Pushes an action to the worker pool. If all the workers are active, the action will be
  59249. * pended until a worker has completed its action.
  59250. * @param action The action to perform. Call onComplete when the action is complete.
  59251. */
  59252. push(action: (worker: Worker, onComplete: () => void) => void): void;
  59253. private _execute;
  59254. }
  59255. }
  59256. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  59257. import { IDisposable } from "babylonjs/scene";
  59258. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59259. /**
  59260. * Configuration for Draco compression
  59261. */
  59262. export interface IDracoCompressionConfiguration {
  59263. /**
  59264. * Configuration for the decoder.
  59265. */
  59266. decoder: {
  59267. /**
  59268. * The url to the WebAssembly module.
  59269. */
  59270. wasmUrl?: string;
  59271. /**
  59272. * The url to the WebAssembly binary.
  59273. */
  59274. wasmBinaryUrl?: string;
  59275. /**
  59276. * The url to the fallback JavaScript module.
  59277. */
  59278. fallbackUrl?: string;
  59279. };
  59280. }
  59281. /**
  59282. * Draco compression (https://google.github.io/draco/)
  59283. *
  59284. * This class wraps the Draco module.
  59285. *
  59286. * **Encoder**
  59287. *
  59288. * The encoder is not currently implemented.
  59289. *
  59290. * **Decoder**
  59291. *
  59292. * 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.
  59293. *
  59294. * To update the configuration, use the following code:
  59295. * ```javascript
  59296. * DracoCompression.Configuration = {
  59297. * decoder: {
  59298. * wasmUrl: "<url to the WebAssembly library>",
  59299. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  59300. * fallbackUrl: "<url to the fallback JavaScript library>",
  59301. * }
  59302. * };
  59303. * ```
  59304. *
  59305. * 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.
  59306. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  59307. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  59308. *
  59309. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  59310. * ```javascript
  59311. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  59312. * ```
  59313. *
  59314. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  59315. */
  59316. export class DracoCompression implements IDisposable {
  59317. private _workerPoolPromise?;
  59318. private _decoderModulePromise?;
  59319. /**
  59320. * The configuration. Defaults to the following urls:
  59321. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  59322. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  59323. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  59324. */
  59325. static Configuration: IDracoCompressionConfiguration;
  59326. /**
  59327. * Returns true if the decoder configuration is available.
  59328. */
  59329. static readonly DecoderAvailable: boolean;
  59330. /**
  59331. * Default number of workers to create when creating the draco compression object.
  59332. */
  59333. static DefaultNumWorkers: number;
  59334. private static GetDefaultNumWorkers;
  59335. private static _Default;
  59336. /**
  59337. * Default instance for the draco compression object.
  59338. */
  59339. static readonly Default: DracoCompression;
  59340. /**
  59341. * Constructor
  59342. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  59343. */
  59344. constructor(numWorkers?: number);
  59345. /**
  59346. * Stop all async operations and release resources.
  59347. */
  59348. dispose(): void;
  59349. /**
  59350. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  59351. * @returns a promise that resolves when ready
  59352. */
  59353. whenReadyAsync(): Promise<void>;
  59354. /**
  59355. * Decode Draco compressed mesh data to vertex data.
  59356. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  59357. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  59358. * @returns A promise that resolves with the decoded vertex data
  59359. */
  59360. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  59361. [kind: string]: number;
  59362. }): Promise<VertexData>;
  59363. }
  59364. }
  59365. declare module "babylonjs/Meshes/Compression/index" {
  59366. export * from "babylonjs/Meshes/Compression/dracoCompression";
  59367. }
  59368. declare module "babylonjs/Meshes/csg" {
  59369. import { Nullable } from "babylonjs/types";
  59370. import { Scene } from "babylonjs/scene";
  59371. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  59372. import { Mesh } from "babylonjs/Meshes/mesh";
  59373. import { Material } from "babylonjs/Materials/material";
  59374. /**
  59375. * Class for building Constructive Solid Geometry
  59376. */
  59377. export class CSG {
  59378. private polygons;
  59379. /**
  59380. * The world matrix
  59381. */
  59382. matrix: Matrix;
  59383. /**
  59384. * Stores the position
  59385. */
  59386. position: Vector3;
  59387. /**
  59388. * Stores the rotation
  59389. */
  59390. rotation: Vector3;
  59391. /**
  59392. * Stores the rotation quaternion
  59393. */
  59394. rotationQuaternion: Nullable<Quaternion>;
  59395. /**
  59396. * Stores the scaling vector
  59397. */
  59398. scaling: Vector3;
  59399. /**
  59400. * Convert the Mesh to CSG
  59401. * @param mesh The Mesh to convert to CSG
  59402. * @returns A new CSG from the Mesh
  59403. */
  59404. static FromMesh(mesh: Mesh): CSG;
  59405. /**
  59406. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  59407. * @param polygons Polygons used to construct a CSG solid
  59408. */
  59409. private static FromPolygons;
  59410. /**
  59411. * Clones, or makes a deep copy, of the CSG
  59412. * @returns A new CSG
  59413. */
  59414. clone(): CSG;
  59415. /**
  59416. * Unions this CSG with another CSG
  59417. * @param csg The CSG to union against this CSG
  59418. * @returns The unioned CSG
  59419. */
  59420. union(csg: CSG): CSG;
  59421. /**
  59422. * Unions this CSG with another CSG in place
  59423. * @param csg The CSG to union against this CSG
  59424. */
  59425. unionInPlace(csg: CSG): void;
  59426. /**
  59427. * Subtracts this CSG with another CSG
  59428. * @param csg The CSG to subtract against this CSG
  59429. * @returns A new CSG
  59430. */
  59431. subtract(csg: CSG): CSG;
  59432. /**
  59433. * Subtracts this CSG with another CSG in place
  59434. * @param csg The CSG to subtact against this CSG
  59435. */
  59436. subtractInPlace(csg: CSG): void;
  59437. /**
  59438. * Intersect this CSG with another CSG
  59439. * @param csg The CSG to intersect against this CSG
  59440. * @returns A new CSG
  59441. */
  59442. intersect(csg: CSG): CSG;
  59443. /**
  59444. * Intersects this CSG with another CSG in place
  59445. * @param csg The CSG to intersect against this CSG
  59446. */
  59447. intersectInPlace(csg: CSG): void;
  59448. /**
  59449. * Return a new CSG solid with solid and empty space switched. This solid is
  59450. * not modified.
  59451. * @returns A new CSG solid with solid and empty space switched
  59452. */
  59453. inverse(): CSG;
  59454. /**
  59455. * Inverses the CSG in place
  59456. */
  59457. inverseInPlace(): void;
  59458. /**
  59459. * This is used to keep meshes transformations so they can be restored
  59460. * when we build back a Babylon Mesh
  59461. * NB : All CSG operations are performed in world coordinates
  59462. * @param csg The CSG to copy the transform attributes from
  59463. * @returns This CSG
  59464. */
  59465. copyTransformAttributes(csg: CSG): CSG;
  59466. /**
  59467. * Build Raw mesh from CSG
  59468. * Coordinates here are in world space
  59469. * @param name The name of the mesh geometry
  59470. * @param scene The Scene
  59471. * @param keepSubMeshes Specifies if the submeshes should be kept
  59472. * @returns A new Mesh
  59473. */
  59474. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59475. /**
  59476. * Build Mesh from CSG taking material and transforms into account
  59477. * @param name The name of the Mesh
  59478. * @param material The material of the Mesh
  59479. * @param scene The Scene
  59480. * @param keepSubMeshes Specifies if submeshes should be kept
  59481. * @returns The new Mesh
  59482. */
  59483. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59484. }
  59485. }
  59486. declare module "babylonjs/Meshes/trailMesh" {
  59487. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59488. import { Mesh } from "babylonjs/Meshes/mesh";
  59489. import { Scene } from "babylonjs/scene";
  59490. /**
  59491. * Class used to create a trail following a mesh
  59492. */
  59493. export class TrailMesh extends Mesh {
  59494. private _generator;
  59495. private _autoStart;
  59496. private _running;
  59497. private _diameter;
  59498. private _length;
  59499. private _sectionPolygonPointsCount;
  59500. private _sectionVectors;
  59501. private _sectionNormalVectors;
  59502. private _beforeRenderObserver;
  59503. /**
  59504. * @constructor
  59505. * @param name The value used by scene.getMeshByName() to do a lookup.
  59506. * @param generator The mesh to generate a trail.
  59507. * @param scene The scene to add this mesh to.
  59508. * @param diameter Diameter of trailing mesh. Default is 1.
  59509. * @param length Length of trailing mesh. Default is 60.
  59510. * @param autoStart Automatically start trailing mesh. Default true.
  59511. */
  59512. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  59513. /**
  59514. * "TrailMesh"
  59515. * @returns "TrailMesh"
  59516. */
  59517. getClassName(): string;
  59518. private _createMesh;
  59519. /**
  59520. * Start trailing mesh.
  59521. */
  59522. start(): void;
  59523. /**
  59524. * Stop trailing mesh.
  59525. */
  59526. stop(): void;
  59527. /**
  59528. * Update trailing mesh geometry.
  59529. */
  59530. update(): void;
  59531. /**
  59532. * Returns a new TrailMesh object.
  59533. * @param name is a string, the name given to the new mesh
  59534. * @param newGenerator use new generator object for cloned trail mesh
  59535. * @returns a new mesh
  59536. */
  59537. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  59538. /**
  59539. * Serializes this trail mesh
  59540. * @param serializationObject object to write serialization to
  59541. */
  59542. serialize(serializationObject: any): void;
  59543. /**
  59544. * Parses a serialized trail mesh
  59545. * @param parsedMesh the serialized mesh
  59546. * @param scene the scene to create the trail mesh in
  59547. * @returns the created trail mesh
  59548. */
  59549. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  59550. }
  59551. }
  59552. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  59553. import { Nullable } from "babylonjs/types";
  59554. import { Scene } from "babylonjs/scene";
  59555. import { Vector4 } from "babylonjs/Maths/math.vector";
  59556. import { Color4 } from "babylonjs/Maths/math.color";
  59557. import { Mesh } from "babylonjs/Meshes/mesh";
  59558. /**
  59559. * Class containing static functions to help procedurally build meshes
  59560. */
  59561. export class TiledBoxBuilder {
  59562. /**
  59563. * Creates a box mesh
  59564. * 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)
  59565. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59566. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59567. * * If you create a double-sided mesh, you can choose what parts of 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
  59568. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59569. * @param name defines the name of the mesh
  59570. * @param options defines the options used to create the mesh
  59571. * @param scene defines the hosting scene
  59572. * @returns the box mesh
  59573. */
  59574. static CreateTiledBox(name: string, options: {
  59575. pattern?: number;
  59576. width?: number;
  59577. height?: number;
  59578. depth?: number;
  59579. tileSize?: number;
  59580. tileWidth?: number;
  59581. tileHeight?: number;
  59582. alignHorizontal?: number;
  59583. alignVertical?: number;
  59584. faceUV?: Vector4[];
  59585. faceColors?: Color4[];
  59586. sideOrientation?: number;
  59587. updatable?: boolean;
  59588. }, scene?: Nullable<Scene>): Mesh;
  59589. }
  59590. }
  59591. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  59592. import { Vector4 } from "babylonjs/Maths/math.vector";
  59593. import { Mesh } from "babylonjs/Meshes/mesh";
  59594. /**
  59595. * Class containing static functions to help procedurally build meshes
  59596. */
  59597. export class TorusKnotBuilder {
  59598. /**
  59599. * Creates a torus knot mesh
  59600. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  59601. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  59602. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  59603. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  59604. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59605. * * If you create a double-sided mesh, you can choose what parts of 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
  59606. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59607. * @param name defines the name of the mesh
  59608. * @param options defines the options used to create the mesh
  59609. * @param scene defines the hosting scene
  59610. * @returns the torus knot mesh
  59611. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  59612. */
  59613. static CreateTorusKnot(name: string, options: {
  59614. radius?: number;
  59615. tube?: number;
  59616. radialSegments?: number;
  59617. tubularSegments?: number;
  59618. p?: number;
  59619. q?: number;
  59620. updatable?: boolean;
  59621. sideOrientation?: number;
  59622. frontUVs?: Vector4;
  59623. backUVs?: Vector4;
  59624. }, scene: any): Mesh;
  59625. }
  59626. }
  59627. declare module "babylonjs/Meshes/polygonMesh" {
  59628. import { Scene } from "babylonjs/scene";
  59629. import { Vector2 } from "babylonjs/Maths/math.vector";
  59630. import { Mesh } from "babylonjs/Meshes/mesh";
  59631. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59632. import { Path2 } from "babylonjs/Maths/math.path";
  59633. /**
  59634. * Polygon
  59635. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  59636. */
  59637. export class Polygon {
  59638. /**
  59639. * Creates a rectangle
  59640. * @param xmin bottom X coord
  59641. * @param ymin bottom Y coord
  59642. * @param xmax top X coord
  59643. * @param ymax top Y coord
  59644. * @returns points that make the resulting rectation
  59645. */
  59646. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  59647. /**
  59648. * Creates a circle
  59649. * @param radius radius of circle
  59650. * @param cx scale in x
  59651. * @param cy scale in y
  59652. * @param numberOfSides number of sides that make up the circle
  59653. * @returns points that make the resulting circle
  59654. */
  59655. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  59656. /**
  59657. * Creates a polygon from input string
  59658. * @param input Input polygon data
  59659. * @returns the parsed points
  59660. */
  59661. static Parse(input: string): Vector2[];
  59662. /**
  59663. * Starts building a polygon from x and y coordinates
  59664. * @param x x coordinate
  59665. * @param y y coordinate
  59666. * @returns the started path2
  59667. */
  59668. static StartingAt(x: number, y: number): Path2;
  59669. }
  59670. /**
  59671. * Builds a polygon
  59672. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  59673. */
  59674. export class PolygonMeshBuilder {
  59675. private _points;
  59676. private _outlinepoints;
  59677. private _holes;
  59678. private _name;
  59679. private _scene;
  59680. private _epoints;
  59681. private _eholes;
  59682. private _addToepoint;
  59683. /**
  59684. * Babylon reference to the earcut plugin.
  59685. */
  59686. bjsEarcut: any;
  59687. /**
  59688. * Creates a PolygonMeshBuilder
  59689. * @param name name of the builder
  59690. * @param contours Path of the polygon
  59691. * @param scene scene to add to when creating the mesh
  59692. * @param earcutInjection can be used to inject your own earcut reference
  59693. */
  59694. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  59695. /**
  59696. * Adds a whole within the polygon
  59697. * @param hole Array of points defining the hole
  59698. * @returns this
  59699. */
  59700. addHole(hole: Vector2[]): PolygonMeshBuilder;
  59701. /**
  59702. * Creates the polygon
  59703. * @param updatable If the mesh should be updatable
  59704. * @param depth The depth of the mesh created
  59705. * @returns the created mesh
  59706. */
  59707. build(updatable?: boolean, depth?: number): Mesh;
  59708. /**
  59709. * Creates the polygon
  59710. * @param depth The depth of the mesh created
  59711. * @returns the created VertexData
  59712. */
  59713. buildVertexData(depth?: number): VertexData;
  59714. /**
  59715. * Adds a side to the polygon
  59716. * @param positions points that make the polygon
  59717. * @param normals normals of the polygon
  59718. * @param uvs uvs of the polygon
  59719. * @param indices indices of the polygon
  59720. * @param bounds bounds of the polygon
  59721. * @param points points of the polygon
  59722. * @param depth depth of the polygon
  59723. * @param flip flip of the polygon
  59724. */
  59725. private addSide;
  59726. }
  59727. }
  59728. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  59729. import { Scene } from "babylonjs/scene";
  59730. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59731. import { Color4 } from "babylonjs/Maths/math.color";
  59732. import { Mesh } from "babylonjs/Meshes/mesh";
  59733. import { Nullable } from "babylonjs/types";
  59734. /**
  59735. * Class containing static functions to help procedurally build meshes
  59736. */
  59737. export class PolygonBuilder {
  59738. /**
  59739. * Creates a polygon mesh
  59740. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  59741. * * 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
  59742. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  59743. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59744. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  59745. * * Remember you can only change the shape positions, not their number when updating a polygon
  59746. * @param name defines the name of the mesh
  59747. * @param options defines the options used to create the mesh
  59748. * @param scene defines the hosting scene
  59749. * @param earcutInjection can be used to inject your own earcut reference
  59750. * @returns the polygon mesh
  59751. */
  59752. static CreatePolygon(name: string, options: {
  59753. shape: Vector3[];
  59754. holes?: Vector3[][];
  59755. depth?: number;
  59756. faceUV?: Vector4[];
  59757. faceColors?: Color4[];
  59758. updatable?: boolean;
  59759. sideOrientation?: number;
  59760. frontUVs?: Vector4;
  59761. backUVs?: Vector4;
  59762. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  59763. /**
  59764. * Creates an extruded polygon mesh, with depth in the Y direction.
  59765. * * 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)
  59766. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59767. * @param name defines the name of the mesh
  59768. * @param options defines the options used to create the mesh
  59769. * @param scene defines the hosting scene
  59770. * @param earcutInjection can be used to inject your own earcut reference
  59771. * @returns the polygon mesh
  59772. */
  59773. static ExtrudePolygon(name: string, options: {
  59774. shape: Vector3[];
  59775. holes?: Vector3[][];
  59776. depth?: number;
  59777. faceUV?: Vector4[];
  59778. faceColors?: Color4[];
  59779. updatable?: boolean;
  59780. sideOrientation?: number;
  59781. frontUVs?: Vector4;
  59782. backUVs?: Vector4;
  59783. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  59784. }
  59785. }
  59786. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  59787. import { Scene } from "babylonjs/scene";
  59788. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59789. import { Mesh } from "babylonjs/Meshes/mesh";
  59790. import { Nullable } from "babylonjs/types";
  59791. /**
  59792. * Class containing static functions to help procedurally build meshes
  59793. */
  59794. export class LatheBuilder {
  59795. /**
  59796. * Creates lathe mesh.
  59797. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  59798. * * 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
  59799. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  59800. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  59801. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  59802. * * 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
  59803. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  59804. * * 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
  59805. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59806. * * If you create a double-sided mesh, you can choose what parts of 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
  59807. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59808. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59809. * @param name defines the name of the mesh
  59810. * @param options defines the options used to create the mesh
  59811. * @param scene defines the hosting scene
  59812. * @returns the lathe mesh
  59813. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  59814. */
  59815. static CreateLathe(name: string, options: {
  59816. shape: Vector3[];
  59817. radius?: number;
  59818. tessellation?: number;
  59819. clip?: number;
  59820. arc?: number;
  59821. closed?: boolean;
  59822. updatable?: boolean;
  59823. sideOrientation?: number;
  59824. frontUVs?: Vector4;
  59825. backUVs?: Vector4;
  59826. cap?: number;
  59827. invertUV?: boolean;
  59828. }, scene?: Nullable<Scene>): Mesh;
  59829. }
  59830. }
  59831. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  59832. import { Nullable } from "babylonjs/types";
  59833. import { Scene } from "babylonjs/scene";
  59834. import { Vector4 } from "babylonjs/Maths/math.vector";
  59835. import { Mesh } from "babylonjs/Meshes/mesh";
  59836. /**
  59837. * Class containing static functions to help procedurally build meshes
  59838. */
  59839. export class TiledPlaneBuilder {
  59840. /**
  59841. * Creates a tiled plane mesh
  59842. * * The parameter `pattern` will, depending on value, do nothing or
  59843. * * * flip (reflect about central vertical) alternate tiles across and up
  59844. * * * flip every tile on alternate rows
  59845. * * * rotate (180 degs) alternate tiles across and up
  59846. * * * rotate every tile on alternate rows
  59847. * * * flip and rotate alternate tiles across and up
  59848. * * * flip and rotate every tile on alternate rows
  59849. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  59850. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  59851. * * If you create a double-sided mesh, you can choose what parts of 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
  59852. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  59853. * * 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)
  59854. * * 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)
  59855. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  59856. * @param name defines the name of the mesh
  59857. * @param options defines the options used to create the mesh
  59858. * @param scene defines the hosting scene
  59859. * @returns the box mesh
  59860. */
  59861. static CreateTiledPlane(name: string, options: {
  59862. pattern?: number;
  59863. tileSize?: number;
  59864. tileWidth?: number;
  59865. tileHeight?: number;
  59866. size?: number;
  59867. width?: number;
  59868. height?: number;
  59869. alignHorizontal?: number;
  59870. alignVertical?: number;
  59871. sideOrientation?: number;
  59872. frontUVs?: Vector4;
  59873. backUVs?: Vector4;
  59874. updatable?: boolean;
  59875. }, scene?: Nullable<Scene>): Mesh;
  59876. }
  59877. }
  59878. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  59879. import { Nullable } from "babylonjs/types";
  59880. import { Scene } from "babylonjs/scene";
  59881. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59882. import { Mesh } from "babylonjs/Meshes/mesh";
  59883. /**
  59884. * Class containing static functions to help procedurally build meshes
  59885. */
  59886. export class TubeBuilder {
  59887. /**
  59888. * Creates a tube mesh.
  59889. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  59890. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  59891. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  59892. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  59893. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  59894. * * 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)
  59895. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  59896. * * 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
  59897. * * 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
  59898. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59899. * * If you create a double-sided mesh, you can choose what parts of 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
  59900. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59901. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59902. * @param name defines the name of the mesh
  59903. * @param options defines the options used to create the mesh
  59904. * @param scene defines the hosting scene
  59905. * @returns the tube mesh
  59906. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  59907. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  59908. */
  59909. static CreateTube(name: string, options: {
  59910. path: Vector3[];
  59911. radius?: number;
  59912. tessellation?: number;
  59913. radiusFunction?: {
  59914. (i: number, distance: number): number;
  59915. };
  59916. cap?: number;
  59917. arc?: number;
  59918. updatable?: boolean;
  59919. sideOrientation?: number;
  59920. frontUVs?: Vector4;
  59921. backUVs?: Vector4;
  59922. instance?: Mesh;
  59923. invertUV?: boolean;
  59924. }, scene?: Nullable<Scene>): Mesh;
  59925. }
  59926. }
  59927. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  59928. import { Scene } from "babylonjs/scene";
  59929. import { Vector4 } from "babylonjs/Maths/math.vector";
  59930. import { Mesh } from "babylonjs/Meshes/mesh";
  59931. import { Nullable } from "babylonjs/types";
  59932. /**
  59933. * Class containing static functions to help procedurally build meshes
  59934. */
  59935. export class IcoSphereBuilder {
  59936. /**
  59937. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  59938. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  59939. * * 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`)
  59940. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  59941. * * 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
  59942. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59943. * * If you create a double-sided mesh, you can choose what parts of 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
  59944. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59945. * @param name defines the name of the mesh
  59946. * @param options defines the options used to create the mesh
  59947. * @param scene defines the hosting scene
  59948. * @returns the icosahedron mesh
  59949. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  59950. */
  59951. static CreateIcoSphere(name: string, options: {
  59952. radius?: number;
  59953. radiusX?: number;
  59954. radiusY?: number;
  59955. radiusZ?: number;
  59956. flat?: boolean;
  59957. subdivisions?: number;
  59958. sideOrientation?: number;
  59959. frontUVs?: Vector4;
  59960. backUVs?: Vector4;
  59961. updatable?: boolean;
  59962. }, scene?: Nullable<Scene>): Mesh;
  59963. }
  59964. }
  59965. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  59966. import { Vector3 } from "babylonjs/Maths/math.vector";
  59967. import { Mesh } from "babylonjs/Meshes/mesh";
  59968. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59969. /**
  59970. * Class containing static functions to help procedurally build meshes
  59971. */
  59972. export class DecalBuilder {
  59973. /**
  59974. * Creates a decal mesh.
  59975. * 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
  59976. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  59977. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  59978. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  59979. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  59980. * @param name defines the name of the mesh
  59981. * @param sourceMesh defines the mesh where the decal must be applied
  59982. * @param options defines the options used to create the mesh
  59983. * @param scene defines the hosting scene
  59984. * @returns the decal mesh
  59985. * @see https://doc.babylonjs.com/how_to/decals
  59986. */
  59987. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  59988. position?: Vector3;
  59989. normal?: Vector3;
  59990. size?: Vector3;
  59991. angle?: number;
  59992. }): Mesh;
  59993. }
  59994. }
  59995. declare module "babylonjs/Meshes/meshBuilder" {
  59996. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  59997. import { Nullable } from "babylonjs/types";
  59998. import { Scene } from "babylonjs/scene";
  59999. import { Mesh } from "babylonjs/Meshes/mesh";
  60000. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  60001. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  60002. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60003. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  60004. import { Plane } from "babylonjs/Maths/math.plane";
  60005. /**
  60006. * Class containing static functions to help procedurally build meshes
  60007. */
  60008. export class MeshBuilder {
  60009. /**
  60010. * Creates a box mesh
  60011. * * The parameter `size` sets the size (float) of each box side (default 1)
  60012. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  60013. * * 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)
  60014. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60015. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60016. * * If you create a double-sided mesh, you can choose what parts of 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
  60017. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60018. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  60019. * @param name defines the name of the mesh
  60020. * @param options defines the options used to create the mesh
  60021. * @param scene defines the hosting scene
  60022. * @returns the box mesh
  60023. */
  60024. static CreateBox(name: string, options: {
  60025. size?: number;
  60026. width?: number;
  60027. height?: number;
  60028. depth?: number;
  60029. faceUV?: Vector4[];
  60030. faceColors?: Color4[];
  60031. sideOrientation?: number;
  60032. frontUVs?: Vector4;
  60033. backUVs?: Vector4;
  60034. updatable?: boolean;
  60035. }, scene?: Nullable<Scene>): Mesh;
  60036. /**
  60037. * Creates a tiled box mesh
  60038. * * faceTiles sets the pattern, tile size and number of tiles for a face
  60039. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60040. * @param name defines the name of the mesh
  60041. * @param options defines the options used to create the mesh
  60042. * @param scene defines the hosting scene
  60043. * @returns the tiled box mesh
  60044. */
  60045. static CreateTiledBox(name: string, options: {
  60046. pattern?: number;
  60047. size?: number;
  60048. width?: number;
  60049. height?: number;
  60050. depth: number;
  60051. tileSize?: number;
  60052. tileWidth?: number;
  60053. tileHeight?: number;
  60054. faceUV?: Vector4[];
  60055. faceColors?: Color4[];
  60056. alignHorizontal?: number;
  60057. alignVertical?: number;
  60058. sideOrientation?: number;
  60059. updatable?: boolean;
  60060. }, scene?: Nullable<Scene>): Mesh;
  60061. /**
  60062. * Creates a sphere mesh
  60063. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  60064. * * 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`)
  60065. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  60066. * * 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
  60067. * * 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)
  60068. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60069. * * If you create a double-sided mesh, you can choose what parts of 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
  60070. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60071. * @param name defines the name of the mesh
  60072. * @param options defines the options used to create the mesh
  60073. * @param scene defines the hosting scene
  60074. * @returns the sphere mesh
  60075. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  60076. */
  60077. static CreateSphere(name: string, options: {
  60078. segments?: number;
  60079. diameter?: number;
  60080. diameterX?: number;
  60081. diameterY?: number;
  60082. diameterZ?: number;
  60083. arc?: number;
  60084. slice?: number;
  60085. sideOrientation?: number;
  60086. frontUVs?: Vector4;
  60087. backUVs?: Vector4;
  60088. updatable?: boolean;
  60089. }, scene?: Nullable<Scene>): Mesh;
  60090. /**
  60091. * Creates a plane polygonal mesh. By default, this is a disc
  60092. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  60093. * * 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
  60094. * * 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
  60095. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60096. * * If you create a double-sided mesh, you can choose what parts of 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
  60097. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60098. * @param name defines the name of the mesh
  60099. * @param options defines the options used to create the mesh
  60100. * @param scene defines the hosting scene
  60101. * @returns the plane polygonal mesh
  60102. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  60103. */
  60104. static CreateDisc(name: string, options: {
  60105. radius?: number;
  60106. tessellation?: number;
  60107. arc?: number;
  60108. updatable?: boolean;
  60109. sideOrientation?: number;
  60110. frontUVs?: Vector4;
  60111. backUVs?: Vector4;
  60112. }, scene?: Nullable<Scene>): Mesh;
  60113. /**
  60114. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  60115. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  60116. * * 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`)
  60117. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  60118. * * 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
  60119. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60120. * * If you create a double-sided mesh, you can choose what parts of 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
  60121. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60122. * @param name defines the name of the mesh
  60123. * @param options defines the options used to create the mesh
  60124. * @param scene defines the hosting scene
  60125. * @returns the icosahedron mesh
  60126. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  60127. */
  60128. static CreateIcoSphere(name: string, options: {
  60129. radius?: number;
  60130. radiusX?: number;
  60131. radiusY?: number;
  60132. radiusZ?: number;
  60133. flat?: boolean;
  60134. subdivisions?: number;
  60135. sideOrientation?: number;
  60136. frontUVs?: Vector4;
  60137. backUVs?: Vector4;
  60138. updatable?: boolean;
  60139. }, scene?: Nullable<Scene>): Mesh;
  60140. /**
  60141. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60142. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  60143. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  60144. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  60145. * * 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
  60146. * * 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
  60147. * * 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
  60148. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60149. * * If you create a double-sided mesh, you can choose what parts of 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
  60150. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60151. * * 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
  60152. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  60153. * * 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
  60154. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  60155. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60156. * @param name defines the name of the mesh
  60157. * @param options defines the options used to create the mesh
  60158. * @param scene defines the hosting scene
  60159. * @returns the ribbon mesh
  60160. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  60161. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60162. */
  60163. static CreateRibbon(name: string, options: {
  60164. pathArray: Vector3[][];
  60165. closeArray?: boolean;
  60166. closePath?: boolean;
  60167. offset?: number;
  60168. updatable?: boolean;
  60169. sideOrientation?: number;
  60170. frontUVs?: Vector4;
  60171. backUVs?: Vector4;
  60172. instance?: Mesh;
  60173. invertUV?: boolean;
  60174. uvs?: Vector2[];
  60175. colors?: Color4[];
  60176. }, scene?: Nullable<Scene>): Mesh;
  60177. /**
  60178. * Creates a cylinder or a cone mesh
  60179. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  60180. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  60181. * * 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.
  60182. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  60183. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  60184. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  60185. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  60186. * * 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).
  60187. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  60188. * * 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).
  60189. * * 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
  60190. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  60191. * * 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
  60192. * * 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.
  60193. * * If `enclose` is false, a ring surface is one element.
  60194. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  60195. * * 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
  60196. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60197. * * If you create a double-sided mesh, you can choose what parts of 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
  60198. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60199. * @param name defines the name of the mesh
  60200. * @param options defines the options used to create the mesh
  60201. * @param scene defines the hosting scene
  60202. * @returns the cylinder mesh
  60203. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  60204. */
  60205. static CreateCylinder(name: string, options: {
  60206. height?: number;
  60207. diameterTop?: number;
  60208. diameterBottom?: number;
  60209. diameter?: number;
  60210. tessellation?: number;
  60211. subdivisions?: number;
  60212. arc?: number;
  60213. faceColors?: Color4[];
  60214. faceUV?: Vector4[];
  60215. updatable?: boolean;
  60216. hasRings?: boolean;
  60217. enclose?: boolean;
  60218. cap?: number;
  60219. sideOrientation?: number;
  60220. frontUVs?: Vector4;
  60221. backUVs?: Vector4;
  60222. }, scene?: Nullable<Scene>): Mesh;
  60223. /**
  60224. * Creates a torus mesh
  60225. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  60226. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  60227. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  60228. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60229. * * If you create a double-sided mesh, you can choose what parts of 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
  60230. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60231. * @param name defines the name of the mesh
  60232. * @param options defines the options used to create the mesh
  60233. * @param scene defines the hosting scene
  60234. * @returns the torus mesh
  60235. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  60236. */
  60237. static CreateTorus(name: string, options: {
  60238. diameter?: number;
  60239. thickness?: number;
  60240. tessellation?: number;
  60241. updatable?: boolean;
  60242. sideOrientation?: number;
  60243. frontUVs?: Vector4;
  60244. backUVs?: Vector4;
  60245. }, scene?: Nullable<Scene>): Mesh;
  60246. /**
  60247. * Creates a torus knot mesh
  60248. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  60249. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  60250. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  60251. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  60252. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60253. * * If you create a double-sided mesh, you can choose what parts of 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
  60254. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60255. * @param name defines the name of the mesh
  60256. * @param options defines the options used to create the mesh
  60257. * @param scene defines the hosting scene
  60258. * @returns the torus knot mesh
  60259. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  60260. */
  60261. static CreateTorusKnot(name: string, options: {
  60262. radius?: number;
  60263. tube?: number;
  60264. radialSegments?: number;
  60265. tubularSegments?: number;
  60266. p?: number;
  60267. q?: number;
  60268. updatable?: boolean;
  60269. sideOrientation?: number;
  60270. frontUVs?: Vector4;
  60271. backUVs?: Vector4;
  60272. }, scene?: Nullable<Scene>): Mesh;
  60273. /**
  60274. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  60275. * * 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
  60276. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  60277. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  60278. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  60279. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  60280. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  60281. * * 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
  60282. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  60283. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60284. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  60285. * @param name defines the name of the new line system
  60286. * @param options defines the options used to create the line system
  60287. * @param scene defines the hosting scene
  60288. * @returns a new line system mesh
  60289. */
  60290. static CreateLineSystem(name: string, options: {
  60291. lines: Vector3[][];
  60292. updatable?: boolean;
  60293. instance?: Nullable<LinesMesh>;
  60294. colors?: Nullable<Color4[][]>;
  60295. useVertexAlpha?: boolean;
  60296. }, scene: Nullable<Scene>): LinesMesh;
  60297. /**
  60298. * Creates a line mesh
  60299. * 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
  60300. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60301. * * The parameter `points` is an array successive Vector3
  60302. * * 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
  60303. * * The optional parameter `colors` is an array of successive Color4, one per line point
  60304. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  60305. * * When updating an instance, remember that only point positions can change, not the number of points
  60306. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60307. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  60308. * @param name defines the name of the new line system
  60309. * @param options defines the options used to create the line system
  60310. * @param scene defines the hosting scene
  60311. * @returns a new line mesh
  60312. */
  60313. static CreateLines(name: string, options: {
  60314. points: Vector3[];
  60315. updatable?: boolean;
  60316. instance?: Nullable<LinesMesh>;
  60317. colors?: Color4[];
  60318. useVertexAlpha?: boolean;
  60319. }, scene?: Nullable<Scene>): LinesMesh;
  60320. /**
  60321. * Creates a dashed line mesh
  60322. * * 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
  60323. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60324. * * The parameter `points` is an array successive Vector3
  60325. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  60326. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  60327. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  60328. * * 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
  60329. * * When updating an instance, remember that only point positions can change, not the number of points
  60330. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60331. * @param name defines the name of the mesh
  60332. * @param options defines the options used to create the mesh
  60333. * @param scene defines the hosting scene
  60334. * @returns the dashed line mesh
  60335. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  60336. */
  60337. static CreateDashedLines(name: string, options: {
  60338. points: Vector3[];
  60339. dashSize?: number;
  60340. gapSize?: number;
  60341. dashNb?: number;
  60342. updatable?: boolean;
  60343. instance?: LinesMesh;
  60344. }, scene?: Nullable<Scene>): LinesMesh;
  60345. /**
  60346. * 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.
  60347. * * 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.
  60348. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60349. * * 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.
  60350. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  60351. * * 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
  60352. * * 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
  60353. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  60354. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60355. * * If you create a double-sided mesh, you can choose what parts of 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
  60356. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  60357. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60358. * @param name defines the name of the mesh
  60359. * @param options defines the options used to create the mesh
  60360. * @param scene defines the hosting scene
  60361. * @returns the extruded shape mesh
  60362. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60363. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60364. */
  60365. static ExtrudeShape(name: string, options: {
  60366. shape: Vector3[];
  60367. path: Vector3[];
  60368. scale?: number;
  60369. rotation?: number;
  60370. cap?: number;
  60371. updatable?: boolean;
  60372. sideOrientation?: number;
  60373. frontUVs?: Vector4;
  60374. backUVs?: Vector4;
  60375. instance?: Mesh;
  60376. invertUV?: boolean;
  60377. }, scene?: Nullable<Scene>): Mesh;
  60378. /**
  60379. * Creates an custom extruded shape mesh.
  60380. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  60381. * * 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.
  60382. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60383. * * 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
  60384. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  60385. * * 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
  60386. * * It must returns a float value that will be the scale value applied to the shape on each path point
  60387. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  60388. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  60389. * * 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
  60390. * * 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
  60391. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  60392. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60393. * * If you create a double-sided mesh, you can choose what parts of 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
  60394. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60395. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60396. * @param name defines the name of the mesh
  60397. * @param options defines the options used to create the mesh
  60398. * @param scene defines the hosting scene
  60399. * @returns the custom extruded shape mesh
  60400. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  60401. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60402. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60403. */
  60404. static ExtrudeShapeCustom(name: string, options: {
  60405. shape: Vector3[];
  60406. path: Vector3[];
  60407. scaleFunction?: any;
  60408. rotationFunction?: any;
  60409. ribbonCloseArray?: boolean;
  60410. ribbonClosePath?: boolean;
  60411. cap?: number;
  60412. updatable?: boolean;
  60413. sideOrientation?: number;
  60414. frontUVs?: Vector4;
  60415. backUVs?: Vector4;
  60416. instance?: Mesh;
  60417. invertUV?: boolean;
  60418. }, scene?: Nullable<Scene>): Mesh;
  60419. /**
  60420. * Creates lathe mesh.
  60421. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60422. * * 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
  60423. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60424. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60425. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60426. * * 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
  60427. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60428. * * 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
  60429. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60430. * * If you create a double-sided mesh, you can choose what parts of 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
  60431. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60432. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60433. * @param name defines the name of the mesh
  60434. * @param options defines the options used to create the mesh
  60435. * @param scene defines the hosting scene
  60436. * @returns the lathe mesh
  60437. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60438. */
  60439. static CreateLathe(name: string, options: {
  60440. shape: Vector3[];
  60441. radius?: number;
  60442. tessellation?: number;
  60443. clip?: number;
  60444. arc?: number;
  60445. closed?: boolean;
  60446. updatable?: boolean;
  60447. sideOrientation?: number;
  60448. frontUVs?: Vector4;
  60449. backUVs?: Vector4;
  60450. cap?: number;
  60451. invertUV?: boolean;
  60452. }, scene?: Nullable<Scene>): Mesh;
  60453. /**
  60454. * Creates a tiled plane mesh
  60455. * * You can set a limited pattern arrangement with the tiles
  60456. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60457. * * If you create a double-sided mesh, you can choose what parts of 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
  60458. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60459. * @param name defines the name of the mesh
  60460. * @param options defines the options used to create the mesh
  60461. * @param scene defines the hosting scene
  60462. * @returns the plane mesh
  60463. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60464. */
  60465. static CreateTiledPlane(name: string, options: {
  60466. pattern?: number;
  60467. tileSize?: number;
  60468. tileWidth?: number;
  60469. tileHeight?: number;
  60470. size?: number;
  60471. width?: number;
  60472. height?: number;
  60473. alignHorizontal?: number;
  60474. alignVertical?: number;
  60475. sideOrientation?: number;
  60476. frontUVs?: Vector4;
  60477. backUVs?: Vector4;
  60478. updatable?: boolean;
  60479. }, scene?: Nullable<Scene>): Mesh;
  60480. /**
  60481. * Creates a plane mesh
  60482. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  60483. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  60484. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  60485. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60486. * * If you create a double-sided mesh, you can choose what parts of 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
  60487. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60488. * @param name defines the name of the mesh
  60489. * @param options defines the options used to create the mesh
  60490. * @param scene defines the hosting scene
  60491. * @returns the plane mesh
  60492. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60493. */
  60494. static CreatePlane(name: string, options: {
  60495. size?: number;
  60496. width?: number;
  60497. height?: number;
  60498. sideOrientation?: number;
  60499. frontUVs?: Vector4;
  60500. backUVs?: Vector4;
  60501. updatable?: boolean;
  60502. sourcePlane?: Plane;
  60503. }, scene?: Nullable<Scene>): Mesh;
  60504. /**
  60505. * Creates a ground mesh
  60506. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  60507. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  60508. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60509. * @param name defines the name of the mesh
  60510. * @param options defines the options used to create the mesh
  60511. * @param scene defines the hosting scene
  60512. * @returns the ground mesh
  60513. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  60514. */
  60515. static CreateGround(name: string, options: {
  60516. width?: number;
  60517. height?: number;
  60518. subdivisions?: number;
  60519. subdivisionsX?: number;
  60520. subdivisionsY?: number;
  60521. updatable?: boolean;
  60522. }, scene?: Nullable<Scene>): Mesh;
  60523. /**
  60524. * Creates a tiled ground mesh
  60525. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  60526. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  60527. * * 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
  60528. * * 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
  60529. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60530. * @param name defines the name of the mesh
  60531. * @param options defines the options used to create the mesh
  60532. * @param scene defines the hosting scene
  60533. * @returns the tiled ground mesh
  60534. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  60535. */
  60536. static CreateTiledGround(name: string, options: {
  60537. xmin: number;
  60538. zmin: number;
  60539. xmax: number;
  60540. zmax: number;
  60541. subdivisions?: {
  60542. w: number;
  60543. h: number;
  60544. };
  60545. precision?: {
  60546. w: number;
  60547. h: number;
  60548. };
  60549. updatable?: boolean;
  60550. }, scene?: Nullable<Scene>): Mesh;
  60551. /**
  60552. * Creates a ground mesh from a height map
  60553. * * The parameter `url` sets the URL of the height map image resource.
  60554. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  60555. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  60556. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  60557. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  60558. * * 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.
  60559. * * 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).
  60560. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  60561. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60562. * @param name defines the name of the mesh
  60563. * @param url defines the url to the height map
  60564. * @param options defines the options used to create the mesh
  60565. * @param scene defines the hosting scene
  60566. * @returns the ground mesh
  60567. * @see https://doc.babylonjs.com/babylon101/height_map
  60568. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  60569. */
  60570. static CreateGroundFromHeightMap(name: string, url: string, options: {
  60571. width?: number;
  60572. height?: number;
  60573. subdivisions?: number;
  60574. minHeight?: number;
  60575. maxHeight?: number;
  60576. colorFilter?: Color3;
  60577. alphaFilter?: number;
  60578. updatable?: boolean;
  60579. onReady?: (mesh: GroundMesh) => void;
  60580. }, scene?: Nullable<Scene>): GroundMesh;
  60581. /**
  60582. * Creates a polygon mesh
  60583. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  60584. * * 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
  60585. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60586. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60587. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  60588. * * Remember you can only change the shape positions, not their number when updating a polygon
  60589. * @param name defines the name of the mesh
  60590. * @param options defines the options used to create the mesh
  60591. * @param scene defines the hosting scene
  60592. * @param earcutInjection can be used to inject your own earcut reference
  60593. * @returns the polygon mesh
  60594. */
  60595. static CreatePolygon(name: string, options: {
  60596. shape: Vector3[];
  60597. holes?: Vector3[][];
  60598. depth?: number;
  60599. faceUV?: Vector4[];
  60600. faceColors?: Color4[];
  60601. updatable?: boolean;
  60602. sideOrientation?: number;
  60603. frontUVs?: Vector4;
  60604. backUVs?: Vector4;
  60605. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60606. /**
  60607. * Creates an extruded polygon mesh, with depth in the Y direction.
  60608. * * 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)
  60609. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60610. * @param name defines the name of the mesh
  60611. * @param options defines the options used to create the mesh
  60612. * @param scene defines the hosting scene
  60613. * @param earcutInjection can be used to inject your own earcut reference
  60614. * @returns the polygon mesh
  60615. */
  60616. static ExtrudePolygon(name: string, options: {
  60617. shape: Vector3[];
  60618. holes?: Vector3[][];
  60619. depth?: number;
  60620. faceUV?: Vector4[];
  60621. faceColors?: Color4[];
  60622. updatable?: boolean;
  60623. sideOrientation?: number;
  60624. frontUVs?: Vector4;
  60625. backUVs?: Vector4;
  60626. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60627. /**
  60628. * Creates a tube mesh.
  60629. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60630. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  60631. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  60632. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  60633. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  60634. * * 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)
  60635. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  60636. * * 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
  60637. * * 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
  60638. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60639. * * If you create a double-sided mesh, you can choose what parts of 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
  60640. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60641. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60642. * @param name defines the name of the mesh
  60643. * @param options defines the options used to create the mesh
  60644. * @param scene defines the hosting scene
  60645. * @returns the tube mesh
  60646. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60647. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  60648. */
  60649. static CreateTube(name: string, options: {
  60650. path: Vector3[];
  60651. radius?: number;
  60652. tessellation?: number;
  60653. radiusFunction?: {
  60654. (i: number, distance: number): number;
  60655. };
  60656. cap?: number;
  60657. arc?: number;
  60658. updatable?: boolean;
  60659. sideOrientation?: number;
  60660. frontUVs?: Vector4;
  60661. backUVs?: Vector4;
  60662. instance?: Mesh;
  60663. invertUV?: boolean;
  60664. }, scene?: Nullable<Scene>): Mesh;
  60665. /**
  60666. * Creates a polyhedron mesh
  60667. * * 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
  60668. * * The parameter `size` (positive float, default 1) sets the polygon size
  60669. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  60670. * * 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`
  60671. * * 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
  60672. * * 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)`)
  60673. * * 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
  60674. * * 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
  60675. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60676. * * If you create a double-sided mesh, you can choose what parts of 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
  60677. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60678. * @param name defines the name of the mesh
  60679. * @param options defines the options used to create the mesh
  60680. * @param scene defines the hosting scene
  60681. * @returns the polyhedron mesh
  60682. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  60683. */
  60684. static CreatePolyhedron(name: string, options: {
  60685. type?: number;
  60686. size?: number;
  60687. sizeX?: number;
  60688. sizeY?: number;
  60689. sizeZ?: number;
  60690. custom?: any;
  60691. faceUV?: Vector4[];
  60692. faceColors?: Color4[];
  60693. flat?: boolean;
  60694. updatable?: boolean;
  60695. sideOrientation?: number;
  60696. frontUVs?: Vector4;
  60697. backUVs?: Vector4;
  60698. }, scene?: Nullable<Scene>): Mesh;
  60699. /**
  60700. * Creates a decal mesh.
  60701. * 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
  60702. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  60703. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  60704. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  60705. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  60706. * @param name defines the name of the mesh
  60707. * @param sourceMesh defines the mesh where the decal must be applied
  60708. * @param options defines the options used to create the mesh
  60709. * @param scene defines the hosting scene
  60710. * @returns the decal mesh
  60711. * @see https://doc.babylonjs.com/how_to/decals
  60712. */
  60713. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  60714. position?: Vector3;
  60715. normal?: Vector3;
  60716. size?: Vector3;
  60717. angle?: number;
  60718. }): Mesh;
  60719. }
  60720. }
  60721. declare module "babylonjs/Meshes/meshSimplification" {
  60722. import { Mesh } from "babylonjs/Meshes/mesh";
  60723. /**
  60724. * A simplifier interface for future simplification implementations
  60725. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60726. */
  60727. export interface ISimplifier {
  60728. /**
  60729. * Simplification of a given mesh according to the given settings.
  60730. * Since this requires computation, it is assumed that the function runs async.
  60731. * @param settings The settings of the simplification, including quality and distance
  60732. * @param successCallback A callback that will be called after the mesh was simplified.
  60733. * @param errorCallback in case of an error, this callback will be called. optional.
  60734. */
  60735. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  60736. }
  60737. /**
  60738. * Expected simplification settings.
  60739. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  60740. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60741. */
  60742. export interface ISimplificationSettings {
  60743. /**
  60744. * Gets or sets the expected quality
  60745. */
  60746. quality: number;
  60747. /**
  60748. * Gets or sets the distance when this optimized version should be used
  60749. */
  60750. distance: number;
  60751. /**
  60752. * Gets an already optimized mesh
  60753. */
  60754. optimizeMesh?: boolean;
  60755. }
  60756. /**
  60757. * Class used to specify simplification options
  60758. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60759. */
  60760. export class SimplificationSettings implements ISimplificationSettings {
  60761. /** expected quality */
  60762. quality: number;
  60763. /** distance when this optimized version should be used */
  60764. distance: number;
  60765. /** already optimized mesh */
  60766. optimizeMesh?: boolean | undefined;
  60767. /**
  60768. * Creates a SimplificationSettings
  60769. * @param quality expected quality
  60770. * @param distance distance when this optimized version should be used
  60771. * @param optimizeMesh already optimized mesh
  60772. */
  60773. constructor(
  60774. /** expected quality */
  60775. quality: number,
  60776. /** distance when this optimized version should be used */
  60777. distance: number,
  60778. /** already optimized mesh */
  60779. optimizeMesh?: boolean | undefined);
  60780. }
  60781. /**
  60782. * Interface used to define a simplification task
  60783. */
  60784. export interface ISimplificationTask {
  60785. /**
  60786. * Array of settings
  60787. */
  60788. settings: Array<ISimplificationSettings>;
  60789. /**
  60790. * Simplification type
  60791. */
  60792. simplificationType: SimplificationType;
  60793. /**
  60794. * Mesh to simplify
  60795. */
  60796. mesh: Mesh;
  60797. /**
  60798. * Callback called on success
  60799. */
  60800. successCallback?: () => void;
  60801. /**
  60802. * Defines if parallel processing can be used
  60803. */
  60804. parallelProcessing: boolean;
  60805. }
  60806. /**
  60807. * Queue used to order the simplification tasks
  60808. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60809. */
  60810. export class SimplificationQueue {
  60811. private _simplificationArray;
  60812. /**
  60813. * Gets a boolean indicating that the process is still running
  60814. */
  60815. running: boolean;
  60816. /**
  60817. * Creates a new queue
  60818. */
  60819. constructor();
  60820. /**
  60821. * Adds a new simplification task
  60822. * @param task defines a task to add
  60823. */
  60824. addTask(task: ISimplificationTask): void;
  60825. /**
  60826. * Execute next task
  60827. */
  60828. executeNext(): void;
  60829. /**
  60830. * Execute a simplification task
  60831. * @param task defines the task to run
  60832. */
  60833. runSimplification(task: ISimplificationTask): void;
  60834. private getSimplifier;
  60835. }
  60836. /**
  60837. * The implemented types of simplification
  60838. * At the moment only Quadratic Error Decimation is implemented
  60839. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60840. */
  60841. export enum SimplificationType {
  60842. /** Quadratic error decimation */
  60843. QUADRATIC = 0
  60844. }
  60845. }
  60846. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  60847. import { Scene } from "babylonjs/scene";
  60848. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  60849. import { ISceneComponent } from "babylonjs/sceneComponent";
  60850. module "babylonjs/scene" {
  60851. interface Scene {
  60852. /** @hidden (Backing field) */
  60853. _simplificationQueue: SimplificationQueue;
  60854. /**
  60855. * Gets or sets the simplification queue attached to the scene
  60856. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60857. */
  60858. simplificationQueue: SimplificationQueue;
  60859. }
  60860. }
  60861. module "babylonjs/Meshes/mesh" {
  60862. interface Mesh {
  60863. /**
  60864. * Simplify the mesh according to the given array of settings.
  60865. * Function will return immediately and will simplify async
  60866. * @param settings a collection of simplification settings
  60867. * @param parallelProcessing should all levels calculate parallel or one after the other
  60868. * @param simplificationType the type of simplification to run
  60869. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  60870. * @returns the current mesh
  60871. */
  60872. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  60873. }
  60874. }
  60875. /**
  60876. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  60877. * created in a scene
  60878. */
  60879. export class SimplicationQueueSceneComponent implements ISceneComponent {
  60880. /**
  60881. * The component name helpfull to identify the component in the list of scene components.
  60882. */
  60883. readonly name: string;
  60884. /**
  60885. * The scene the component belongs to.
  60886. */
  60887. scene: Scene;
  60888. /**
  60889. * Creates a new instance of the component for the given scene
  60890. * @param scene Defines the scene to register the component in
  60891. */
  60892. constructor(scene: Scene);
  60893. /**
  60894. * Registers the component in a given scene
  60895. */
  60896. register(): void;
  60897. /**
  60898. * Rebuilds the elements related to this component in case of
  60899. * context lost for instance.
  60900. */
  60901. rebuild(): void;
  60902. /**
  60903. * Disposes the component and the associated ressources
  60904. */
  60905. dispose(): void;
  60906. private _beforeCameraUpdate;
  60907. }
  60908. }
  60909. declare module "babylonjs/Meshes/Builders/index" {
  60910. export * from "babylonjs/Meshes/Builders/boxBuilder";
  60911. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  60912. export * from "babylonjs/Meshes/Builders/discBuilder";
  60913. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  60914. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  60915. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  60916. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  60917. export * from "babylonjs/Meshes/Builders/torusBuilder";
  60918. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  60919. export * from "babylonjs/Meshes/Builders/linesBuilder";
  60920. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  60921. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  60922. export * from "babylonjs/Meshes/Builders/latheBuilder";
  60923. export * from "babylonjs/Meshes/Builders/planeBuilder";
  60924. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  60925. export * from "babylonjs/Meshes/Builders/groundBuilder";
  60926. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  60927. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  60928. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  60929. export * from "babylonjs/Meshes/Builders/decalBuilder";
  60930. }
  60931. declare module "babylonjs/Meshes/index" {
  60932. export * from "babylonjs/Meshes/abstractMesh";
  60933. export * from "babylonjs/Meshes/buffer";
  60934. export * from "babylonjs/Meshes/Compression/index";
  60935. export * from "babylonjs/Meshes/csg";
  60936. export * from "babylonjs/Meshes/geometry";
  60937. export * from "babylonjs/Meshes/groundMesh";
  60938. export * from "babylonjs/Meshes/trailMesh";
  60939. export * from "babylonjs/Meshes/instancedMesh";
  60940. export * from "babylonjs/Meshes/linesMesh";
  60941. export * from "babylonjs/Meshes/mesh";
  60942. export * from "babylonjs/Meshes/mesh.vertexData";
  60943. export * from "babylonjs/Meshes/meshBuilder";
  60944. export * from "babylonjs/Meshes/meshSimplification";
  60945. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  60946. export * from "babylonjs/Meshes/polygonMesh";
  60947. export * from "babylonjs/Meshes/subMesh";
  60948. export * from "babylonjs/Meshes/meshLODLevel";
  60949. export * from "babylonjs/Meshes/transformNode";
  60950. export * from "babylonjs/Meshes/Builders/index";
  60951. export * from "babylonjs/Meshes/dataBuffer";
  60952. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  60953. }
  60954. declare module "babylonjs/Morph/index" {
  60955. export * from "babylonjs/Morph/morphTarget";
  60956. export * from "babylonjs/Morph/morphTargetManager";
  60957. }
  60958. declare module "babylonjs/Navigation/INavigationEngine" {
  60959. import { TransformNode } from "babylonjs/Meshes/transformNode";
  60960. import { Vector3 } from "babylonjs/Maths/math";
  60961. import { Mesh } from "babylonjs/Meshes/mesh";
  60962. import { Scene } from "babylonjs/scene";
  60963. /**
  60964. * Navigation plugin interface to add navigation constrained by a navigation mesh
  60965. */
  60966. export interface INavigationEnginePlugin {
  60967. /**
  60968. * plugin name
  60969. */
  60970. name: string;
  60971. /**
  60972. * Creates a navigation mesh
  60973. * @param meshes array of all the geometry used to compute the navigatio mesh
  60974. * @param parameters bunch of parameters used to filter geometry
  60975. */
  60976. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  60977. /**
  60978. * Create a navigation mesh debug mesh
  60979. * @param scene is where the mesh will be added
  60980. * @returns debug display mesh
  60981. */
  60982. createDebugNavMesh(scene: Scene): Mesh;
  60983. /**
  60984. * Get a navigation mesh constrained position, closest to the parameter position
  60985. * @param position world position
  60986. * @returns the closest point to position constrained by the navigation mesh
  60987. */
  60988. getClosestPoint(position: Vector3): Vector3;
  60989. /**
  60990. * Get a navigation mesh constrained position, within a particular radius
  60991. * @param position world position
  60992. * @param maxRadius the maximum distance to the constrained world position
  60993. * @returns the closest point to position constrained by the navigation mesh
  60994. */
  60995. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  60996. /**
  60997. * Compute the final position from a segment made of destination-position
  60998. * @param position world position
  60999. * @param destination world position
  61000. * @returns the resulting point along the navmesh
  61001. */
  61002. moveAlong(position: Vector3, destination: Vector3): Vector3;
  61003. /**
  61004. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  61005. * @param start world position
  61006. * @param end world position
  61007. * @returns array containing world position composing the path
  61008. */
  61009. computePath(start: Vector3, end: Vector3): Vector3[];
  61010. /**
  61011. * If this plugin is supported
  61012. * @returns true if plugin is supported
  61013. */
  61014. isSupported(): boolean;
  61015. /**
  61016. * Create a new Crowd so you can add agents
  61017. * @param maxAgents the maximum agent count in the crowd
  61018. * @param maxAgentRadius the maximum radius an agent can have
  61019. * @param scene to attach the crowd to
  61020. * @returns the crowd you can add agents to
  61021. */
  61022. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  61023. /**
  61024. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61025. * The queries will try to find a solution within those bounds
  61026. * default is (1,1,1)
  61027. * @param extent x,y,z value that define the extent around the queries point of reference
  61028. */
  61029. setDefaultQueryExtent(extent: Vector3): void;
  61030. /**
  61031. * Get the Bounding box extent specified by setDefaultQueryExtent
  61032. * @returns the box extent values
  61033. */
  61034. getDefaultQueryExtent(): Vector3;
  61035. /**
  61036. * Release all resources
  61037. */
  61038. dispose(): void;
  61039. }
  61040. /**
  61041. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  61042. */
  61043. export interface ICrowd {
  61044. /**
  61045. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61046. * You can attach anything to that node. The node position is updated in the scene update tick.
  61047. * @param pos world position that will be constrained by the navigation mesh
  61048. * @param parameters agent parameters
  61049. * @param transform hooked to the agent that will be update by the scene
  61050. * @returns agent index
  61051. */
  61052. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61053. /**
  61054. * Returns the agent position in world space
  61055. * @param index agent index returned by addAgent
  61056. * @returns world space position
  61057. */
  61058. getAgentPosition(index: number): Vector3;
  61059. /**
  61060. * Gets the agent velocity in world space
  61061. * @param index agent index returned by addAgent
  61062. * @returns world space velocity
  61063. */
  61064. getAgentVelocity(index: number): Vector3;
  61065. /**
  61066. * remove a particular agent previously created
  61067. * @param index agent index returned by addAgent
  61068. */
  61069. removeAgent(index: number): void;
  61070. /**
  61071. * get the list of all agents attached to this crowd
  61072. * @returns list of agent indices
  61073. */
  61074. getAgents(): number[];
  61075. /**
  61076. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61077. * @param deltaTime in seconds
  61078. */
  61079. update(deltaTime: number): void;
  61080. /**
  61081. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61082. * @param index agent index returned by addAgent
  61083. * @param destination targeted world position
  61084. */
  61085. agentGoto(index: number, destination: Vector3): void;
  61086. /**
  61087. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61088. * The queries will try to find a solution within those bounds
  61089. * default is (1,1,1)
  61090. * @param extent x,y,z value that define the extent around the queries point of reference
  61091. */
  61092. setDefaultQueryExtent(extent: Vector3): void;
  61093. /**
  61094. * Get the Bounding box extent specified by setDefaultQueryExtent
  61095. * @returns the box extent values
  61096. */
  61097. getDefaultQueryExtent(): Vector3;
  61098. /**
  61099. * Release all resources
  61100. */
  61101. dispose(): void;
  61102. }
  61103. /**
  61104. * Configures an agent
  61105. */
  61106. export interface IAgentParameters {
  61107. /**
  61108. * Agent radius. [Limit: >= 0]
  61109. */
  61110. radius: number;
  61111. /**
  61112. * Agent height. [Limit: > 0]
  61113. */
  61114. height: number;
  61115. /**
  61116. * Maximum allowed acceleration. [Limit: >= 0]
  61117. */
  61118. maxAcceleration: number;
  61119. /**
  61120. * Maximum allowed speed. [Limit: >= 0]
  61121. */
  61122. maxSpeed: number;
  61123. /**
  61124. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  61125. */
  61126. collisionQueryRange: number;
  61127. /**
  61128. * The path visibility optimization range. [Limit: > 0]
  61129. */
  61130. pathOptimizationRange: number;
  61131. /**
  61132. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  61133. */
  61134. separationWeight: number;
  61135. }
  61136. /**
  61137. * Configures the navigation mesh creation
  61138. */
  61139. export interface INavMeshParameters {
  61140. /**
  61141. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  61142. */
  61143. cs: number;
  61144. /**
  61145. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  61146. */
  61147. ch: number;
  61148. /**
  61149. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  61150. */
  61151. walkableSlopeAngle: number;
  61152. /**
  61153. * Minimum floor to 'ceiling' height that will still allow the floor area to
  61154. * be considered walkable. [Limit: >= 3] [Units: vx]
  61155. */
  61156. walkableHeight: number;
  61157. /**
  61158. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  61159. */
  61160. walkableClimb: number;
  61161. /**
  61162. * The distance to erode/shrink the walkable area of the heightfield away from
  61163. * obstructions. [Limit: >=0] [Units: vx]
  61164. */
  61165. walkableRadius: number;
  61166. /**
  61167. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  61168. */
  61169. maxEdgeLen: number;
  61170. /**
  61171. * The maximum distance a simplfied contour's border edges should deviate
  61172. * the original raw contour. [Limit: >=0] [Units: vx]
  61173. */
  61174. maxSimplificationError: number;
  61175. /**
  61176. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  61177. */
  61178. minRegionArea: number;
  61179. /**
  61180. * Any regions with a span count smaller than this value will, if possible,
  61181. * be merged with larger regions. [Limit: >=0] [Units: vx]
  61182. */
  61183. mergeRegionArea: number;
  61184. /**
  61185. * The maximum number of vertices allowed for polygons generated during the
  61186. * contour to polygon conversion process. [Limit: >= 3]
  61187. */
  61188. maxVertsPerPoly: number;
  61189. /**
  61190. * Sets the sampling distance to use when generating the detail mesh.
  61191. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  61192. */
  61193. detailSampleDist: number;
  61194. /**
  61195. * The maximum distance the detail mesh surface should deviate from heightfield
  61196. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  61197. */
  61198. detailSampleMaxError: number;
  61199. }
  61200. }
  61201. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  61202. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  61203. import { Mesh } from "babylonjs/Meshes/mesh";
  61204. import { Scene } from "babylonjs/scene";
  61205. import { Vector3 } from "babylonjs/Maths/math";
  61206. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61207. /**
  61208. * RecastJS navigation plugin
  61209. */
  61210. export class RecastJSPlugin implements INavigationEnginePlugin {
  61211. /**
  61212. * Reference to the Recast library
  61213. */
  61214. bjsRECAST: any;
  61215. /**
  61216. * plugin name
  61217. */
  61218. name: string;
  61219. /**
  61220. * the first navmesh created. We might extend this to support multiple navmeshes
  61221. */
  61222. navMesh: any;
  61223. /**
  61224. * Initializes the recastJS plugin
  61225. * @param recastInjection can be used to inject your own recast reference
  61226. */
  61227. constructor(recastInjection?: any);
  61228. /**
  61229. * Creates a navigation mesh
  61230. * @param meshes array of all the geometry used to compute the navigatio mesh
  61231. * @param parameters bunch of parameters used to filter geometry
  61232. */
  61233. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  61234. /**
  61235. * Create a navigation mesh debug mesh
  61236. * @param scene is where the mesh will be added
  61237. * @returns debug display mesh
  61238. */
  61239. createDebugNavMesh(scene: Scene): Mesh;
  61240. /**
  61241. * Get a navigation mesh constrained position, closest to the parameter position
  61242. * @param position world position
  61243. * @returns the closest point to position constrained by the navigation mesh
  61244. */
  61245. getClosestPoint(position: Vector3): Vector3;
  61246. /**
  61247. * Get a navigation mesh constrained position, within a particular radius
  61248. * @param position world position
  61249. * @param maxRadius the maximum distance to the constrained world position
  61250. * @returns the closest point to position constrained by the navigation mesh
  61251. */
  61252. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  61253. /**
  61254. * Compute the final position from a segment made of destination-position
  61255. * @param position world position
  61256. * @param destination world position
  61257. * @returns the resulting point along the navmesh
  61258. */
  61259. moveAlong(position: Vector3, destination: Vector3): Vector3;
  61260. /**
  61261. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  61262. * @param start world position
  61263. * @param end world position
  61264. * @returns array containing world position composing the path
  61265. */
  61266. computePath(start: Vector3, end: Vector3): Vector3[];
  61267. /**
  61268. * Create a new Crowd so you can add agents
  61269. * @param maxAgents the maximum agent count in the crowd
  61270. * @param maxAgentRadius the maximum radius an agent can have
  61271. * @param scene to attach the crowd to
  61272. * @returns the crowd you can add agents to
  61273. */
  61274. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  61275. /**
  61276. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61277. * The queries will try to find a solution within those bounds
  61278. * default is (1,1,1)
  61279. * @param extent x,y,z value that define the extent around the queries point of reference
  61280. */
  61281. setDefaultQueryExtent(extent: Vector3): void;
  61282. /**
  61283. * Get the Bounding box extent specified by setDefaultQueryExtent
  61284. * @returns the box extent values
  61285. */
  61286. getDefaultQueryExtent(): Vector3;
  61287. /**
  61288. * Disposes
  61289. */
  61290. dispose(): void;
  61291. /**
  61292. * If this plugin is supported
  61293. * @returns true if plugin is supported
  61294. */
  61295. isSupported(): boolean;
  61296. }
  61297. /**
  61298. * Recast detour crowd implementation
  61299. */
  61300. export class RecastJSCrowd implements ICrowd {
  61301. /**
  61302. * Recast/detour plugin
  61303. */
  61304. bjsRECASTPlugin: RecastJSPlugin;
  61305. /**
  61306. * Link to the detour crowd
  61307. */
  61308. recastCrowd: any;
  61309. /**
  61310. * One transform per agent
  61311. */
  61312. transforms: TransformNode[];
  61313. /**
  61314. * All agents created
  61315. */
  61316. agents: number[];
  61317. /**
  61318. * Link to the scene is kept to unregister the crowd from the scene
  61319. */
  61320. private _scene;
  61321. /**
  61322. * Observer for crowd updates
  61323. */
  61324. private _onBeforeAnimationsObserver;
  61325. /**
  61326. * Constructor
  61327. * @param plugin recastJS plugin
  61328. * @param maxAgents the maximum agent count in the crowd
  61329. * @param maxAgentRadius the maximum radius an agent can have
  61330. * @param scene to attach the crowd to
  61331. * @returns the crowd you can add agents to
  61332. */
  61333. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  61334. /**
  61335. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61336. * You can attach anything to that node. The node position is updated in the scene update tick.
  61337. * @param pos world position that will be constrained by the navigation mesh
  61338. * @param parameters agent parameters
  61339. * @param transform hooked to the agent that will be update by the scene
  61340. * @returns agent index
  61341. */
  61342. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61343. /**
  61344. * Returns the agent position in world space
  61345. * @param index agent index returned by addAgent
  61346. * @returns world space position
  61347. */
  61348. getAgentPosition(index: number): Vector3;
  61349. /**
  61350. * Returns the agent velocity in world space
  61351. * @param index agent index returned by addAgent
  61352. * @returns world space velocity
  61353. */
  61354. getAgentVelocity(index: number): Vector3;
  61355. /**
  61356. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61357. * @param index agent index returned by addAgent
  61358. * @param destination targeted world position
  61359. */
  61360. agentGoto(index: number, destination: Vector3): void;
  61361. /**
  61362. * remove a particular agent previously created
  61363. * @param index agent index returned by addAgent
  61364. */
  61365. removeAgent(index: number): void;
  61366. /**
  61367. * get the list of all agents attached to this crowd
  61368. * @returns list of agent indices
  61369. */
  61370. getAgents(): number[];
  61371. /**
  61372. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61373. * @param deltaTime in seconds
  61374. */
  61375. update(deltaTime: number): void;
  61376. /**
  61377. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61378. * The queries will try to find a solution within those bounds
  61379. * default is (1,1,1)
  61380. * @param extent x,y,z value that define the extent around the queries point of reference
  61381. */
  61382. setDefaultQueryExtent(extent: Vector3): void;
  61383. /**
  61384. * Get the Bounding box extent specified by setDefaultQueryExtent
  61385. * @returns the box extent values
  61386. */
  61387. getDefaultQueryExtent(): Vector3;
  61388. /**
  61389. * Release all resources
  61390. */
  61391. dispose(): void;
  61392. }
  61393. }
  61394. declare module "babylonjs/Navigation/Plugins/index" {
  61395. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  61396. }
  61397. declare module "babylonjs/Navigation/index" {
  61398. export * from "babylonjs/Navigation/INavigationEngine";
  61399. export * from "babylonjs/Navigation/Plugins/index";
  61400. }
  61401. declare module "babylonjs/Offline/database" {
  61402. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  61403. /**
  61404. * Class used to enable access to IndexedDB
  61405. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  61406. */
  61407. export class Database implements IOfflineProvider {
  61408. private _callbackManifestChecked;
  61409. private _currentSceneUrl;
  61410. private _db;
  61411. private _enableSceneOffline;
  61412. private _enableTexturesOffline;
  61413. private _manifestVersionFound;
  61414. private _mustUpdateRessources;
  61415. private _hasReachedQuota;
  61416. private _isSupported;
  61417. private _idbFactory;
  61418. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  61419. private static IsUASupportingBlobStorage;
  61420. /**
  61421. * Gets a boolean indicating if Database storate is enabled (off by default)
  61422. */
  61423. static IDBStorageEnabled: boolean;
  61424. /**
  61425. * Gets a boolean indicating if scene must be saved in the database
  61426. */
  61427. readonly enableSceneOffline: boolean;
  61428. /**
  61429. * Gets a boolean indicating if textures must be saved in the database
  61430. */
  61431. readonly enableTexturesOffline: boolean;
  61432. /**
  61433. * Creates a new Database
  61434. * @param urlToScene defines the url to load the scene
  61435. * @param callbackManifestChecked defines the callback to use when manifest is checked
  61436. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  61437. */
  61438. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  61439. private static _ParseURL;
  61440. private static _ReturnFullUrlLocation;
  61441. private _checkManifestFile;
  61442. /**
  61443. * Open the database and make it available
  61444. * @param successCallback defines the callback to call on success
  61445. * @param errorCallback defines the callback to call on error
  61446. */
  61447. open(successCallback: () => void, errorCallback: () => void): void;
  61448. /**
  61449. * Loads an image from the database
  61450. * @param url defines the url to load from
  61451. * @param image defines the target DOM image
  61452. */
  61453. loadImage(url: string, image: HTMLImageElement): void;
  61454. private _loadImageFromDBAsync;
  61455. private _saveImageIntoDBAsync;
  61456. private _checkVersionFromDB;
  61457. private _loadVersionFromDBAsync;
  61458. private _saveVersionIntoDBAsync;
  61459. /**
  61460. * Loads a file from database
  61461. * @param url defines the URL to load from
  61462. * @param sceneLoaded defines a callback to call on success
  61463. * @param progressCallBack defines a callback to call when progress changed
  61464. * @param errorCallback defines a callback to call on error
  61465. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  61466. */
  61467. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  61468. private _loadFileAsync;
  61469. private _saveFileAsync;
  61470. /**
  61471. * Validates if xhr data is correct
  61472. * @param xhr defines the request to validate
  61473. * @param dataType defines the expected data type
  61474. * @returns true if data is correct
  61475. */
  61476. private static _ValidateXHRData;
  61477. }
  61478. }
  61479. declare module "babylonjs/Offline/index" {
  61480. export * from "babylonjs/Offline/database";
  61481. export * from "babylonjs/Offline/IOfflineProvider";
  61482. }
  61483. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  61484. /** @hidden */
  61485. export var gpuUpdateParticlesPixelShader: {
  61486. name: string;
  61487. shader: string;
  61488. };
  61489. }
  61490. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  61491. /** @hidden */
  61492. export var gpuUpdateParticlesVertexShader: {
  61493. name: string;
  61494. shader: string;
  61495. };
  61496. }
  61497. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  61498. /** @hidden */
  61499. export var clipPlaneFragmentDeclaration2: {
  61500. name: string;
  61501. shader: string;
  61502. };
  61503. }
  61504. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  61505. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  61506. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  61507. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61508. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  61509. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  61510. /** @hidden */
  61511. export var gpuRenderParticlesPixelShader: {
  61512. name: string;
  61513. shader: string;
  61514. };
  61515. }
  61516. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  61517. /** @hidden */
  61518. export var clipPlaneVertexDeclaration2: {
  61519. name: string;
  61520. shader: string;
  61521. };
  61522. }
  61523. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  61524. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  61525. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  61526. /** @hidden */
  61527. export var gpuRenderParticlesVertexShader: {
  61528. name: string;
  61529. shader: string;
  61530. };
  61531. }
  61532. declare module "babylonjs/Particles/gpuParticleSystem" {
  61533. import { Nullable } from "babylonjs/types";
  61534. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  61535. import { Observable } from "babylonjs/Misc/observable";
  61536. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  61537. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61538. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  61539. import { Scene, IDisposable } from "babylonjs/scene";
  61540. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  61541. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61542. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  61543. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  61544. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  61545. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  61546. /**
  61547. * This represents a GPU particle system in Babylon
  61548. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  61549. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  61550. */
  61551. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  61552. /**
  61553. * The layer mask we are rendering the particles through.
  61554. */
  61555. layerMask: number;
  61556. private _capacity;
  61557. private _activeCount;
  61558. private _currentActiveCount;
  61559. private _accumulatedCount;
  61560. private _renderEffect;
  61561. private _updateEffect;
  61562. private _buffer0;
  61563. private _buffer1;
  61564. private _spriteBuffer;
  61565. private _updateVAO;
  61566. private _renderVAO;
  61567. private _targetIndex;
  61568. private _sourceBuffer;
  61569. private _targetBuffer;
  61570. private _engine;
  61571. private _currentRenderId;
  61572. private _started;
  61573. private _stopped;
  61574. private _timeDelta;
  61575. private _randomTexture;
  61576. private _randomTexture2;
  61577. private _attributesStrideSize;
  61578. private _updateEffectOptions;
  61579. private _randomTextureSize;
  61580. private _actualFrame;
  61581. private readonly _rawTextureWidth;
  61582. /**
  61583. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  61584. */
  61585. static readonly IsSupported: boolean;
  61586. /**
  61587. * An event triggered when the system is disposed.
  61588. */
  61589. onDisposeObservable: Observable<GPUParticleSystem>;
  61590. /**
  61591. * Gets the maximum number of particles active at the same time.
  61592. * @returns The max number of active particles.
  61593. */
  61594. getCapacity(): number;
  61595. /**
  61596. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  61597. * to override the particles.
  61598. */
  61599. forceDepthWrite: boolean;
  61600. /**
  61601. * Gets or set the number of active particles
  61602. */
  61603. activeParticleCount: number;
  61604. private _preWarmDone;
  61605. /**
  61606. * Is this system ready to be used/rendered
  61607. * @return true if the system is ready
  61608. */
  61609. isReady(): boolean;
  61610. /**
  61611. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61612. * @returns True if it has been started, otherwise false.
  61613. */
  61614. isStarted(): boolean;
  61615. /**
  61616. * Starts the particle system and begins to emit
  61617. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61618. */
  61619. start(delay?: number): void;
  61620. /**
  61621. * Stops the particle system.
  61622. */
  61623. stop(): void;
  61624. /**
  61625. * Remove all active particles
  61626. */
  61627. reset(): void;
  61628. /**
  61629. * Returns the string "GPUParticleSystem"
  61630. * @returns a string containing the class name
  61631. */
  61632. getClassName(): string;
  61633. private _colorGradientsTexture;
  61634. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  61635. /**
  61636. * Adds a new color gradient
  61637. * @param gradient defines the gradient to use (between 0 and 1)
  61638. * @param color1 defines the color to affect to the specified gradient
  61639. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61640. * @returns the current particle system
  61641. */
  61642. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  61643. /**
  61644. * Remove a specific color gradient
  61645. * @param gradient defines the gradient to remove
  61646. * @returns the current particle system
  61647. */
  61648. removeColorGradient(gradient: number): GPUParticleSystem;
  61649. private _angularSpeedGradientsTexture;
  61650. private _sizeGradientsTexture;
  61651. private _velocityGradientsTexture;
  61652. private _limitVelocityGradientsTexture;
  61653. private _dragGradientsTexture;
  61654. private _addFactorGradient;
  61655. /**
  61656. * Adds a new size gradient
  61657. * @param gradient defines the gradient to use (between 0 and 1)
  61658. * @param factor defines the size factor to affect to the specified gradient
  61659. * @returns the current particle system
  61660. */
  61661. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  61662. /**
  61663. * Remove a specific size gradient
  61664. * @param gradient defines the gradient to remove
  61665. * @returns the current particle system
  61666. */
  61667. removeSizeGradient(gradient: number): GPUParticleSystem;
  61668. /**
  61669. * Adds a new angular speed gradient
  61670. * @param gradient defines the gradient to use (between 0 and 1)
  61671. * @param factor defines the angular speed to affect to the specified gradient
  61672. * @returns the current particle system
  61673. */
  61674. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  61675. /**
  61676. * Remove a specific angular speed gradient
  61677. * @param gradient defines the gradient to remove
  61678. * @returns the current particle system
  61679. */
  61680. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  61681. /**
  61682. * Adds a new velocity gradient
  61683. * @param gradient defines the gradient to use (between 0 and 1)
  61684. * @param factor defines the velocity to affect to the specified gradient
  61685. * @returns the current particle system
  61686. */
  61687. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61688. /**
  61689. * Remove a specific velocity gradient
  61690. * @param gradient defines the gradient to remove
  61691. * @returns the current particle system
  61692. */
  61693. removeVelocityGradient(gradient: number): GPUParticleSystem;
  61694. /**
  61695. * Adds a new limit velocity gradient
  61696. * @param gradient defines the gradient to use (between 0 and 1)
  61697. * @param factor defines the limit velocity value to affect to the specified gradient
  61698. * @returns the current particle system
  61699. */
  61700. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61701. /**
  61702. * Remove a specific limit velocity gradient
  61703. * @param gradient defines the gradient to remove
  61704. * @returns the current particle system
  61705. */
  61706. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  61707. /**
  61708. * Adds a new drag gradient
  61709. * @param gradient defines the gradient to use (between 0 and 1)
  61710. * @param factor defines the drag value to affect to the specified gradient
  61711. * @returns the current particle system
  61712. */
  61713. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  61714. /**
  61715. * Remove a specific drag gradient
  61716. * @param gradient defines the gradient to remove
  61717. * @returns the current particle system
  61718. */
  61719. removeDragGradient(gradient: number): GPUParticleSystem;
  61720. /**
  61721. * Not supported by GPUParticleSystem
  61722. * @param gradient defines the gradient to use (between 0 and 1)
  61723. * @param factor defines the emit rate value to affect to the specified gradient
  61724. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61725. * @returns the current particle system
  61726. */
  61727. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61728. /**
  61729. * Not supported by GPUParticleSystem
  61730. * @param gradient defines the gradient to remove
  61731. * @returns the current particle system
  61732. */
  61733. removeEmitRateGradient(gradient: number): IParticleSystem;
  61734. /**
  61735. * Not supported by GPUParticleSystem
  61736. * @param gradient defines the gradient to use (between 0 and 1)
  61737. * @param factor defines the start size value to affect to the specified gradient
  61738. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61739. * @returns the current particle system
  61740. */
  61741. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61742. /**
  61743. * Not supported by GPUParticleSystem
  61744. * @param gradient defines the gradient to remove
  61745. * @returns the current particle system
  61746. */
  61747. removeStartSizeGradient(gradient: number): IParticleSystem;
  61748. /**
  61749. * Not supported by GPUParticleSystem
  61750. * @param gradient defines the gradient to use (between 0 and 1)
  61751. * @param min defines the color remap minimal range
  61752. * @param max defines the color remap maximal range
  61753. * @returns the current particle system
  61754. */
  61755. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  61756. /**
  61757. * Not supported by GPUParticleSystem
  61758. * @param gradient defines the gradient to remove
  61759. * @returns the current particle system
  61760. */
  61761. removeColorRemapGradient(): IParticleSystem;
  61762. /**
  61763. * Not supported by GPUParticleSystem
  61764. * @param gradient defines the gradient to use (between 0 and 1)
  61765. * @param min defines the alpha remap minimal range
  61766. * @param max defines the alpha remap maximal range
  61767. * @returns the current particle system
  61768. */
  61769. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  61770. /**
  61771. * Not supported by GPUParticleSystem
  61772. * @param gradient defines the gradient to remove
  61773. * @returns the current particle system
  61774. */
  61775. removeAlphaRemapGradient(): IParticleSystem;
  61776. /**
  61777. * Not supported by GPUParticleSystem
  61778. * @param gradient defines the gradient to use (between 0 and 1)
  61779. * @param color defines the color to affect to the specified gradient
  61780. * @returns the current particle system
  61781. */
  61782. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  61783. /**
  61784. * Not supported by GPUParticleSystem
  61785. * @param gradient defines the gradient to remove
  61786. * @returns the current particle system
  61787. */
  61788. removeRampGradient(): IParticleSystem;
  61789. /**
  61790. * Not supported by GPUParticleSystem
  61791. * @returns the list of ramp gradients
  61792. */
  61793. getRampGradients(): Nullable<Array<Color3Gradient>>;
  61794. /**
  61795. * Not supported by GPUParticleSystem
  61796. * Gets or sets a boolean indicating that ramp gradients must be used
  61797. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61798. */
  61799. useRampGradients: boolean;
  61800. /**
  61801. * Not supported by GPUParticleSystem
  61802. * @param gradient defines the gradient to use (between 0 and 1)
  61803. * @param factor defines the life time factor to affect to the specified gradient
  61804. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61805. * @returns the current particle system
  61806. */
  61807. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61808. /**
  61809. * Not supported by GPUParticleSystem
  61810. * @param gradient defines the gradient to remove
  61811. * @returns the current particle system
  61812. */
  61813. removeLifeTimeGradient(gradient: number): IParticleSystem;
  61814. /**
  61815. * Instantiates a GPU particle system.
  61816. * 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.
  61817. * @param name The name of the particle system
  61818. * @param options The options used to create the system
  61819. * @param scene The scene the particle system belongs to
  61820. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  61821. */
  61822. constructor(name: string, options: Partial<{
  61823. capacity: number;
  61824. randomTextureSize: number;
  61825. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  61826. protected _reset(): void;
  61827. private _createUpdateVAO;
  61828. private _createRenderVAO;
  61829. private _initialize;
  61830. /** @hidden */
  61831. _recreateUpdateEffect(): void;
  61832. /** @hidden */
  61833. _recreateRenderEffect(): void;
  61834. /**
  61835. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  61836. * @param preWarm defines if we are in the pre-warmimg phase
  61837. */
  61838. animate(preWarm?: boolean): void;
  61839. private _createFactorGradientTexture;
  61840. private _createSizeGradientTexture;
  61841. private _createAngularSpeedGradientTexture;
  61842. private _createVelocityGradientTexture;
  61843. private _createLimitVelocityGradientTexture;
  61844. private _createDragGradientTexture;
  61845. private _createColorGradientTexture;
  61846. /**
  61847. * Renders the particle system in its current state
  61848. * @param preWarm defines if the system should only update the particles but not render them
  61849. * @returns the current number of particles
  61850. */
  61851. render(preWarm?: boolean): number;
  61852. /**
  61853. * Rebuilds the particle system
  61854. */
  61855. rebuild(): void;
  61856. private _releaseBuffers;
  61857. private _releaseVAOs;
  61858. /**
  61859. * Disposes the particle system and free the associated resources
  61860. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  61861. */
  61862. dispose(disposeTexture?: boolean): void;
  61863. /**
  61864. * Clones the particle system.
  61865. * @param name The name of the cloned object
  61866. * @param newEmitter The new emitter to use
  61867. * @returns the cloned particle system
  61868. */
  61869. clone(name: string, newEmitter: any): GPUParticleSystem;
  61870. /**
  61871. * Serializes the particle system to a JSON object.
  61872. * @returns the JSON object
  61873. */
  61874. serialize(): any;
  61875. /**
  61876. * Parses a JSON object to create a GPU particle system.
  61877. * @param parsedParticleSystem The JSON object to parse
  61878. * @param scene The scene to create the particle system in
  61879. * @param rootUrl The root url to use to load external dependencies like texture
  61880. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  61881. * @returns the parsed GPU particle system
  61882. */
  61883. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  61884. }
  61885. }
  61886. declare module "babylonjs/Particles/particleSystemSet" {
  61887. import { Nullable } from "babylonjs/types";
  61888. import { Color3 } from "babylonjs/Maths/math.color";
  61889. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61890. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61891. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61892. import { Scene, IDisposable } from "babylonjs/scene";
  61893. /**
  61894. * Represents a set of particle systems working together to create a specific effect
  61895. */
  61896. export class ParticleSystemSet implements IDisposable {
  61897. /**
  61898. * Gets or sets base Assets URL
  61899. */
  61900. static BaseAssetsUrl: string;
  61901. private _emitterCreationOptions;
  61902. private _emitterNode;
  61903. /**
  61904. * Gets the particle system list
  61905. */
  61906. systems: IParticleSystem[];
  61907. /**
  61908. * Gets the emitter node used with this set
  61909. */
  61910. readonly emitterNode: Nullable<TransformNode>;
  61911. /**
  61912. * Creates a new emitter mesh as a sphere
  61913. * @param options defines the options used to create the sphere
  61914. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  61915. * @param scene defines the hosting scene
  61916. */
  61917. setEmitterAsSphere(options: {
  61918. diameter: number;
  61919. segments: number;
  61920. color: Color3;
  61921. }, renderingGroupId: number, scene: Scene): void;
  61922. /**
  61923. * Starts all particle systems of the set
  61924. * @param emitter defines an optional mesh to use as emitter for the particle systems
  61925. */
  61926. start(emitter?: AbstractMesh): void;
  61927. /**
  61928. * Release all associated resources
  61929. */
  61930. dispose(): void;
  61931. /**
  61932. * Serialize the set into a JSON compatible object
  61933. * @returns a JSON compatible representation of the set
  61934. */
  61935. serialize(): any;
  61936. /**
  61937. * Parse a new ParticleSystemSet from a serialized source
  61938. * @param data defines a JSON compatible representation of the set
  61939. * @param scene defines the hosting scene
  61940. * @param gpu defines if we want GPU particles or CPU particles
  61941. * @returns a new ParticleSystemSet
  61942. */
  61943. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  61944. }
  61945. }
  61946. declare module "babylonjs/Particles/particleHelper" {
  61947. import { Nullable } from "babylonjs/types";
  61948. import { Scene } from "babylonjs/scene";
  61949. import { Vector3 } from "babylonjs/Maths/math.vector";
  61950. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61951. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61952. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  61953. /**
  61954. * This class is made for on one-liner static method to help creating particle system set.
  61955. */
  61956. export class ParticleHelper {
  61957. /**
  61958. * Gets or sets base Assets URL
  61959. */
  61960. static BaseAssetsUrl: string;
  61961. /**
  61962. * Create a default particle system that you can tweak
  61963. * @param emitter defines the emitter to use
  61964. * @param capacity defines the system capacity (default is 500 particles)
  61965. * @param scene defines the hosting scene
  61966. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  61967. * @returns the new Particle system
  61968. */
  61969. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  61970. /**
  61971. * This is the main static method (one-liner) of this helper to create different particle systems
  61972. * @param type This string represents the type to the particle system to create
  61973. * @param scene The scene where the particle system should live
  61974. * @param gpu If the system will use gpu
  61975. * @returns the ParticleSystemSet created
  61976. */
  61977. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  61978. /**
  61979. * Static function used to export a particle system to a ParticleSystemSet variable.
  61980. * Please note that the emitter shape is not exported
  61981. * @param systems defines the particle systems to export
  61982. * @returns the created particle system set
  61983. */
  61984. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  61985. }
  61986. }
  61987. declare module "babylonjs/Particles/particleSystemComponent" {
  61988. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61989. import { Effect } from "babylonjs/Materials/effect";
  61990. import "babylonjs/Shaders/particles.vertex";
  61991. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  61992. module "babylonjs/Engines/engine" {
  61993. interface Engine {
  61994. /**
  61995. * Create an effect to use with particle systems.
  61996. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  61997. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  61998. * @param uniformsNames defines a list of attribute names
  61999. * @param samplers defines an array of string used to represent textures
  62000. * @param defines defines the string containing the defines to use to compile the shaders
  62001. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  62002. * @param onCompiled defines a function to call when the effect creation is successful
  62003. * @param onError defines a function to call when the effect creation has failed
  62004. * @returns the new Effect
  62005. */
  62006. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  62007. }
  62008. }
  62009. module "babylonjs/Meshes/mesh" {
  62010. interface Mesh {
  62011. /**
  62012. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  62013. * @returns an array of IParticleSystem
  62014. */
  62015. getEmittedParticleSystems(): IParticleSystem[];
  62016. /**
  62017. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  62018. * @returns an array of IParticleSystem
  62019. */
  62020. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  62021. }
  62022. }
  62023. /**
  62024. * @hidden
  62025. */
  62026. export var _IDoNeedToBeInTheBuild: number;
  62027. }
  62028. declare module "babylonjs/Particles/pointsCloudSystem" {
  62029. import { Color4 } from "babylonjs/Maths/math";
  62030. import { Mesh } from "babylonjs/Meshes/mesh";
  62031. import { Scene, IDisposable } from "babylonjs/scene";
  62032. import { CloudPoint } from "babylonjs/Particles/cloudPoint";
  62033. /** Defines the 4 color options */
  62034. export enum PointColor {
  62035. /** color value */
  62036. Color = 2,
  62037. /** uv value */
  62038. UV = 1,
  62039. /** random value */
  62040. Random = 0,
  62041. /** stated value */
  62042. Stated = 3
  62043. }
  62044. /**
  62045. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  62046. * 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.
  62047. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  62048. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  62049. *
  62050. * Full documentation here : TO BE ENTERED
  62051. */
  62052. export class PointsCloudSystem implements IDisposable {
  62053. /**
  62054. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  62055. * Example : var p = SPS.particles[i];
  62056. */
  62057. particles: CloudPoint[];
  62058. /**
  62059. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  62060. */
  62061. nbParticles: number;
  62062. /**
  62063. * This a counter for your own usage. It's not set by any SPS functions.
  62064. */
  62065. counter: number;
  62066. /**
  62067. * The PCS name. This name is also given to the underlying mesh.
  62068. */
  62069. name: string;
  62070. /**
  62071. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  62072. */
  62073. mesh: Mesh;
  62074. /**
  62075. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  62076. * Please read :
  62077. */
  62078. vars: any;
  62079. /**
  62080. * @hidden
  62081. */
  62082. _size: number;
  62083. private _scene;
  62084. private _promises;
  62085. private _positions;
  62086. private _indices;
  62087. private _normals;
  62088. private _colors;
  62089. private _uvs;
  62090. private _indices32;
  62091. private _positions32;
  62092. private _colors32;
  62093. private _uvs32;
  62094. private _updatable;
  62095. private _isVisibilityBoxLocked;
  62096. private _alwaysVisible;
  62097. private _groups;
  62098. private _groupCounter;
  62099. private _computeParticleColor;
  62100. private _computeParticleTexture;
  62101. private _computeParticleRotation;
  62102. private _computeBoundingBox;
  62103. private _isReady;
  62104. /**
  62105. * Creates a PCS (Points Cloud System) object
  62106. * @param name (String) is the PCS name, this will be the underlying mesh name
  62107. * @param pointSize (number) is the size for each point
  62108. * @param scene (Scene) is the scene in which the PCS is added
  62109. * @param options defines the options of the PCS e.g.
  62110. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  62111. */
  62112. constructor(name: string, pointSize: number, scene: Scene, options?: {
  62113. updatable?: boolean;
  62114. });
  62115. /**
  62116. * Builds the PCS underlying mesh. Returns a standard Mesh.
  62117. * If no points were added to the PCS, the returned mesh is just a single point.
  62118. * @returns a promise for the created mesh
  62119. */
  62120. buildMeshAsync(): Promise<Mesh>;
  62121. /**
  62122. * @hidden
  62123. */
  62124. private _buildMesh;
  62125. private _addParticle;
  62126. private _randomUnitVector;
  62127. private _getColorIndicesForCoord;
  62128. private _setPointsColorOrUV;
  62129. private _colorFromTexture;
  62130. private _calculateDensity;
  62131. /**
  62132. * Adds points to the PCS in random positions within a unit sphere
  62133. * @param nb (positive integer) the number of particles to be created from this model
  62134. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  62135. * @returns the number of groups in the system
  62136. */
  62137. addPoints(nb: number, pointFunction?: any): number;
  62138. /**
  62139. * Adds points to the PCS from the surface of the model shape
  62140. * @param mesh is any Mesh object that will be used as a surface model for the points
  62141. * @param nb (positive integer) the number of particles to be created from this model
  62142. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  62143. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  62144. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  62145. * @returns the number of groups in the system
  62146. */
  62147. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  62148. /**
  62149. * Adds points to the PCS inside the model shape
  62150. * @param mesh is any Mesh object that will be used as a surface model for the points
  62151. * @param nb (positive integer) the number of particles to be created from this model
  62152. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  62153. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  62154. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  62155. * @returns the number of groups in the system
  62156. */
  62157. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  62158. /**
  62159. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  62160. * This method calls `updateParticle()` for each particle of the SPS.
  62161. * For an animated SPS, it is usually called within the render loop.
  62162. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  62163. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  62164. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  62165. * @returns the PCS.
  62166. */
  62167. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  62168. /**
  62169. * Disposes the PCS.
  62170. */
  62171. dispose(): void;
  62172. /**
  62173. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  62174. * doc :
  62175. * @returns the PCS.
  62176. */
  62177. refreshVisibleSize(): PointsCloudSystem;
  62178. /**
  62179. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  62180. * @param size the size (float) of the visibility box
  62181. * note : this doesn't lock the PCS mesh bounding box.
  62182. * doc :
  62183. */
  62184. setVisibilityBox(size: number): void;
  62185. /**
  62186. * Gets whether the PCS is always visible or not
  62187. * doc :
  62188. */
  62189. /**
  62190. * Sets the PCS as always visible or not
  62191. * doc :
  62192. */
  62193. isAlwaysVisible: boolean;
  62194. /**
  62195. * Tells to `setParticles()` to compute the particle rotations or not
  62196. * Default value : false. The PCS is faster when it's set to false
  62197. * Note : particle rotations are only applied to parent particles
  62198. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  62199. */
  62200. computeParticleRotation: boolean;
  62201. /**
  62202. * Tells to `setParticles()` to compute the particle colors or not.
  62203. * Default value : true. The PCS is faster when it's set to false.
  62204. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  62205. */
  62206. /**
  62207. * Gets if `setParticles()` computes the particle colors or not.
  62208. * Default value : false. The PCS is faster when it's set to false.
  62209. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  62210. */
  62211. computeParticleColor: boolean;
  62212. /**
  62213. * Gets if `setParticles()` computes the particle textures or not.
  62214. * Default value : false. The PCS is faster when it's set to false.
  62215. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  62216. */
  62217. computeParticleTexture: boolean;
  62218. /**
  62219. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  62220. */
  62221. /**
  62222. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  62223. */
  62224. computeBoundingBox: boolean;
  62225. /**
  62226. * This function does nothing. It may be overwritten to set all the particle first values.
  62227. * The PCS doesn't call this function, you may have to call it by your own.
  62228. * doc :
  62229. */
  62230. initParticles(): void;
  62231. /**
  62232. * This function does nothing. It may be overwritten to recycle a particle
  62233. * The PCS doesn't call this function, you can to call it
  62234. * doc :
  62235. * @param particle The particle to recycle
  62236. * @returns the recycled particle
  62237. */
  62238. recycleParticle(particle: CloudPoint): CloudPoint;
  62239. /**
  62240. * Updates a particle : this function should be overwritten by the user.
  62241. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  62242. * doc :
  62243. * @example : just set a particle position or velocity and recycle conditions
  62244. * @param particle The particle to update
  62245. * @returns the updated particle
  62246. */
  62247. updateParticle(particle: CloudPoint): CloudPoint;
  62248. /**
  62249. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  62250. * This does nothing and may be overwritten by the user.
  62251. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  62252. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  62253. * @param update the boolean update value actually passed to setParticles()
  62254. */
  62255. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  62256. /**
  62257. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  62258. * This will be passed three parameters.
  62259. * This does nothing and may be overwritten by the user.
  62260. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  62261. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  62262. * @param update the boolean update value actually passed to setParticles()
  62263. */
  62264. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  62265. }
  62266. }
  62267. declare module "babylonjs/Particles/cloudPoint" {
  62268. import { Nullable } from "babylonjs/types";
  62269. import { Color4, Vector2, Vector3, Matrix, Quaternion } from "babylonjs/Maths/math";
  62270. import { Mesh } from "babylonjs/Meshes/mesh";
  62271. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  62272. import { PointsCloudSystem } from "babylonjs/Particles/pointsCloudSystem";
  62273. /**
  62274. * Represents one particle of a points cloud system.
  62275. */
  62276. export class CloudPoint {
  62277. /**
  62278. * particle global index
  62279. */
  62280. idx: number;
  62281. /**
  62282. * The color of the particle
  62283. */
  62284. color: Nullable<Color4>;
  62285. /**
  62286. * The world space position of the particle.
  62287. */
  62288. position: Vector3;
  62289. /**
  62290. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  62291. */
  62292. rotation: Vector3;
  62293. /**
  62294. * The world space rotation quaternion of the particle.
  62295. */
  62296. rotationQuaternion: Nullable<Quaternion>;
  62297. /**
  62298. * The uv of the particle.
  62299. */
  62300. uv: Nullable<Vector2>;
  62301. /**
  62302. * The current speed of the particle.
  62303. */
  62304. velocity: Vector3;
  62305. /**
  62306. * The pivot point in the particle local space.
  62307. */
  62308. pivot: Vector3;
  62309. /**
  62310. * Must the particle be translated from its pivot point in its local space ?
  62311. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  62312. * Default : false
  62313. */
  62314. translateFromPivot: boolean;
  62315. /**
  62316. * Index of this particle in the global "positions" array (Internal use)
  62317. * @hidden
  62318. */
  62319. _pos: number;
  62320. /**
  62321. * @hidden Index of this particle in the global "indices" array (Internal use)
  62322. */
  62323. _ind: number;
  62324. /**
  62325. * Group this particle belongs to
  62326. */
  62327. _group: PointsGroup;
  62328. /**
  62329. * Group id of this particle
  62330. */
  62331. groupId: number;
  62332. /**
  62333. * Index of the particle in its group id (Internal use)
  62334. */
  62335. idxInGroup: number;
  62336. /**
  62337. * @hidden Particle BoundingInfo object (Internal use)
  62338. */
  62339. _boundingInfo: BoundingInfo;
  62340. /**
  62341. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  62342. */
  62343. _pcs: PointsCloudSystem;
  62344. /**
  62345. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  62346. */
  62347. _stillInvisible: boolean;
  62348. /**
  62349. * @hidden Last computed particle rotation matrix
  62350. */
  62351. _rotationMatrix: number[];
  62352. /**
  62353. * Parent particle Id, if any.
  62354. * Default null.
  62355. */
  62356. parentId: Nullable<number>;
  62357. /**
  62358. * @hidden Internal global position in the PCS.
  62359. */
  62360. _globalPosition: Vector3;
  62361. /**
  62362. * Creates a Point Cloud object.
  62363. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  62364. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  62365. * @param group (PointsGroup) is the group the particle belongs to
  62366. * @param groupId (integer) is the group identifier in the PCS.
  62367. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  62368. * @param pcs defines the PCS it is associated to
  62369. */
  62370. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  62371. /**
  62372. * get point size
  62373. */
  62374. /**
  62375. * Set point size
  62376. */
  62377. size: Vector3;
  62378. /**
  62379. * Legacy support, changed quaternion to rotationQuaternion
  62380. */
  62381. /**
  62382. * Legacy support, changed quaternion to rotationQuaternion
  62383. */
  62384. quaternion: Nullable<Quaternion>;
  62385. /**
  62386. * Returns a boolean. True if the particle intersects a mesh, else false
  62387. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  62388. * @param target is the object (point or mesh) what the intersection is computed against
  62389. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  62390. * @returns true if it intersects
  62391. */
  62392. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  62393. /**
  62394. * get the rotation matrix of the particle
  62395. * @hidden
  62396. */
  62397. getRotationMatrix(m: Matrix): void;
  62398. }
  62399. /**
  62400. * Represents a group of points in a points cloud system
  62401. * * PCS internal tool, don't use it manually.
  62402. */
  62403. export class PointsGroup {
  62404. /**
  62405. * The group id
  62406. * @hidden
  62407. */
  62408. groupID: number;
  62409. /**
  62410. * image data for group (internal use)
  62411. * @hidden
  62412. */
  62413. _groupImageData: Nullable<ArrayBufferView>;
  62414. /**
  62415. * Image Width (internal use)
  62416. * @hidden
  62417. */
  62418. _groupImgWidth: number;
  62419. /**
  62420. * Image Height (internal use)
  62421. * @hidden
  62422. */
  62423. _groupImgHeight: number;
  62424. /**
  62425. * Custom position function (internal use)
  62426. * @hidden
  62427. */
  62428. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  62429. /**
  62430. * density per facet for surface points
  62431. * @hidden
  62432. */
  62433. _groupDensity: number[];
  62434. /**
  62435. * Only when points are colored by texture carries pointer to texture list array
  62436. * @hidden
  62437. */
  62438. _textureNb: number;
  62439. /**
  62440. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  62441. * PCS internal tool, don't use it manually.
  62442. * @hidden
  62443. */
  62444. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  62445. }
  62446. }
  62447. declare module "babylonjs/Particles/index" {
  62448. export * from "babylonjs/Particles/baseParticleSystem";
  62449. export * from "babylonjs/Particles/EmitterTypes/index";
  62450. export * from "babylonjs/Particles/gpuParticleSystem";
  62451. export * from "babylonjs/Particles/IParticleSystem";
  62452. export * from "babylonjs/Particles/particle";
  62453. export * from "babylonjs/Particles/particleHelper";
  62454. export * from "babylonjs/Particles/particleSystem";
  62455. export * from "babylonjs/Particles/particleSystemComponent";
  62456. export * from "babylonjs/Particles/particleSystemSet";
  62457. export * from "babylonjs/Particles/solidParticle";
  62458. export * from "babylonjs/Particles/solidParticleSystem";
  62459. export * from "babylonjs/Particles/cloudPoint";
  62460. export * from "babylonjs/Particles/pointsCloudSystem";
  62461. export * from "babylonjs/Particles/subEmitter";
  62462. }
  62463. declare module "babylonjs/Physics/physicsEngineComponent" {
  62464. import { Nullable } from "babylonjs/types";
  62465. import { Observable, Observer } from "babylonjs/Misc/observable";
  62466. import { Vector3 } from "babylonjs/Maths/math.vector";
  62467. import { Mesh } from "babylonjs/Meshes/mesh";
  62468. import { ISceneComponent } from "babylonjs/sceneComponent";
  62469. import { Scene } from "babylonjs/scene";
  62470. import { Node } from "babylonjs/node";
  62471. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  62472. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62473. module "babylonjs/scene" {
  62474. interface Scene {
  62475. /** @hidden (Backing field) */
  62476. _physicsEngine: Nullable<IPhysicsEngine>;
  62477. /**
  62478. * Gets the current physics engine
  62479. * @returns a IPhysicsEngine or null if none attached
  62480. */
  62481. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  62482. /**
  62483. * Enables physics to the current scene
  62484. * @param gravity defines the scene's gravity for the physics engine
  62485. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  62486. * @return a boolean indicating if the physics engine was initialized
  62487. */
  62488. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  62489. /**
  62490. * Disables and disposes the physics engine associated with the scene
  62491. */
  62492. disablePhysicsEngine(): void;
  62493. /**
  62494. * Gets a boolean indicating if there is an active physics engine
  62495. * @returns a boolean indicating if there is an active physics engine
  62496. */
  62497. isPhysicsEnabled(): boolean;
  62498. /**
  62499. * Deletes a physics compound impostor
  62500. * @param compound defines the compound to delete
  62501. */
  62502. deleteCompoundImpostor(compound: any): void;
  62503. /**
  62504. * An event triggered when physic simulation is about to be run
  62505. */
  62506. onBeforePhysicsObservable: Observable<Scene>;
  62507. /**
  62508. * An event triggered when physic simulation has been done
  62509. */
  62510. onAfterPhysicsObservable: Observable<Scene>;
  62511. }
  62512. }
  62513. module "babylonjs/Meshes/abstractMesh" {
  62514. interface AbstractMesh {
  62515. /** @hidden */
  62516. _physicsImpostor: Nullable<PhysicsImpostor>;
  62517. /**
  62518. * Gets or sets impostor used for physic simulation
  62519. * @see http://doc.babylonjs.com/features/physics_engine
  62520. */
  62521. physicsImpostor: Nullable<PhysicsImpostor>;
  62522. /**
  62523. * Gets the current physics impostor
  62524. * @see http://doc.babylonjs.com/features/physics_engine
  62525. * @returns a physics impostor or null
  62526. */
  62527. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  62528. /** Apply a physic impulse to the mesh
  62529. * @param force defines the force to apply
  62530. * @param contactPoint defines where to apply the force
  62531. * @returns the current mesh
  62532. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  62533. */
  62534. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  62535. /**
  62536. * Creates a physic joint between two meshes
  62537. * @param otherMesh defines the other mesh to use
  62538. * @param pivot1 defines the pivot to use on this mesh
  62539. * @param pivot2 defines the pivot to use on the other mesh
  62540. * @param options defines additional options (can be plugin dependent)
  62541. * @returns the current mesh
  62542. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  62543. */
  62544. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  62545. /** @hidden */
  62546. _disposePhysicsObserver: Nullable<Observer<Node>>;
  62547. }
  62548. }
  62549. /**
  62550. * Defines the physics engine scene component responsible to manage a physics engine
  62551. */
  62552. export class PhysicsEngineSceneComponent implements ISceneComponent {
  62553. /**
  62554. * The component name helpful to identify the component in the list of scene components.
  62555. */
  62556. readonly name: string;
  62557. /**
  62558. * The scene the component belongs to.
  62559. */
  62560. scene: Scene;
  62561. /**
  62562. * Creates a new instance of the component for the given scene
  62563. * @param scene Defines the scene to register the component in
  62564. */
  62565. constructor(scene: Scene);
  62566. /**
  62567. * Registers the component in a given scene
  62568. */
  62569. register(): void;
  62570. /**
  62571. * Rebuilds the elements related to this component in case of
  62572. * context lost for instance.
  62573. */
  62574. rebuild(): void;
  62575. /**
  62576. * Disposes the component and the associated ressources
  62577. */
  62578. dispose(): void;
  62579. }
  62580. }
  62581. declare module "babylonjs/Physics/physicsHelper" {
  62582. import { Nullable } from "babylonjs/types";
  62583. import { Vector3 } from "babylonjs/Maths/math.vector";
  62584. import { Mesh } from "babylonjs/Meshes/mesh";
  62585. import { Scene } from "babylonjs/scene";
  62586. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62587. /**
  62588. * A helper for physics simulations
  62589. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62590. */
  62591. export class PhysicsHelper {
  62592. private _scene;
  62593. private _physicsEngine;
  62594. /**
  62595. * Initializes the Physics helper
  62596. * @param scene Babylon.js scene
  62597. */
  62598. constructor(scene: Scene);
  62599. /**
  62600. * Applies a radial explosion impulse
  62601. * @param origin the origin of the explosion
  62602. * @param radiusOrEventOptions the radius or the options of radial explosion
  62603. * @param strength the explosion strength
  62604. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62605. * @returns A physics radial explosion event, or null
  62606. */
  62607. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62608. /**
  62609. * Applies a radial explosion force
  62610. * @param origin the origin of the explosion
  62611. * @param radiusOrEventOptions the radius or the options of radial explosion
  62612. * @param strength the explosion strength
  62613. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62614. * @returns A physics radial explosion event, or null
  62615. */
  62616. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62617. /**
  62618. * Creates a gravitational field
  62619. * @param origin the origin of the explosion
  62620. * @param radiusOrEventOptions the radius or the options of radial explosion
  62621. * @param strength the explosion strength
  62622. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62623. * @returns A physics gravitational field event, or null
  62624. */
  62625. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  62626. /**
  62627. * Creates a physics updraft event
  62628. * @param origin the origin of the updraft
  62629. * @param radiusOrEventOptions the radius or the options of the updraft
  62630. * @param strength the strength of the updraft
  62631. * @param height the height of the updraft
  62632. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  62633. * @returns A physics updraft event, or null
  62634. */
  62635. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  62636. /**
  62637. * Creates a physics vortex event
  62638. * @param origin the of the vortex
  62639. * @param radiusOrEventOptions the radius or the options of the vortex
  62640. * @param strength the strength of the vortex
  62641. * @param height the height of the vortex
  62642. * @returns a Physics vortex event, or null
  62643. * A physics vortex event or null
  62644. */
  62645. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  62646. }
  62647. /**
  62648. * Represents a physics radial explosion event
  62649. */
  62650. class PhysicsRadialExplosionEvent {
  62651. private _scene;
  62652. private _options;
  62653. private _sphere;
  62654. private _dataFetched;
  62655. /**
  62656. * Initializes a radial explosioin event
  62657. * @param _scene BabylonJS scene
  62658. * @param _options The options for the vortex event
  62659. */
  62660. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  62661. /**
  62662. * Returns the data related to the radial explosion event (sphere).
  62663. * @returns The radial explosion event data
  62664. */
  62665. getData(): PhysicsRadialExplosionEventData;
  62666. /**
  62667. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  62668. * @param impostor A physics imposter
  62669. * @param origin the origin of the explosion
  62670. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  62671. */
  62672. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  62673. /**
  62674. * Triggers affecterd impostors callbacks
  62675. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  62676. */
  62677. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  62678. /**
  62679. * Disposes the sphere.
  62680. * @param force Specifies if the sphere should be disposed by force
  62681. */
  62682. dispose(force?: boolean): void;
  62683. /*** Helpers ***/
  62684. private _prepareSphere;
  62685. private _intersectsWithSphere;
  62686. }
  62687. /**
  62688. * Represents a gravitational field event
  62689. */
  62690. class PhysicsGravitationalFieldEvent {
  62691. private _physicsHelper;
  62692. private _scene;
  62693. private _origin;
  62694. private _options;
  62695. private _tickCallback;
  62696. private _sphere;
  62697. private _dataFetched;
  62698. /**
  62699. * Initializes the physics gravitational field event
  62700. * @param _physicsHelper A physics helper
  62701. * @param _scene BabylonJS scene
  62702. * @param _origin The origin position of the gravitational field event
  62703. * @param _options The options for the vortex event
  62704. */
  62705. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  62706. /**
  62707. * Returns the data related to the gravitational field event (sphere).
  62708. * @returns A gravitational field event
  62709. */
  62710. getData(): PhysicsGravitationalFieldEventData;
  62711. /**
  62712. * Enables the gravitational field.
  62713. */
  62714. enable(): void;
  62715. /**
  62716. * Disables the gravitational field.
  62717. */
  62718. disable(): void;
  62719. /**
  62720. * Disposes the sphere.
  62721. * @param force The force to dispose from the gravitational field event
  62722. */
  62723. dispose(force?: boolean): void;
  62724. private _tick;
  62725. }
  62726. /**
  62727. * Represents a physics updraft event
  62728. */
  62729. class PhysicsUpdraftEvent {
  62730. private _scene;
  62731. private _origin;
  62732. private _options;
  62733. private _physicsEngine;
  62734. private _originTop;
  62735. private _originDirection;
  62736. private _tickCallback;
  62737. private _cylinder;
  62738. private _cylinderPosition;
  62739. private _dataFetched;
  62740. /**
  62741. * Initializes the physics updraft event
  62742. * @param _scene BabylonJS scene
  62743. * @param _origin The origin position of the updraft
  62744. * @param _options The options for the updraft event
  62745. */
  62746. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  62747. /**
  62748. * Returns the data related to the updraft event (cylinder).
  62749. * @returns A physics updraft event
  62750. */
  62751. getData(): PhysicsUpdraftEventData;
  62752. /**
  62753. * Enables the updraft.
  62754. */
  62755. enable(): void;
  62756. /**
  62757. * Disables the updraft.
  62758. */
  62759. disable(): void;
  62760. /**
  62761. * Disposes the cylinder.
  62762. * @param force Specifies if the updraft should be disposed by force
  62763. */
  62764. dispose(force?: boolean): void;
  62765. private getImpostorHitData;
  62766. private _tick;
  62767. /*** Helpers ***/
  62768. private _prepareCylinder;
  62769. private _intersectsWithCylinder;
  62770. }
  62771. /**
  62772. * Represents a physics vortex event
  62773. */
  62774. class PhysicsVortexEvent {
  62775. private _scene;
  62776. private _origin;
  62777. private _options;
  62778. private _physicsEngine;
  62779. private _originTop;
  62780. private _tickCallback;
  62781. private _cylinder;
  62782. private _cylinderPosition;
  62783. private _dataFetched;
  62784. /**
  62785. * Initializes the physics vortex event
  62786. * @param _scene The BabylonJS scene
  62787. * @param _origin The origin position of the vortex
  62788. * @param _options The options for the vortex event
  62789. */
  62790. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  62791. /**
  62792. * Returns the data related to the vortex event (cylinder).
  62793. * @returns The physics vortex event data
  62794. */
  62795. getData(): PhysicsVortexEventData;
  62796. /**
  62797. * Enables the vortex.
  62798. */
  62799. enable(): void;
  62800. /**
  62801. * Disables the cortex.
  62802. */
  62803. disable(): void;
  62804. /**
  62805. * Disposes the sphere.
  62806. * @param force
  62807. */
  62808. dispose(force?: boolean): void;
  62809. private getImpostorHitData;
  62810. private _tick;
  62811. /*** Helpers ***/
  62812. private _prepareCylinder;
  62813. private _intersectsWithCylinder;
  62814. }
  62815. /**
  62816. * Options fot the radial explosion event
  62817. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62818. */
  62819. export class PhysicsRadialExplosionEventOptions {
  62820. /**
  62821. * The radius of the sphere for the radial explosion.
  62822. */
  62823. radius: number;
  62824. /**
  62825. * The strenth of the explosion.
  62826. */
  62827. strength: number;
  62828. /**
  62829. * The strenght of the force in correspondence to the distance of the affected object
  62830. */
  62831. falloff: PhysicsRadialImpulseFalloff;
  62832. /**
  62833. * Sphere options for the radial explosion.
  62834. */
  62835. sphere: {
  62836. segments: number;
  62837. diameter: number;
  62838. };
  62839. /**
  62840. * Sphere options for the radial explosion.
  62841. */
  62842. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  62843. }
  62844. /**
  62845. * Options fot the updraft event
  62846. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62847. */
  62848. export class PhysicsUpdraftEventOptions {
  62849. /**
  62850. * The radius of the cylinder for the vortex
  62851. */
  62852. radius: number;
  62853. /**
  62854. * The strenth of the updraft.
  62855. */
  62856. strength: number;
  62857. /**
  62858. * The height of the cylinder for the updraft.
  62859. */
  62860. height: number;
  62861. /**
  62862. * The mode for the the updraft.
  62863. */
  62864. updraftMode: PhysicsUpdraftMode;
  62865. }
  62866. /**
  62867. * Options fot the vortex event
  62868. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62869. */
  62870. export class PhysicsVortexEventOptions {
  62871. /**
  62872. * The radius of the cylinder for the vortex
  62873. */
  62874. radius: number;
  62875. /**
  62876. * The strenth of the vortex.
  62877. */
  62878. strength: number;
  62879. /**
  62880. * The height of the cylinder for the vortex.
  62881. */
  62882. height: number;
  62883. /**
  62884. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  62885. */
  62886. centripetalForceThreshold: number;
  62887. /**
  62888. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  62889. */
  62890. centripetalForceMultiplier: number;
  62891. /**
  62892. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  62893. */
  62894. centrifugalForceMultiplier: number;
  62895. /**
  62896. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  62897. */
  62898. updraftForceMultiplier: number;
  62899. }
  62900. /**
  62901. * The strenght of the force in correspondence to the distance of the affected object
  62902. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62903. */
  62904. export enum PhysicsRadialImpulseFalloff {
  62905. /** Defines that impulse is constant in strength across it's whole radius */
  62906. Constant = 0,
  62907. /** Defines that impulse gets weaker if it's further from the origin */
  62908. Linear = 1
  62909. }
  62910. /**
  62911. * The strength of the force in correspondence to the distance of the affected object
  62912. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62913. */
  62914. export enum PhysicsUpdraftMode {
  62915. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  62916. Center = 0,
  62917. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  62918. Perpendicular = 1
  62919. }
  62920. /**
  62921. * Interface for a physics hit data
  62922. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62923. */
  62924. export interface PhysicsHitData {
  62925. /**
  62926. * The force applied at the contact point
  62927. */
  62928. force: Vector3;
  62929. /**
  62930. * The contact point
  62931. */
  62932. contactPoint: Vector3;
  62933. /**
  62934. * The distance from the origin to the contact point
  62935. */
  62936. distanceFromOrigin: number;
  62937. }
  62938. /**
  62939. * Interface for radial explosion event data
  62940. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62941. */
  62942. export interface PhysicsRadialExplosionEventData {
  62943. /**
  62944. * A sphere used for the radial explosion event
  62945. */
  62946. sphere: Mesh;
  62947. }
  62948. /**
  62949. * Interface for gravitational field event data
  62950. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62951. */
  62952. export interface PhysicsGravitationalFieldEventData {
  62953. /**
  62954. * A sphere mesh used for the gravitational field event
  62955. */
  62956. sphere: Mesh;
  62957. }
  62958. /**
  62959. * Interface for updraft event data
  62960. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62961. */
  62962. export interface PhysicsUpdraftEventData {
  62963. /**
  62964. * A cylinder used for the updraft event
  62965. */
  62966. cylinder: Mesh;
  62967. }
  62968. /**
  62969. * Interface for vortex event data
  62970. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62971. */
  62972. export interface PhysicsVortexEventData {
  62973. /**
  62974. * A cylinder used for the vortex event
  62975. */
  62976. cylinder: Mesh;
  62977. }
  62978. /**
  62979. * Interface for an affected physics impostor
  62980. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62981. */
  62982. export interface PhysicsAffectedImpostorWithData {
  62983. /**
  62984. * The impostor affected by the effect
  62985. */
  62986. impostor: PhysicsImpostor;
  62987. /**
  62988. * The data about the hit/horce from the explosion
  62989. */
  62990. hitData: PhysicsHitData;
  62991. }
  62992. }
  62993. declare module "babylonjs/Physics/Plugins/index" {
  62994. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  62995. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  62996. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  62997. }
  62998. declare module "babylonjs/Physics/index" {
  62999. export * from "babylonjs/Physics/IPhysicsEngine";
  63000. export * from "babylonjs/Physics/physicsEngine";
  63001. export * from "babylonjs/Physics/physicsEngineComponent";
  63002. export * from "babylonjs/Physics/physicsHelper";
  63003. export * from "babylonjs/Physics/physicsImpostor";
  63004. export * from "babylonjs/Physics/physicsJoint";
  63005. export * from "babylonjs/Physics/Plugins/index";
  63006. }
  63007. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  63008. /** @hidden */
  63009. export var blackAndWhitePixelShader: {
  63010. name: string;
  63011. shader: string;
  63012. };
  63013. }
  63014. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  63015. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63016. import { Camera } from "babylonjs/Cameras/camera";
  63017. import { Engine } from "babylonjs/Engines/engine";
  63018. import "babylonjs/Shaders/blackAndWhite.fragment";
  63019. /**
  63020. * Post process used to render in black and white
  63021. */
  63022. export class BlackAndWhitePostProcess extends PostProcess {
  63023. /**
  63024. * Linear about to convert he result to black and white (default: 1)
  63025. */
  63026. degree: number;
  63027. /**
  63028. * Creates a black and white post process
  63029. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  63030. * @param name The name of the effect.
  63031. * @param options The required width/height ratio to downsize to before computing the render pass.
  63032. * @param camera The camera to apply the render pass to.
  63033. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63034. * @param engine The engine which the post process will be applied. (default: current engine)
  63035. * @param reusable If the post process can be reused on the same frame. (default: false)
  63036. */
  63037. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63038. }
  63039. }
  63040. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  63041. import { Nullable } from "babylonjs/types";
  63042. import { Camera } from "babylonjs/Cameras/camera";
  63043. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63044. import { Engine } from "babylonjs/Engines/engine";
  63045. /**
  63046. * This represents a set of one or more post processes in Babylon.
  63047. * A post process can be used to apply a shader to a texture after it is rendered.
  63048. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63049. */
  63050. export class PostProcessRenderEffect {
  63051. private _postProcesses;
  63052. private _getPostProcesses;
  63053. private _singleInstance;
  63054. private _cameras;
  63055. private _indicesForCamera;
  63056. /**
  63057. * Name of the effect
  63058. * @hidden
  63059. */
  63060. _name: string;
  63061. /**
  63062. * Instantiates a post process render effect.
  63063. * A post process can be used to apply a shader to a texture after it is rendered.
  63064. * @param engine The engine the effect is tied to
  63065. * @param name The name of the effect
  63066. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  63067. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  63068. */
  63069. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  63070. /**
  63071. * Checks if all the post processes in the effect are supported.
  63072. */
  63073. readonly isSupported: boolean;
  63074. /**
  63075. * Updates the current state of the effect
  63076. * @hidden
  63077. */
  63078. _update(): void;
  63079. /**
  63080. * Attaches the effect on cameras
  63081. * @param cameras The camera to attach to.
  63082. * @hidden
  63083. */
  63084. _attachCameras(cameras: Camera): void;
  63085. /**
  63086. * Attaches the effect on cameras
  63087. * @param cameras The camera to attach to.
  63088. * @hidden
  63089. */
  63090. _attachCameras(cameras: Camera[]): void;
  63091. /**
  63092. * Detaches the effect on cameras
  63093. * @param cameras The camera to detatch from.
  63094. * @hidden
  63095. */
  63096. _detachCameras(cameras: Camera): void;
  63097. /**
  63098. * Detatches the effect on cameras
  63099. * @param cameras The camera to detatch from.
  63100. * @hidden
  63101. */
  63102. _detachCameras(cameras: Camera[]): void;
  63103. /**
  63104. * Enables the effect on given cameras
  63105. * @param cameras The camera to enable.
  63106. * @hidden
  63107. */
  63108. _enable(cameras: Camera): void;
  63109. /**
  63110. * Enables the effect on given cameras
  63111. * @param cameras The camera to enable.
  63112. * @hidden
  63113. */
  63114. _enable(cameras: Nullable<Camera[]>): void;
  63115. /**
  63116. * Disables the effect on the given cameras
  63117. * @param cameras The camera to disable.
  63118. * @hidden
  63119. */
  63120. _disable(cameras: Camera): void;
  63121. /**
  63122. * Disables the effect on the given cameras
  63123. * @param cameras The camera to disable.
  63124. * @hidden
  63125. */
  63126. _disable(cameras: Nullable<Camera[]>): void;
  63127. /**
  63128. * Gets a list of the post processes contained in the effect.
  63129. * @param camera The camera to get the post processes on.
  63130. * @returns The list of the post processes in the effect.
  63131. */
  63132. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  63133. }
  63134. }
  63135. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  63136. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  63137. /** @hidden */
  63138. export var extractHighlightsPixelShader: {
  63139. name: string;
  63140. shader: string;
  63141. };
  63142. }
  63143. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  63144. import { Nullable } from "babylonjs/types";
  63145. import { Camera } from "babylonjs/Cameras/camera";
  63146. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63147. import { Engine } from "babylonjs/Engines/engine";
  63148. import "babylonjs/Shaders/extractHighlights.fragment";
  63149. /**
  63150. * 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.
  63151. */
  63152. export class ExtractHighlightsPostProcess extends PostProcess {
  63153. /**
  63154. * The luminance threshold, pixels below this value will be set to black.
  63155. */
  63156. threshold: number;
  63157. /** @hidden */
  63158. _exposure: number;
  63159. /**
  63160. * Post process which has the input texture to be used when performing highlight extraction
  63161. * @hidden
  63162. */
  63163. _inputPostProcess: Nullable<PostProcess>;
  63164. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63165. }
  63166. }
  63167. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  63168. /** @hidden */
  63169. export var bloomMergePixelShader: {
  63170. name: string;
  63171. shader: string;
  63172. };
  63173. }
  63174. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  63175. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63176. import { Nullable } from "babylonjs/types";
  63177. import { Engine } from "babylonjs/Engines/engine";
  63178. import { Camera } from "babylonjs/Cameras/camera";
  63179. import "babylonjs/Shaders/bloomMerge.fragment";
  63180. /**
  63181. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63182. */
  63183. export class BloomMergePostProcess extends PostProcess {
  63184. /** Weight of the bloom to be added to the original input. */
  63185. weight: number;
  63186. /**
  63187. * Creates a new instance of @see BloomMergePostProcess
  63188. * @param name The name of the effect.
  63189. * @param originalFromInput Post process which's input will be used for the merge.
  63190. * @param blurred Blurred highlights post process which's output will be used.
  63191. * @param weight Weight of the bloom to be added to the original input.
  63192. * @param options The required width/height ratio to downsize to before computing the render pass.
  63193. * @param camera The camera to apply the render pass to.
  63194. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63195. * @param engine The engine which the post process will be applied. (default: current engine)
  63196. * @param reusable If the post process can be reused on the same frame. (default: false)
  63197. * @param textureType Type of textures used when performing the post process. (default: 0)
  63198. * @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)
  63199. */
  63200. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  63201. /** Weight of the bloom to be added to the original input. */
  63202. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63203. }
  63204. }
  63205. declare module "babylonjs/PostProcesses/bloomEffect" {
  63206. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63207. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63208. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  63209. import { Camera } from "babylonjs/Cameras/camera";
  63210. import { Scene } from "babylonjs/scene";
  63211. /**
  63212. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  63213. */
  63214. export class BloomEffect extends PostProcessRenderEffect {
  63215. private bloomScale;
  63216. /**
  63217. * @hidden Internal
  63218. */
  63219. _effects: Array<PostProcess>;
  63220. /**
  63221. * @hidden Internal
  63222. */
  63223. _downscale: ExtractHighlightsPostProcess;
  63224. private _blurX;
  63225. private _blurY;
  63226. private _merge;
  63227. /**
  63228. * The luminance threshold to find bright areas of the image to bloom.
  63229. */
  63230. threshold: number;
  63231. /**
  63232. * The strength of the bloom.
  63233. */
  63234. weight: number;
  63235. /**
  63236. * Specifies the size of the bloom blur kernel, relative to the final output size
  63237. */
  63238. kernel: number;
  63239. /**
  63240. * Creates a new instance of @see BloomEffect
  63241. * @param scene The scene the effect belongs to.
  63242. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  63243. * @param bloomKernel The size of the kernel to be used when applying the blur.
  63244. * @param bloomWeight The the strength of bloom.
  63245. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  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(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  63249. /**
  63250. * Disposes each of the internal effects for a given camera.
  63251. * @param camera The camera to dispose the effect on.
  63252. */
  63253. disposeEffects(camera: Camera): void;
  63254. /**
  63255. * @hidden Internal
  63256. */
  63257. _updateEffects(): void;
  63258. /**
  63259. * Internal
  63260. * @returns if all the contained post processes are ready.
  63261. * @hidden
  63262. */
  63263. _isReady(): boolean;
  63264. }
  63265. }
  63266. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  63267. /** @hidden */
  63268. export var chromaticAberrationPixelShader: {
  63269. name: string;
  63270. shader: string;
  63271. };
  63272. }
  63273. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  63274. import { Vector2 } from "babylonjs/Maths/math.vector";
  63275. import { Nullable } from "babylonjs/types";
  63276. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63277. import { Camera } from "babylonjs/Cameras/camera";
  63278. import { Engine } from "babylonjs/Engines/engine";
  63279. import "babylonjs/Shaders/chromaticAberration.fragment";
  63280. /**
  63281. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  63282. */
  63283. export class ChromaticAberrationPostProcess extends PostProcess {
  63284. /**
  63285. * The amount of seperation of rgb channels (default: 30)
  63286. */
  63287. aberrationAmount: number;
  63288. /**
  63289. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  63290. */
  63291. radialIntensity: number;
  63292. /**
  63293. * 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))
  63294. */
  63295. direction: Vector2;
  63296. /**
  63297. * 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))
  63298. */
  63299. centerPosition: Vector2;
  63300. /**
  63301. * Creates a new instance ChromaticAberrationPostProcess
  63302. * @param name The name of the effect.
  63303. * @param screenWidth The width of the screen to apply the effect on.
  63304. * @param screenHeight The height of the screen to apply the effect on.
  63305. * @param options The required width/height ratio to downsize to before computing the render pass.
  63306. * @param camera The camera to apply the render pass to.
  63307. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63308. * @param engine The engine which the post process will be applied. (default: current engine)
  63309. * @param reusable If the post process can be reused on the same frame. (default: false)
  63310. * @param textureType Type of textures used when performing the post process. (default: 0)
  63311. * @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)
  63312. */
  63313. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63314. }
  63315. }
  63316. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  63317. /** @hidden */
  63318. export var circleOfConfusionPixelShader: {
  63319. name: string;
  63320. shader: string;
  63321. };
  63322. }
  63323. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  63324. import { Nullable } from "babylonjs/types";
  63325. import { Engine } from "babylonjs/Engines/engine";
  63326. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63327. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63328. import { Camera } from "babylonjs/Cameras/camera";
  63329. import "babylonjs/Shaders/circleOfConfusion.fragment";
  63330. /**
  63331. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  63332. */
  63333. export class CircleOfConfusionPostProcess extends PostProcess {
  63334. /**
  63335. * 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.
  63336. */
  63337. lensSize: number;
  63338. /**
  63339. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63340. */
  63341. fStop: number;
  63342. /**
  63343. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63344. */
  63345. focusDistance: number;
  63346. /**
  63347. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  63348. */
  63349. focalLength: number;
  63350. private _depthTexture;
  63351. /**
  63352. * Creates a new instance CircleOfConfusionPostProcess
  63353. * @param name The name of the effect.
  63354. * @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.
  63355. * @param options The required width/height ratio to downsize to before computing the render pass.
  63356. * @param camera The camera to apply the render pass to.
  63357. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63358. * @param engine The engine which the post process will be applied. (default: current engine)
  63359. * @param reusable If the post process can be reused on the same frame. (default: false)
  63360. * @param textureType Type of textures used when performing the post process. (default: 0)
  63361. * @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)
  63362. */
  63363. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63364. /**
  63365. * 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.
  63366. */
  63367. depthTexture: RenderTargetTexture;
  63368. }
  63369. }
  63370. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  63371. /** @hidden */
  63372. export var colorCorrectionPixelShader: {
  63373. name: string;
  63374. shader: string;
  63375. };
  63376. }
  63377. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  63378. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63379. import { Engine } from "babylonjs/Engines/engine";
  63380. import { Camera } from "babylonjs/Cameras/camera";
  63381. import "babylonjs/Shaders/colorCorrection.fragment";
  63382. /**
  63383. *
  63384. * This post-process allows the modification of rendered colors by using
  63385. * a 'look-up table' (LUT). This effect is also called Color Grading.
  63386. *
  63387. * The object needs to be provided an url to a texture containing the color
  63388. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  63389. * Use an image editing software to tweak the LUT to match your needs.
  63390. *
  63391. * For an example of a color LUT, see here:
  63392. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  63393. * For explanations on color grading, see here:
  63394. * @see http://udn.epicgames.com/Three/ColorGrading.html
  63395. *
  63396. */
  63397. export class ColorCorrectionPostProcess extends PostProcess {
  63398. private _colorTableTexture;
  63399. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63400. }
  63401. }
  63402. declare module "babylonjs/Shaders/convolution.fragment" {
  63403. /** @hidden */
  63404. export var convolutionPixelShader: {
  63405. name: string;
  63406. shader: string;
  63407. };
  63408. }
  63409. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  63410. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63411. import { Nullable } from "babylonjs/types";
  63412. import { Camera } from "babylonjs/Cameras/camera";
  63413. import { Engine } from "babylonjs/Engines/engine";
  63414. import "babylonjs/Shaders/convolution.fragment";
  63415. /**
  63416. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  63417. * input texture to perform effects such as edge detection or sharpening
  63418. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  63419. */
  63420. export class ConvolutionPostProcess extends PostProcess {
  63421. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63422. kernel: number[];
  63423. /**
  63424. * Creates a new instance ConvolutionPostProcess
  63425. * @param name The name of the effect.
  63426. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  63427. * @param options The required width/height ratio to downsize to before computing the render pass.
  63428. * @param camera The camera to apply the render pass to.
  63429. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63430. * @param engine The engine which the post process will be applied. (default: current engine)
  63431. * @param reusable If the post process can be reused on the same frame. (default: false)
  63432. * @param textureType Type of textures used when performing the post process. (default: 0)
  63433. */
  63434. constructor(name: string,
  63435. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63436. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63437. /**
  63438. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63439. */
  63440. static EdgeDetect0Kernel: number[];
  63441. /**
  63442. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63443. */
  63444. static EdgeDetect1Kernel: number[];
  63445. /**
  63446. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63447. */
  63448. static EdgeDetect2Kernel: number[];
  63449. /**
  63450. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63451. */
  63452. static SharpenKernel: number[];
  63453. /**
  63454. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63455. */
  63456. static EmbossKernel: number[];
  63457. /**
  63458. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63459. */
  63460. static GaussianKernel: number[];
  63461. }
  63462. }
  63463. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  63464. import { Nullable } from "babylonjs/types";
  63465. import { Vector2 } from "babylonjs/Maths/math.vector";
  63466. import { Camera } from "babylonjs/Cameras/camera";
  63467. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63468. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  63469. import { Engine } from "babylonjs/Engines/engine";
  63470. import { Scene } from "babylonjs/scene";
  63471. /**
  63472. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  63473. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  63474. * based on samples that have a large difference in distance than the center pixel.
  63475. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  63476. */
  63477. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  63478. direction: Vector2;
  63479. /**
  63480. * Creates a new instance CircleOfConfusionPostProcess
  63481. * @param name The name of the effect.
  63482. * @param scene The scene the effect belongs to.
  63483. * @param direction The direction the blur should be applied.
  63484. * @param kernel The size of the kernel used to blur.
  63485. * @param options The required width/height ratio to downsize to before computing the render pass.
  63486. * @param camera The camera to apply the render pass to.
  63487. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  63488. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  63489. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63490. * @param engine The engine which the post process will be applied. (default: current engine)
  63491. * @param reusable If the post process can be reused on the same frame. (default: false)
  63492. * @param textureType Type of textures used when performing the post process. (default: 0)
  63493. * @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)
  63494. */
  63495. 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);
  63496. }
  63497. }
  63498. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  63499. /** @hidden */
  63500. export var depthOfFieldMergePixelShader: {
  63501. name: string;
  63502. shader: string;
  63503. };
  63504. }
  63505. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  63506. import { Nullable } from "babylonjs/types";
  63507. import { Camera } from "babylonjs/Cameras/camera";
  63508. import { Effect } from "babylonjs/Materials/effect";
  63509. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63510. import { Engine } from "babylonjs/Engines/engine";
  63511. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  63512. /**
  63513. * Options to be set when merging outputs from the default pipeline.
  63514. */
  63515. export class DepthOfFieldMergePostProcessOptions {
  63516. /**
  63517. * The original image to merge on top of
  63518. */
  63519. originalFromInput: PostProcess;
  63520. /**
  63521. * Parameters to perform the merge of the depth of field effect
  63522. */
  63523. depthOfField?: {
  63524. circleOfConfusion: PostProcess;
  63525. blurSteps: Array<PostProcess>;
  63526. };
  63527. /**
  63528. * Parameters to perform the merge of bloom effect
  63529. */
  63530. bloom?: {
  63531. blurred: PostProcess;
  63532. weight: number;
  63533. };
  63534. }
  63535. /**
  63536. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63537. */
  63538. export class DepthOfFieldMergePostProcess extends PostProcess {
  63539. private blurSteps;
  63540. /**
  63541. * Creates a new instance of DepthOfFieldMergePostProcess
  63542. * @param name The name of the effect.
  63543. * @param originalFromInput Post process which's input will be used for the merge.
  63544. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  63545. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  63546. * @param options The required width/height ratio to downsize to before computing the render pass.
  63547. * @param camera The camera to apply the render pass to.
  63548. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63549. * @param engine The engine which the post process will be applied. (default: current engine)
  63550. * @param reusable If the post process can be reused on the same frame. (default: false)
  63551. * @param textureType Type of textures used when performing the post process. (default: 0)
  63552. * @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)
  63553. */
  63554. 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);
  63555. /**
  63556. * Updates the effect with the current post process compile time values and recompiles the shader.
  63557. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  63558. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  63559. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  63560. * @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
  63561. * @param onCompiled Called when the shader has been compiled.
  63562. * @param onError Called if there is an error when compiling a shader.
  63563. */
  63564. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  63565. }
  63566. }
  63567. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  63568. import { Nullable } from "babylonjs/types";
  63569. import { Camera } from "babylonjs/Cameras/camera";
  63570. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63571. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63572. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63573. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63574. import { Scene } from "babylonjs/scene";
  63575. /**
  63576. * Specifies the level of max blur that should be applied when using the depth of field effect
  63577. */
  63578. export enum DepthOfFieldEffectBlurLevel {
  63579. /**
  63580. * Subtle blur
  63581. */
  63582. Low = 0,
  63583. /**
  63584. * Medium blur
  63585. */
  63586. Medium = 1,
  63587. /**
  63588. * Large blur
  63589. */
  63590. High = 2
  63591. }
  63592. /**
  63593. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  63594. */
  63595. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  63596. private _circleOfConfusion;
  63597. /**
  63598. * @hidden Internal, blurs from high to low
  63599. */
  63600. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  63601. private _depthOfFieldBlurY;
  63602. private _dofMerge;
  63603. /**
  63604. * @hidden Internal post processes in depth of field effect
  63605. */
  63606. _effects: Array<PostProcess>;
  63607. /**
  63608. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  63609. */
  63610. focalLength: number;
  63611. /**
  63612. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63613. */
  63614. fStop: number;
  63615. /**
  63616. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63617. */
  63618. focusDistance: number;
  63619. /**
  63620. * 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.
  63621. */
  63622. lensSize: number;
  63623. /**
  63624. * Creates a new instance DepthOfFieldEffect
  63625. * @param scene The scene the effect belongs to.
  63626. * @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.
  63627. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  63628. * @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)
  63629. */
  63630. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  63631. /**
  63632. * Get the current class name of the current effet
  63633. * @returns "DepthOfFieldEffect"
  63634. */
  63635. getClassName(): string;
  63636. /**
  63637. * 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.
  63638. */
  63639. depthTexture: RenderTargetTexture;
  63640. /**
  63641. * Disposes each of the internal effects for a given camera.
  63642. * @param camera The camera to dispose the effect on.
  63643. */
  63644. disposeEffects(camera: Camera): void;
  63645. /**
  63646. * @hidden Internal
  63647. */
  63648. _updateEffects(): void;
  63649. /**
  63650. * Internal
  63651. * @returns if all the contained post processes are ready.
  63652. * @hidden
  63653. */
  63654. _isReady(): boolean;
  63655. }
  63656. }
  63657. declare module "babylonjs/Shaders/displayPass.fragment" {
  63658. /** @hidden */
  63659. export var displayPassPixelShader: {
  63660. name: string;
  63661. shader: string;
  63662. };
  63663. }
  63664. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  63665. import { Nullable } from "babylonjs/types";
  63666. import { Camera } from "babylonjs/Cameras/camera";
  63667. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63668. import { Engine } from "babylonjs/Engines/engine";
  63669. import "babylonjs/Shaders/displayPass.fragment";
  63670. /**
  63671. * DisplayPassPostProcess which produces an output the same as it's input
  63672. */
  63673. export class DisplayPassPostProcess extends PostProcess {
  63674. /**
  63675. * Creates the DisplayPassPostProcess
  63676. * @param name The name of the effect.
  63677. * @param options The required width/height ratio to downsize to before computing the render pass.
  63678. * @param camera The camera to apply the render pass to.
  63679. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63680. * @param engine The engine which the post process will be applied. (default: current engine)
  63681. * @param reusable If the post process can be reused on the same frame. (default: false)
  63682. */
  63683. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63684. }
  63685. }
  63686. declare module "babylonjs/Shaders/filter.fragment" {
  63687. /** @hidden */
  63688. export var filterPixelShader: {
  63689. name: string;
  63690. shader: string;
  63691. };
  63692. }
  63693. declare module "babylonjs/PostProcesses/filterPostProcess" {
  63694. import { Nullable } from "babylonjs/types";
  63695. import { Matrix } from "babylonjs/Maths/math.vector";
  63696. import { Camera } from "babylonjs/Cameras/camera";
  63697. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63698. import { Engine } from "babylonjs/Engines/engine";
  63699. import "babylonjs/Shaders/filter.fragment";
  63700. /**
  63701. * Applies a kernel filter to the image
  63702. */
  63703. export class FilterPostProcess extends PostProcess {
  63704. /** The matrix to be applied to the image */
  63705. kernelMatrix: Matrix;
  63706. /**
  63707. *
  63708. * @param name The name of the effect.
  63709. * @param kernelMatrix The matrix to be applied to the image
  63710. * @param options The required width/height ratio to downsize to before computing the render pass.
  63711. * @param camera The camera to apply the render pass to.
  63712. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63713. * @param engine The engine which the post process will be applied. (default: current engine)
  63714. * @param reusable If the post process can be reused on the same frame. (default: false)
  63715. */
  63716. constructor(name: string,
  63717. /** The matrix to be applied to the image */
  63718. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63719. }
  63720. }
  63721. declare module "babylonjs/Shaders/fxaa.fragment" {
  63722. /** @hidden */
  63723. export var fxaaPixelShader: {
  63724. name: string;
  63725. shader: string;
  63726. };
  63727. }
  63728. declare module "babylonjs/Shaders/fxaa.vertex" {
  63729. /** @hidden */
  63730. export var fxaaVertexShader: {
  63731. name: string;
  63732. shader: string;
  63733. };
  63734. }
  63735. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  63736. import { Nullable } from "babylonjs/types";
  63737. import { Camera } from "babylonjs/Cameras/camera";
  63738. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63739. import { Engine } from "babylonjs/Engines/engine";
  63740. import "babylonjs/Shaders/fxaa.fragment";
  63741. import "babylonjs/Shaders/fxaa.vertex";
  63742. /**
  63743. * Fxaa post process
  63744. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  63745. */
  63746. export class FxaaPostProcess extends PostProcess {
  63747. /** @hidden */
  63748. texelWidth: number;
  63749. /** @hidden */
  63750. texelHeight: number;
  63751. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63752. private _getDefines;
  63753. }
  63754. }
  63755. declare module "babylonjs/Shaders/grain.fragment" {
  63756. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  63757. /** @hidden */
  63758. export var grainPixelShader: {
  63759. name: string;
  63760. shader: string;
  63761. };
  63762. }
  63763. declare module "babylonjs/PostProcesses/grainPostProcess" {
  63764. import { Nullable } from "babylonjs/types";
  63765. import { Camera } from "babylonjs/Cameras/camera";
  63766. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63767. import { Engine } from "babylonjs/Engines/engine";
  63768. import "babylonjs/Shaders/grain.fragment";
  63769. /**
  63770. * The GrainPostProcess adds noise to the image at mid luminance levels
  63771. */
  63772. export class GrainPostProcess extends PostProcess {
  63773. /**
  63774. * The intensity of the grain added (default: 30)
  63775. */
  63776. intensity: number;
  63777. /**
  63778. * If the grain should be randomized on every frame
  63779. */
  63780. animated: boolean;
  63781. /**
  63782. * Creates a new instance of @see GrainPostProcess
  63783. * @param name The name of the effect.
  63784. * @param options The required width/height ratio to downsize to before computing the render pass.
  63785. * @param camera The camera to apply the render pass to.
  63786. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63787. * @param engine The engine which the post process will be applied. (default: current engine)
  63788. * @param reusable If the post process can be reused on the same frame. (default: false)
  63789. * @param textureType Type of textures used when performing the post process. (default: 0)
  63790. * @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)
  63791. */
  63792. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63793. }
  63794. }
  63795. declare module "babylonjs/Shaders/highlights.fragment" {
  63796. /** @hidden */
  63797. export var highlightsPixelShader: {
  63798. name: string;
  63799. shader: string;
  63800. };
  63801. }
  63802. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  63803. import { Nullable } from "babylonjs/types";
  63804. import { Camera } from "babylonjs/Cameras/camera";
  63805. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63806. import { Engine } from "babylonjs/Engines/engine";
  63807. import "babylonjs/Shaders/highlights.fragment";
  63808. /**
  63809. * Extracts highlights from the image
  63810. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  63811. */
  63812. export class HighlightsPostProcess extends PostProcess {
  63813. /**
  63814. * Extracts highlights from the image
  63815. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  63816. * @param name The name of the effect.
  63817. * @param options The required width/height ratio to downsize to before computing the render pass.
  63818. * @param camera The camera to apply the render pass to.
  63819. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63820. * @param engine The engine which the post process will be applied. (default: current engine)
  63821. * @param reusable If the post process can be reused on the same frame. (default: false)
  63822. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  63823. */
  63824. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63825. }
  63826. }
  63827. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  63828. /** @hidden */
  63829. export var mrtFragmentDeclaration: {
  63830. name: string;
  63831. shader: string;
  63832. };
  63833. }
  63834. declare module "babylonjs/Shaders/geometry.fragment" {
  63835. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  63836. /** @hidden */
  63837. export var geometryPixelShader: {
  63838. name: string;
  63839. shader: string;
  63840. };
  63841. }
  63842. declare module "babylonjs/Shaders/geometry.vertex" {
  63843. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63844. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63845. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63846. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63847. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63848. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63849. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63850. /** @hidden */
  63851. export var geometryVertexShader: {
  63852. name: string;
  63853. shader: string;
  63854. };
  63855. }
  63856. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  63857. import { Matrix } from "babylonjs/Maths/math.vector";
  63858. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63859. import { Mesh } from "babylonjs/Meshes/mesh";
  63860. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  63861. import { Effect } from "babylonjs/Materials/effect";
  63862. import { Scene } from "babylonjs/scene";
  63863. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63864. import "babylonjs/Shaders/geometry.fragment";
  63865. import "babylonjs/Shaders/geometry.vertex";
  63866. /** @hidden */
  63867. interface ISavedTransformationMatrix {
  63868. world: Matrix;
  63869. viewProjection: Matrix;
  63870. }
  63871. /**
  63872. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  63873. */
  63874. export class GeometryBufferRenderer {
  63875. /**
  63876. * Constant used to retrieve the position texture index in the G-Buffer textures array
  63877. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  63878. */
  63879. static readonly POSITION_TEXTURE_TYPE: number;
  63880. /**
  63881. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  63882. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  63883. */
  63884. static readonly VELOCITY_TEXTURE_TYPE: number;
  63885. /**
  63886. * Dictionary used to store the previous transformation matrices of each rendered mesh
  63887. * in order to compute objects velocities when enableVelocity is set to "true"
  63888. * @hidden
  63889. */
  63890. _previousTransformationMatrices: {
  63891. [index: number]: ISavedTransformationMatrix;
  63892. };
  63893. /**
  63894. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  63895. * in order to compute objects velocities when enableVelocity is set to "true"
  63896. * @hidden
  63897. */
  63898. _previousBonesTransformationMatrices: {
  63899. [index: number]: Float32Array;
  63900. };
  63901. /**
  63902. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  63903. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  63904. */
  63905. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  63906. private _scene;
  63907. private _multiRenderTarget;
  63908. private _ratio;
  63909. private _enablePosition;
  63910. private _enableVelocity;
  63911. private _positionIndex;
  63912. private _velocityIndex;
  63913. protected _effect: Effect;
  63914. protected _cachedDefines: string;
  63915. /**
  63916. * Set the render list (meshes to be rendered) used in the G buffer.
  63917. */
  63918. renderList: Mesh[];
  63919. /**
  63920. * Gets wether or not G buffer are supported by the running hardware.
  63921. * This requires draw buffer supports
  63922. */
  63923. readonly isSupported: boolean;
  63924. /**
  63925. * Returns the index of the given texture type in the G-Buffer textures array
  63926. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  63927. * @returns the index of the given texture type in the G-Buffer textures array
  63928. */
  63929. getTextureIndex(textureType: number): number;
  63930. /**
  63931. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  63932. */
  63933. /**
  63934. * Sets whether or not objects positions are enabled for the G buffer.
  63935. */
  63936. enablePosition: boolean;
  63937. /**
  63938. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  63939. */
  63940. /**
  63941. * Sets wether or not objects velocities are enabled for the G buffer.
  63942. */
  63943. enableVelocity: boolean;
  63944. /**
  63945. * Gets the scene associated with the buffer.
  63946. */
  63947. readonly scene: Scene;
  63948. /**
  63949. * Gets the ratio used by the buffer during its creation.
  63950. * How big is the buffer related to the main canvas.
  63951. */
  63952. readonly ratio: number;
  63953. /** @hidden */
  63954. static _SceneComponentInitialization: (scene: Scene) => void;
  63955. /**
  63956. * Creates a new G Buffer for the scene
  63957. * @param scene The scene the buffer belongs to
  63958. * @param ratio How big is the buffer related to the main canvas.
  63959. */
  63960. constructor(scene: Scene, ratio?: number);
  63961. /**
  63962. * Checks wether everything is ready to render a submesh to the G buffer.
  63963. * @param subMesh the submesh to check readiness for
  63964. * @param useInstances is the mesh drawn using instance or not
  63965. * @returns true if ready otherwise false
  63966. */
  63967. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63968. /**
  63969. * Gets the current underlying G Buffer.
  63970. * @returns the buffer
  63971. */
  63972. getGBuffer(): MultiRenderTarget;
  63973. /**
  63974. * Gets the number of samples used to render the buffer (anti aliasing).
  63975. */
  63976. /**
  63977. * Sets the number of samples used to render the buffer (anti aliasing).
  63978. */
  63979. samples: number;
  63980. /**
  63981. * Disposes the renderer and frees up associated resources.
  63982. */
  63983. dispose(): void;
  63984. protected _createRenderTargets(): void;
  63985. private _copyBonesTransformationMatrices;
  63986. }
  63987. }
  63988. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  63989. import { Nullable } from "babylonjs/types";
  63990. import { Scene } from "babylonjs/scene";
  63991. import { ISceneComponent } from "babylonjs/sceneComponent";
  63992. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  63993. module "babylonjs/scene" {
  63994. interface Scene {
  63995. /** @hidden (Backing field) */
  63996. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  63997. /**
  63998. * Gets or Sets the current geometry buffer associated to the scene.
  63999. */
  64000. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  64001. /**
  64002. * Enables a GeometryBufferRender and associates it with the scene
  64003. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  64004. * @returns the GeometryBufferRenderer
  64005. */
  64006. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  64007. /**
  64008. * Disables the GeometryBufferRender associated with the scene
  64009. */
  64010. disableGeometryBufferRenderer(): void;
  64011. }
  64012. }
  64013. /**
  64014. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  64015. * in several rendering techniques.
  64016. */
  64017. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  64018. /**
  64019. * The component name helpful to identify the component in the list of scene components.
  64020. */
  64021. readonly name: string;
  64022. /**
  64023. * The scene the component belongs to.
  64024. */
  64025. scene: Scene;
  64026. /**
  64027. * Creates a new instance of the component for the given scene
  64028. * @param scene Defines the scene to register the component in
  64029. */
  64030. constructor(scene: Scene);
  64031. /**
  64032. * Registers the component in a given scene
  64033. */
  64034. register(): void;
  64035. /**
  64036. * Rebuilds the elements related to this component in case of
  64037. * context lost for instance.
  64038. */
  64039. rebuild(): void;
  64040. /**
  64041. * Disposes the component and the associated ressources
  64042. */
  64043. dispose(): void;
  64044. private _gatherRenderTargets;
  64045. }
  64046. }
  64047. declare module "babylonjs/Shaders/motionBlur.fragment" {
  64048. /** @hidden */
  64049. export var motionBlurPixelShader: {
  64050. name: string;
  64051. shader: string;
  64052. };
  64053. }
  64054. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  64055. import { Nullable } from "babylonjs/types";
  64056. import { Camera } from "babylonjs/Cameras/camera";
  64057. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64058. import { Scene } from "babylonjs/scene";
  64059. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64060. import "babylonjs/Animations/animatable";
  64061. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  64062. import "babylonjs/Shaders/motionBlur.fragment";
  64063. import { Engine } from "babylonjs/Engines/engine";
  64064. /**
  64065. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  64066. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  64067. * As an example, all you have to do is to create the post-process:
  64068. * var mb = new BABYLON.MotionBlurPostProcess(
  64069. * 'mb', // The name of the effect.
  64070. * scene, // The scene containing the objects to blur according to their velocity.
  64071. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  64072. * camera // The camera to apply the render pass to.
  64073. * );
  64074. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  64075. */
  64076. export class MotionBlurPostProcess extends PostProcess {
  64077. /**
  64078. * Defines how much the image is blurred by the movement. Default value is equal to 1
  64079. */
  64080. motionStrength: number;
  64081. /**
  64082. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  64083. */
  64084. /**
  64085. * Sets the number of iterations to be used for motion blur quality
  64086. */
  64087. motionBlurSamples: number;
  64088. private _motionBlurSamples;
  64089. private _geometryBufferRenderer;
  64090. /**
  64091. * Creates a new instance MotionBlurPostProcess
  64092. * @param name The name of the effect.
  64093. * @param scene The scene containing the objects to blur according to their velocity.
  64094. * @param options The required width/height ratio to downsize to before computing the render pass.
  64095. * @param camera The camera to apply the render pass to.
  64096. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64097. * @param engine The engine which the post process will be applied. (default: current engine)
  64098. * @param reusable If the post process can be reused on the same frame. (default: false)
  64099. * @param textureType Type of textures used when performing the post process. (default: 0)
  64100. * @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)
  64101. */
  64102. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64103. /**
  64104. * Excludes the given skinned mesh from computing bones velocities.
  64105. * 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.
  64106. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  64107. */
  64108. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  64109. /**
  64110. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  64111. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  64112. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  64113. */
  64114. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  64115. /**
  64116. * Disposes the post process.
  64117. * @param camera The camera to dispose the post process on.
  64118. */
  64119. dispose(camera?: Camera): void;
  64120. }
  64121. }
  64122. declare module "babylonjs/Shaders/refraction.fragment" {
  64123. /** @hidden */
  64124. export var refractionPixelShader: {
  64125. name: string;
  64126. shader: string;
  64127. };
  64128. }
  64129. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  64130. import { Color3 } from "babylonjs/Maths/math.color";
  64131. import { Camera } from "babylonjs/Cameras/camera";
  64132. import { Texture } from "babylonjs/Materials/Textures/texture";
  64133. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64134. import { Engine } from "babylonjs/Engines/engine";
  64135. import "babylonjs/Shaders/refraction.fragment";
  64136. /**
  64137. * Post process which applies a refractin texture
  64138. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  64139. */
  64140. export class RefractionPostProcess extends PostProcess {
  64141. /** the base color of the refraction (used to taint the rendering) */
  64142. color: Color3;
  64143. /** simulated refraction depth */
  64144. depth: number;
  64145. /** the coefficient of the base color (0 to remove base color tainting) */
  64146. colorLevel: number;
  64147. private _refTexture;
  64148. private _ownRefractionTexture;
  64149. /**
  64150. * Gets or sets the refraction texture
  64151. * Please note that you are responsible for disposing the texture if you set it manually
  64152. */
  64153. refractionTexture: Texture;
  64154. /**
  64155. * Initializes the RefractionPostProcess
  64156. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  64157. * @param name The name of the effect.
  64158. * @param refractionTextureUrl Url of the refraction texture to use
  64159. * @param color the base color of the refraction (used to taint the rendering)
  64160. * @param depth simulated refraction depth
  64161. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  64162. * @param camera The camera to apply the render pass to.
  64163. * @param options The required width/height ratio to downsize to before computing the render pass.
  64164. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64165. * @param engine The engine which the post process will be applied. (default: current engine)
  64166. * @param reusable If the post process can be reused on the same frame. (default: false)
  64167. */
  64168. constructor(name: string, refractionTextureUrl: string,
  64169. /** the base color of the refraction (used to taint the rendering) */
  64170. color: Color3,
  64171. /** simulated refraction depth */
  64172. depth: number,
  64173. /** the coefficient of the base color (0 to remove base color tainting) */
  64174. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  64175. /**
  64176. * Disposes of the post process
  64177. * @param camera Camera to dispose post process on
  64178. */
  64179. dispose(camera: Camera): void;
  64180. }
  64181. }
  64182. declare module "babylonjs/Shaders/sharpen.fragment" {
  64183. /** @hidden */
  64184. export var sharpenPixelShader: {
  64185. name: string;
  64186. shader: string;
  64187. };
  64188. }
  64189. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  64190. import { Nullable } from "babylonjs/types";
  64191. import { Camera } from "babylonjs/Cameras/camera";
  64192. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64193. import "babylonjs/Shaders/sharpen.fragment";
  64194. import { Engine } from "babylonjs/Engines/engine";
  64195. /**
  64196. * The SharpenPostProcess applies a sharpen kernel to every pixel
  64197. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  64198. */
  64199. export class SharpenPostProcess extends PostProcess {
  64200. /**
  64201. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  64202. */
  64203. colorAmount: number;
  64204. /**
  64205. * How much sharpness should be applied (default: 0.3)
  64206. */
  64207. edgeAmount: number;
  64208. /**
  64209. * Creates a new instance ConvolutionPostProcess
  64210. * @param name The name of the effect.
  64211. * @param options The required width/height ratio to downsize to before computing the render pass.
  64212. * @param camera The camera to apply the render pass to.
  64213. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64214. * @param engine The engine which the post process will be applied. (default: current engine)
  64215. * @param reusable If the post process can be reused on the same frame. (default: false)
  64216. * @param textureType Type of textures used when performing the post process. (default: 0)
  64217. * @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)
  64218. */
  64219. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64220. }
  64221. }
  64222. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  64223. import { Nullable } from "babylonjs/types";
  64224. import { Camera } from "babylonjs/Cameras/camera";
  64225. import { Engine } from "babylonjs/Engines/engine";
  64226. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  64227. import { IInspectable } from "babylonjs/Misc/iInspectable";
  64228. /**
  64229. * PostProcessRenderPipeline
  64230. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64231. */
  64232. export class PostProcessRenderPipeline {
  64233. private engine;
  64234. private _renderEffects;
  64235. private _renderEffectsForIsolatedPass;
  64236. /**
  64237. * List of inspectable custom properties (used by the Inspector)
  64238. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  64239. */
  64240. inspectableCustomProperties: IInspectable[];
  64241. /**
  64242. * @hidden
  64243. */
  64244. protected _cameras: Camera[];
  64245. /** @hidden */
  64246. _name: string;
  64247. /**
  64248. * Gets pipeline name
  64249. */
  64250. readonly name: string;
  64251. /** Gets the list of attached cameras */
  64252. readonly cameras: Camera[];
  64253. /**
  64254. * Initializes a PostProcessRenderPipeline
  64255. * @param engine engine to add the pipeline to
  64256. * @param name name of the pipeline
  64257. */
  64258. constructor(engine: Engine, name: string);
  64259. /**
  64260. * Gets the class name
  64261. * @returns "PostProcessRenderPipeline"
  64262. */
  64263. getClassName(): string;
  64264. /**
  64265. * If all the render effects in the pipeline are supported
  64266. */
  64267. readonly isSupported: boolean;
  64268. /**
  64269. * Adds an effect to the pipeline
  64270. * @param renderEffect the effect to add
  64271. */
  64272. addEffect(renderEffect: PostProcessRenderEffect): void;
  64273. /** @hidden */
  64274. _rebuild(): void;
  64275. /** @hidden */
  64276. _enableEffect(renderEffectName: string, cameras: Camera): void;
  64277. /** @hidden */
  64278. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  64279. /** @hidden */
  64280. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64281. /** @hidden */
  64282. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64283. /** @hidden */
  64284. _attachCameras(cameras: Camera, unique: boolean): void;
  64285. /** @hidden */
  64286. _attachCameras(cameras: Camera[], unique: boolean): void;
  64287. /** @hidden */
  64288. _detachCameras(cameras: Camera): void;
  64289. /** @hidden */
  64290. _detachCameras(cameras: Nullable<Camera[]>): void;
  64291. /** @hidden */
  64292. _update(): void;
  64293. /** @hidden */
  64294. _reset(): void;
  64295. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  64296. /**
  64297. * Disposes of the pipeline
  64298. */
  64299. dispose(): void;
  64300. }
  64301. }
  64302. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  64303. import { Camera } from "babylonjs/Cameras/camera";
  64304. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64305. /**
  64306. * PostProcessRenderPipelineManager class
  64307. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64308. */
  64309. export class PostProcessRenderPipelineManager {
  64310. private _renderPipelines;
  64311. /**
  64312. * Initializes a PostProcessRenderPipelineManager
  64313. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64314. */
  64315. constructor();
  64316. /**
  64317. * Gets the list of supported render pipelines
  64318. */
  64319. readonly supportedPipelines: PostProcessRenderPipeline[];
  64320. /**
  64321. * Adds a pipeline to the manager
  64322. * @param renderPipeline The pipeline to add
  64323. */
  64324. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  64325. /**
  64326. * Attaches a camera to the pipeline
  64327. * @param renderPipelineName The name of the pipeline to attach to
  64328. * @param cameras the camera to attach
  64329. * @param unique if the camera can be attached multiple times to the pipeline
  64330. */
  64331. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  64332. /**
  64333. * Detaches a camera from the pipeline
  64334. * @param renderPipelineName The name of the pipeline to detach from
  64335. * @param cameras the camera to detach
  64336. */
  64337. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  64338. /**
  64339. * Enables an effect by name on a pipeline
  64340. * @param renderPipelineName the name of the pipeline to enable the effect in
  64341. * @param renderEffectName the name of the effect to enable
  64342. * @param cameras the cameras that the effect should be enabled on
  64343. */
  64344. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64345. /**
  64346. * Disables an effect by name on a pipeline
  64347. * @param renderPipelineName the name of the pipeline to disable the effect in
  64348. * @param renderEffectName the name of the effect to disable
  64349. * @param cameras the cameras that the effect should be disabled on
  64350. */
  64351. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64352. /**
  64353. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  64354. */
  64355. update(): void;
  64356. /** @hidden */
  64357. _rebuild(): void;
  64358. /**
  64359. * Disposes of the manager and pipelines
  64360. */
  64361. dispose(): void;
  64362. }
  64363. }
  64364. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  64365. import { ISceneComponent } from "babylonjs/sceneComponent";
  64366. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  64367. import { Scene } from "babylonjs/scene";
  64368. module "babylonjs/scene" {
  64369. interface Scene {
  64370. /** @hidden (Backing field) */
  64371. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64372. /**
  64373. * Gets the postprocess render pipeline manager
  64374. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64375. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64376. */
  64377. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64378. }
  64379. }
  64380. /**
  64381. * Defines the Render Pipeline scene component responsible to rendering pipelines
  64382. */
  64383. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  64384. /**
  64385. * The component name helpfull to identify the component in the list of scene components.
  64386. */
  64387. readonly name: string;
  64388. /**
  64389. * The scene the component belongs to.
  64390. */
  64391. scene: Scene;
  64392. /**
  64393. * Creates a new instance of the component for the given scene
  64394. * @param scene Defines the scene to register the component in
  64395. */
  64396. constructor(scene: Scene);
  64397. /**
  64398. * Registers the component in a given scene
  64399. */
  64400. register(): void;
  64401. /**
  64402. * Rebuilds the elements related to this component in case of
  64403. * context lost for instance.
  64404. */
  64405. rebuild(): void;
  64406. /**
  64407. * Disposes the component and the associated ressources
  64408. */
  64409. dispose(): void;
  64410. private _gatherRenderTargets;
  64411. }
  64412. }
  64413. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  64414. import { Nullable } from "babylonjs/types";
  64415. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  64416. import { Camera } from "babylonjs/Cameras/camera";
  64417. import { IDisposable } from "babylonjs/scene";
  64418. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  64419. import { Scene } from "babylonjs/scene";
  64420. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  64421. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  64422. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  64423. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  64424. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  64425. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64426. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  64427. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64428. import { Animation } from "babylonjs/Animations/animation";
  64429. /**
  64430. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  64431. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64432. */
  64433. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  64434. private _scene;
  64435. private _camerasToBeAttached;
  64436. /**
  64437. * ID of the sharpen post process,
  64438. */
  64439. private readonly SharpenPostProcessId;
  64440. /**
  64441. * @ignore
  64442. * ID of the image processing post process;
  64443. */
  64444. readonly ImageProcessingPostProcessId: string;
  64445. /**
  64446. * @ignore
  64447. * ID of the Fast Approximate Anti-Aliasing post process;
  64448. */
  64449. readonly FxaaPostProcessId: string;
  64450. /**
  64451. * ID of the chromatic aberration post process,
  64452. */
  64453. private readonly ChromaticAberrationPostProcessId;
  64454. /**
  64455. * ID of the grain post process
  64456. */
  64457. private readonly GrainPostProcessId;
  64458. /**
  64459. * Sharpen post process which will apply a sharpen convolution to enhance edges
  64460. */
  64461. sharpen: SharpenPostProcess;
  64462. private _sharpenEffect;
  64463. private bloom;
  64464. /**
  64465. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  64466. */
  64467. depthOfField: DepthOfFieldEffect;
  64468. /**
  64469. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  64470. */
  64471. fxaa: FxaaPostProcess;
  64472. /**
  64473. * Image post processing pass used to perform operations such as tone mapping or color grading.
  64474. */
  64475. imageProcessing: ImageProcessingPostProcess;
  64476. /**
  64477. * Chromatic aberration post process which will shift rgb colors in the image
  64478. */
  64479. chromaticAberration: ChromaticAberrationPostProcess;
  64480. private _chromaticAberrationEffect;
  64481. /**
  64482. * Grain post process which add noise to the image
  64483. */
  64484. grain: GrainPostProcess;
  64485. private _grainEffect;
  64486. /**
  64487. * Glow post process which adds a glow to emissive areas of the image
  64488. */
  64489. private _glowLayer;
  64490. /**
  64491. * Animations which can be used to tweak settings over a period of time
  64492. */
  64493. animations: Animation[];
  64494. private _imageProcessingConfigurationObserver;
  64495. private _sharpenEnabled;
  64496. private _bloomEnabled;
  64497. private _depthOfFieldEnabled;
  64498. private _depthOfFieldBlurLevel;
  64499. private _fxaaEnabled;
  64500. private _imageProcessingEnabled;
  64501. private _defaultPipelineTextureType;
  64502. private _bloomScale;
  64503. private _chromaticAberrationEnabled;
  64504. private _grainEnabled;
  64505. private _buildAllowed;
  64506. /**
  64507. * Gets active scene
  64508. */
  64509. readonly scene: Scene;
  64510. /**
  64511. * Enable or disable the sharpen process from the pipeline
  64512. */
  64513. sharpenEnabled: boolean;
  64514. private _resizeObserver;
  64515. private _hardwareScaleLevel;
  64516. private _bloomKernel;
  64517. /**
  64518. * Specifies the size of the bloom blur kernel, relative to the final output size
  64519. */
  64520. bloomKernel: number;
  64521. /**
  64522. * Specifies the weight of the bloom in the final rendering
  64523. */
  64524. private _bloomWeight;
  64525. /**
  64526. * Specifies the luma threshold for the area that will be blurred by the bloom
  64527. */
  64528. private _bloomThreshold;
  64529. private _hdr;
  64530. /**
  64531. * The strength of the bloom.
  64532. */
  64533. bloomWeight: number;
  64534. /**
  64535. * The strength of the bloom.
  64536. */
  64537. bloomThreshold: number;
  64538. /**
  64539. * The scale of the bloom, lower value will provide better performance.
  64540. */
  64541. bloomScale: number;
  64542. /**
  64543. * Enable or disable the bloom from the pipeline
  64544. */
  64545. bloomEnabled: boolean;
  64546. private _rebuildBloom;
  64547. /**
  64548. * If the depth of field is enabled.
  64549. */
  64550. depthOfFieldEnabled: boolean;
  64551. /**
  64552. * Blur level of the depth of field effect. (Higher blur will effect performance)
  64553. */
  64554. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  64555. /**
  64556. * If the anti aliasing is enabled.
  64557. */
  64558. fxaaEnabled: boolean;
  64559. private _samples;
  64560. /**
  64561. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  64562. */
  64563. samples: number;
  64564. /**
  64565. * If image processing is enabled.
  64566. */
  64567. imageProcessingEnabled: boolean;
  64568. /**
  64569. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  64570. */
  64571. glowLayerEnabled: boolean;
  64572. /**
  64573. * Gets the glow layer (or null if not defined)
  64574. */
  64575. readonly glowLayer: Nullable<GlowLayer>;
  64576. /**
  64577. * Enable or disable the chromaticAberration process from the pipeline
  64578. */
  64579. chromaticAberrationEnabled: boolean;
  64580. /**
  64581. * Enable or disable the grain process from the pipeline
  64582. */
  64583. grainEnabled: boolean;
  64584. /**
  64585. * @constructor
  64586. * @param name - The rendering pipeline name (default: "")
  64587. * @param hdr - If high dynamic range textures should be used (default: true)
  64588. * @param scene - The scene linked to this pipeline (default: the last created scene)
  64589. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  64590. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  64591. */
  64592. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  64593. /**
  64594. * Get the class name
  64595. * @returns "DefaultRenderingPipeline"
  64596. */
  64597. getClassName(): string;
  64598. /**
  64599. * Force the compilation of the entire pipeline.
  64600. */
  64601. prepare(): void;
  64602. private _hasCleared;
  64603. private _prevPostProcess;
  64604. private _prevPrevPostProcess;
  64605. private _setAutoClearAndTextureSharing;
  64606. private _depthOfFieldSceneObserver;
  64607. private _buildPipeline;
  64608. private _disposePostProcesses;
  64609. /**
  64610. * Adds a camera to the pipeline
  64611. * @param camera the camera to be added
  64612. */
  64613. addCamera(camera: Camera): void;
  64614. /**
  64615. * Removes a camera from the pipeline
  64616. * @param camera the camera to remove
  64617. */
  64618. removeCamera(camera: Camera): void;
  64619. /**
  64620. * Dispose of the pipeline and stop all post processes
  64621. */
  64622. dispose(): void;
  64623. /**
  64624. * Serialize the rendering pipeline (Used when exporting)
  64625. * @returns the serialized object
  64626. */
  64627. serialize(): any;
  64628. /**
  64629. * Parse the serialized pipeline
  64630. * @param source Source pipeline.
  64631. * @param scene The scene to load the pipeline to.
  64632. * @param rootUrl The URL of the serialized pipeline.
  64633. * @returns An instantiated pipeline from the serialized object.
  64634. */
  64635. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  64636. }
  64637. }
  64638. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  64639. /** @hidden */
  64640. export var lensHighlightsPixelShader: {
  64641. name: string;
  64642. shader: string;
  64643. };
  64644. }
  64645. declare module "babylonjs/Shaders/depthOfField.fragment" {
  64646. /** @hidden */
  64647. export var depthOfFieldPixelShader: {
  64648. name: string;
  64649. shader: string;
  64650. };
  64651. }
  64652. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  64653. import { Camera } from "babylonjs/Cameras/camera";
  64654. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64655. import { Scene } from "babylonjs/scene";
  64656. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64657. import "babylonjs/Shaders/chromaticAberration.fragment";
  64658. import "babylonjs/Shaders/lensHighlights.fragment";
  64659. import "babylonjs/Shaders/depthOfField.fragment";
  64660. /**
  64661. * BABYLON.JS Chromatic Aberration GLSL Shader
  64662. * Author: Olivier Guyot
  64663. * Separates very slightly R, G and B colors on the edges of the screen
  64664. * Inspired by Francois Tarlier & Martins Upitis
  64665. */
  64666. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  64667. /**
  64668. * @ignore
  64669. * The chromatic aberration PostProcess id in the pipeline
  64670. */
  64671. LensChromaticAberrationEffect: string;
  64672. /**
  64673. * @ignore
  64674. * The highlights enhancing PostProcess id in the pipeline
  64675. */
  64676. HighlightsEnhancingEffect: string;
  64677. /**
  64678. * @ignore
  64679. * The depth-of-field PostProcess id in the pipeline
  64680. */
  64681. LensDepthOfFieldEffect: string;
  64682. private _scene;
  64683. private _depthTexture;
  64684. private _grainTexture;
  64685. private _chromaticAberrationPostProcess;
  64686. private _highlightsPostProcess;
  64687. private _depthOfFieldPostProcess;
  64688. private _edgeBlur;
  64689. private _grainAmount;
  64690. private _chromaticAberration;
  64691. private _distortion;
  64692. private _highlightsGain;
  64693. private _highlightsThreshold;
  64694. private _dofDistance;
  64695. private _dofAperture;
  64696. private _dofDarken;
  64697. private _dofPentagon;
  64698. private _blurNoise;
  64699. /**
  64700. * @constructor
  64701. *
  64702. * Effect parameters are as follow:
  64703. * {
  64704. * chromatic_aberration: number; // from 0 to x (1 for realism)
  64705. * edge_blur: number; // from 0 to x (1 for realism)
  64706. * distortion: number; // from 0 to x (1 for realism)
  64707. * grain_amount: number; // from 0 to 1
  64708. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  64709. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  64710. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  64711. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  64712. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  64713. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  64714. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  64715. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  64716. * }
  64717. * Note: if an effect parameter is unset, effect is disabled
  64718. *
  64719. * @param name The rendering pipeline name
  64720. * @param parameters - An object containing all parameters (see above)
  64721. * @param scene The scene linked to this pipeline
  64722. * @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)
  64723. * @param cameras The array of cameras that the rendering pipeline will be attached to
  64724. */
  64725. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  64726. /**
  64727. * Get the class name
  64728. * @returns "LensRenderingPipeline"
  64729. */
  64730. getClassName(): string;
  64731. /**
  64732. * Gets associated scene
  64733. */
  64734. readonly scene: Scene;
  64735. /**
  64736. * Gets or sets the edge blur
  64737. */
  64738. edgeBlur: number;
  64739. /**
  64740. * Gets or sets the grain amount
  64741. */
  64742. grainAmount: number;
  64743. /**
  64744. * Gets or sets the chromatic aberration amount
  64745. */
  64746. chromaticAberration: number;
  64747. /**
  64748. * Gets or sets the depth of field aperture
  64749. */
  64750. dofAperture: number;
  64751. /**
  64752. * Gets or sets the edge distortion
  64753. */
  64754. edgeDistortion: number;
  64755. /**
  64756. * Gets or sets the depth of field distortion
  64757. */
  64758. dofDistortion: number;
  64759. /**
  64760. * Gets or sets the darken out of focus amount
  64761. */
  64762. darkenOutOfFocus: number;
  64763. /**
  64764. * Gets or sets a boolean indicating if blur noise is enabled
  64765. */
  64766. blurNoise: boolean;
  64767. /**
  64768. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  64769. */
  64770. pentagonBokeh: boolean;
  64771. /**
  64772. * Gets or sets the highlight grain amount
  64773. */
  64774. highlightsGain: number;
  64775. /**
  64776. * Gets or sets the highlight threshold
  64777. */
  64778. highlightsThreshold: number;
  64779. /**
  64780. * Sets the amount of blur at the edges
  64781. * @param amount blur amount
  64782. */
  64783. setEdgeBlur(amount: number): void;
  64784. /**
  64785. * Sets edge blur to 0
  64786. */
  64787. disableEdgeBlur(): void;
  64788. /**
  64789. * Sets the amout of grain
  64790. * @param amount Amount of grain
  64791. */
  64792. setGrainAmount(amount: number): void;
  64793. /**
  64794. * Set grain amount to 0
  64795. */
  64796. disableGrain(): void;
  64797. /**
  64798. * Sets the chromatic aberration amount
  64799. * @param amount amount of chromatic aberration
  64800. */
  64801. setChromaticAberration(amount: number): void;
  64802. /**
  64803. * Sets chromatic aberration amount to 0
  64804. */
  64805. disableChromaticAberration(): void;
  64806. /**
  64807. * Sets the EdgeDistortion amount
  64808. * @param amount amount of EdgeDistortion
  64809. */
  64810. setEdgeDistortion(amount: number): void;
  64811. /**
  64812. * Sets edge distortion to 0
  64813. */
  64814. disableEdgeDistortion(): void;
  64815. /**
  64816. * Sets the FocusDistance amount
  64817. * @param amount amount of FocusDistance
  64818. */
  64819. setFocusDistance(amount: number): void;
  64820. /**
  64821. * Disables depth of field
  64822. */
  64823. disableDepthOfField(): void;
  64824. /**
  64825. * Sets the Aperture amount
  64826. * @param amount amount of Aperture
  64827. */
  64828. setAperture(amount: number): void;
  64829. /**
  64830. * Sets the DarkenOutOfFocus amount
  64831. * @param amount amount of DarkenOutOfFocus
  64832. */
  64833. setDarkenOutOfFocus(amount: number): void;
  64834. private _pentagonBokehIsEnabled;
  64835. /**
  64836. * Creates a pentagon bokeh effect
  64837. */
  64838. enablePentagonBokeh(): void;
  64839. /**
  64840. * Disables the pentagon bokeh effect
  64841. */
  64842. disablePentagonBokeh(): void;
  64843. /**
  64844. * Enables noise blur
  64845. */
  64846. enableNoiseBlur(): void;
  64847. /**
  64848. * Disables noise blur
  64849. */
  64850. disableNoiseBlur(): void;
  64851. /**
  64852. * Sets the HighlightsGain amount
  64853. * @param amount amount of HighlightsGain
  64854. */
  64855. setHighlightsGain(amount: number): void;
  64856. /**
  64857. * Sets the HighlightsThreshold amount
  64858. * @param amount amount of HighlightsThreshold
  64859. */
  64860. setHighlightsThreshold(amount: number): void;
  64861. /**
  64862. * Disables highlights
  64863. */
  64864. disableHighlights(): void;
  64865. /**
  64866. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  64867. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  64868. */
  64869. dispose(disableDepthRender?: boolean): void;
  64870. private _createChromaticAberrationPostProcess;
  64871. private _createHighlightsPostProcess;
  64872. private _createDepthOfFieldPostProcess;
  64873. private _createGrainTexture;
  64874. }
  64875. }
  64876. declare module "babylonjs/Shaders/ssao2.fragment" {
  64877. /** @hidden */
  64878. export var ssao2PixelShader: {
  64879. name: string;
  64880. shader: string;
  64881. };
  64882. }
  64883. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  64884. /** @hidden */
  64885. export var ssaoCombinePixelShader: {
  64886. name: string;
  64887. shader: string;
  64888. };
  64889. }
  64890. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  64891. import { Camera } from "babylonjs/Cameras/camera";
  64892. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64893. import { Scene } from "babylonjs/scene";
  64894. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64895. import "babylonjs/Shaders/ssao2.fragment";
  64896. import "babylonjs/Shaders/ssaoCombine.fragment";
  64897. /**
  64898. * Render pipeline to produce ssao effect
  64899. */
  64900. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  64901. /**
  64902. * @ignore
  64903. * The PassPostProcess id in the pipeline that contains the original scene color
  64904. */
  64905. SSAOOriginalSceneColorEffect: string;
  64906. /**
  64907. * @ignore
  64908. * The SSAO PostProcess id in the pipeline
  64909. */
  64910. SSAORenderEffect: string;
  64911. /**
  64912. * @ignore
  64913. * The horizontal blur PostProcess id in the pipeline
  64914. */
  64915. SSAOBlurHRenderEffect: string;
  64916. /**
  64917. * @ignore
  64918. * The vertical blur PostProcess id in the pipeline
  64919. */
  64920. SSAOBlurVRenderEffect: string;
  64921. /**
  64922. * @ignore
  64923. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  64924. */
  64925. SSAOCombineRenderEffect: string;
  64926. /**
  64927. * The output strength of the SSAO post-process. Default value is 1.0.
  64928. */
  64929. totalStrength: number;
  64930. /**
  64931. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  64932. */
  64933. maxZ: number;
  64934. /**
  64935. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  64936. */
  64937. minZAspect: number;
  64938. private _samples;
  64939. /**
  64940. * Number of samples used for the SSAO calculations. Default value is 8
  64941. */
  64942. samples: number;
  64943. private _textureSamples;
  64944. /**
  64945. * Number of samples to use for antialiasing
  64946. */
  64947. textureSamples: number;
  64948. /**
  64949. * Ratio object used for SSAO ratio and blur ratio
  64950. */
  64951. private _ratio;
  64952. /**
  64953. * Dynamically generated sphere sampler.
  64954. */
  64955. private _sampleSphere;
  64956. /**
  64957. * Blur filter offsets
  64958. */
  64959. private _samplerOffsets;
  64960. private _expensiveBlur;
  64961. /**
  64962. * If bilateral blur should be used
  64963. */
  64964. expensiveBlur: boolean;
  64965. /**
  64966. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  64967. */
  64968. radius: number;
  64969. /**
  64970. * The base color of the SSAO post-process
  64971. * The final result is "base + ssao" between [0, 1]
  64972. */
  64973. base: number;
  64974. /**
  64975. * Support test.
  64976. */
  64977. static readonly IsSupported: boolean;
  64978. private _scene;
  64979. private _depthTexture;
  64980. private _normalTexture;
  64981. private _randomTexture;
  64982. private _originalColorPostProcess;
  64983. private _ssaoPostProcess;
  64984. private _blurHPostProcess;
  64985. private _blurVPostProcess;
  64986. private _ssaoCombinePostProcess;
  64987. private _firstUpdate;
  64988. /**
  64989. * Gets active scene
  64990. */
  64991. readonly scene: Scene;
  64992. /**
  64993. * @constructor
  64994. * @param name The rendering pipeline name
  64995. * @param scene The scene linked to this pipeline
  64996. * @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 }
  64997. * @param cameras The array of cameras that the rendering pipeline will be attached to
  64998. */
  64999. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  65000. /**
  65001. * Get the class name
  65002. * @returns "SSAO2RenderingPipeline"
  65003. */
  65004. getClassName(): string;
  65005. /**
  65006. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  65007. */
  65008. dispose(disableGeometryBufferRenderer?: boolean): void;
  65009. private _createBlurPostProcess;
  65010. /** @hidden */
  65011. _rebuild(): void;
  65012. private _bits;
  65013. private _radicalInverse_VdC;
  65014. private _hammersley;
  65015. private _hemisphereSample_uniform;
  65016. private _generateHemisphere;
  65017. private _createSSAOPostProcess;
  65018. private _createSSAOCombinePostProcess;
  65019. private _createRandomTexture;
  65020. /**
  65021. * Serialize the rendering pipeline (Used when exporting)
  65022. * @returns the serialized object
  65023. */
  65024. serialize(): any;
  65025. /**
  65026. * Parse the serialized pipeline
  65027. * @param source Source pipeline.
  65028. * @param scene The scene to load the pipeline to.
  65029. * @param rootUrl The URL of the serialized pipeline.
  65030. * @returns An instantiated pipeline from the serialized object.
  65031. */
  65032. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  65033. }
  65034. }
  65035. declare module "babylonjs/Shaders/ssao.fragment" {
  65036. /** @hidden */
  65037. export var ssaoPixelShader: {
  65038. name: string;
  65039. shader: string;
  65040. };
  65041. }
  65042. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  65043. import { Camera } from "babylonjs/Cameras/camera";
  65044. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65045. import { Scene } from "babylonjs/scene";
  65046. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65047. import "babylonjs/Shaders/ssao.fragment";
  65048. import "babylonjs/Shaders/ssaoCombine.fragment";
  65049. /**
  65050. * Render pipeline to produce ssao effect
  65051. */
  65052. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  65053. /**
  65054. * @ignore
  65055. * The PassPostProcess id in the pipeline that contains the original scene color
  65056. */
  65057. SSAOOriginalSceneColorEffect: string;
  65058. /**
  65059. * @ignore
  65060. * The SSAO PostProcess id in the pipeline
  65061. */
  65062. SSAORenderEffect: string;
  65063. /**
  65064. * @ignore
  65065. * The horizontal blur PostProcess id in the pipeline
  65066. */
  65067. SSAOBlurHRenderEffect: string;
  65068. /**
  65069. * @ignore
  65070. * The vertical blur PostProcess id in the pipeline
  65071. */
  65072. SSAOBlurVRenderEffect: string;
  65073. /**
  65074. * @ignore
  65075. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  65076. */
  65077. SSAOCombineRenderEffect: string;
  65078. /**
  65079. * The output strength of the SSAO post-process. Default value is 1.0.
  65080. */
  65081. totalStrength: number;
  65082. /**
  65083. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  65084. */
  65085. radius: number;
  65086. /**
  65087. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  65088. * Must not be equal to fallOff and superior to fallOff.
  65089. * Default value is 0.0075
  65090. */
  65091. area: number;
  65092. /**
  65093. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  65094. * Must not be equal to area and inferior to area.
  65095. * Default value is 0.000001
  65096. */
  65097. fallOff: number;
  65098. /**
  65099. * The base color of the SSAO post-process
  65100. * The final result is "base + ssao" between [0, 1]
  65101. */
  65102. base: number;
  65103. private _scene;
  65104. private _depthTexture;
  65105. private _randomTexture;
  65106. private _originalColorPostProcess;
  65107. private _ssaoPostProcess;
  65108. private _blurHPostProcess;
  65109. private _blurVPostProcess;
  65110. private _ssaoCombinePostProcess;
  65111. private _firstUpdate;
  65112. /**
  65113. * Gets active scene
  65114. */
  65115. readonly scene: Scene;
  65116. /**
  65117. * @constructor
  65118. * @param name - The rendering pipeline name
  65119. * @param scene - The scene linked to this pipeline
  65120. * @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 }
  65121. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  65122. */
  65123. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  65124. /**
  65125. * Get the class name
  65126. * @returns "SSAORenderingPipeline"
  65127. */
  65128. getClassName(): string;
  65129. /**
  65130. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  65131. */
  65132. dispose(disableDepthRender?: boolean): void;
  65133. private _createBlurPostProcess;
  65134. /** @hidden */
  65135. _rebuild(): void;
  65136. private _createSSAOPostProcess;
  65137. private _createSSAOCombinePostProcess;
  65138. private _createRandomTexture;
  65139. }
  65140. }
  65141. declare module "babylonjs/Shaders/standard.fragment" {
  65142. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  65143. /** @hidden */
  65144. export var standardPixelShader: {
  65145. name: string;
  65146. shader: string;
  65147. };
  65148. }
  65149. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  65150. import { Nullable } from "babylonjs/types";
  65151. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  65152. import { Camera } from "babylonjs/Cameras/camera";
  65153. import { Texture } from "babylonjs/Materials/Textures/texture";
  65154. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65155. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65156. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  65157. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  65158. import { IDisposable } from "babylonjs/scene";
  65159. import { SpotLight } from "babylonjs/Lights/spotLight";
  65160. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  65161. import { Scene } from "babylonjs/scene";
  65162. import { Animation } from "babylonjs/Animations/animation";
  65163. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65164. import "babylonjs/Shaders/standard.fragment";
  65165. /**
  65166. * Standard rendering pipeline
  65167. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65168. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  65169. */
  65170. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  65171. /**
  65172. * Public members
  65173. */
  65174. /**
  65175. * Post-process which contains the original scene color before the pipeline applies all the effects
  65176. */
  65177. originalPostProcess: Nullable<PostProcess>;
  65178. /**
  65179. * Post-process used to down scale an image x4
  65180. */
  65181. downSampleX4PostProcess: Nullable<PostProcess>;
  65182. /**
  65183. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  65184. */
  65185. brightPassPostProcess: Nullable<PostProcess>;
  65186. /**
  65187. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  65188. */
  65189. blurHPostProcesses: PostProcess[];
  65190. /**
  65191. * Post-process array storing all the vertical blur post-processes used by the pipeline
  65192. */
  65193. blurVPostProcesses: PostProcess[];
  65194. /**
  65195. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  65196. */
  65197. textureAdderPostProcess: Nullable<PostProcess>;
  65198. /**
  65199. * Post-process used to create volumetric lighting effect
  65200. */
  65201. volumetricLightPostProcess: Nullable<PostProcess>;
  65202. /**
  65203. * Post-process used to smooth the previous volumetric light post-process on the X axis
  65204. */
  65205. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  65206. /**
  65207. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  65208. */
  65209. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  65210. /**
  65211. * Post-process used to merge the volumetric light effect and the real scene color
  65212. */
  65213. volumetricLightMergePostProces: Nullable<PostProcess>;
  65214. /**
  65215. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  65216. */
  65217. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  65218. /**
  65219. * Base post-process used to calculate the average luminance of the final image for HDR
  65220. */
  65221. luminancePostProcess: Nullable<PostProcess>;
  65222. /**
  65223. * Post-processes used to create down sample post-processes in order to get
  65224. * the average luminance of the final image for HDR
  65225. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  65226. */
  65227. luminanceDownSamplePostProcesses: PostProcess[];
  65228. /**
  65229. * Post-process used to create a HDR effect (light adaptation)
  65230. */
  65231. hdrPostProcess: Nullable<PostProcess>;
  65232. /**
  65233. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  65234. */
  65235. textureAdderFinalPostProcess: Nullable<PostProcess>;
  65236. /**
  65237. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  65238. */
  65239. lensFlareFinalPostProcess: Nullable<PostProcess>;
  65240. /**
  65241. * Post-process used to merge the final HDR post-process and the real scene color
  65242. */
  65243. hdrFinalPostProcess: Nullable<PostProcess>;
  65244. /**
  65245. * Post-process used to create a lens flare effect
  65246. */
  65247. lensFlarePostProcess: Nullable<PostProcess>;
  65248. /**
  65249. * Post-process that merges the result of the lens flare post-process and the real scene color
  65250. */
  65251. lensFlareComposePostProcess: Nullable<PostProcess>;
  65252. /**
  65253. * Post-process used to create a motion blur effect
  65254. */
  65255. motionBlurPostProcess: Nullable<PostProcess>;
  65256. /**
  65257. * Post-process used to create a depth of field effect
  65258. */
  65259. depthOfFieldPostProcess: Nullable<PostProcess>;
  65260. /**
  65261. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  65262. */
  65263. fxaaPostProcess: Nullable<FxaaPostProcess>;
  65264. /**
  65265. * Represents the brightness threshold in order to configure the illuminated surfaces
  65266. */
  65267. brightThreshold: number;
  65268. /**
  65269. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  65270. */
  65271. blurWidth: number;
  65272. /**
  65273. * Sets if the blur for highlighted surfaces must be only horizontal
  65274. */
  65275. horizontalBlur: boolean;
  65276. /**
  65277. * Gets the overall exposure used by the pipeline
  65278. */
  65279. /**
  65280. * Sets the overall exposure used by the pipeline
  65281. */
  65282. exposure: number;
  65283. /**
  65284. * Texture used typically to simulate "dirty" on camera lens
  65285. */
  65286. lensTexture: Nullable<Texture>;
  65287. /**
  65288. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  65289. */
  65290. volumetricLightCoefficient: number;
  65291. /**
  65292. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  65293. */
  65294. volumetricLightPower: number;
  65295. /**
  65296. * Used the set the blur intensity to smooth the volumetric lights
  65297. */
  65298. volumetricLightBlurScale: number;
  65299. /**
  65300. * Light (spot or directional) used to generate the volumetric lights rays
  65301. * The source light must have a shadow generate so the pipeline can get its
  65302. * depth map
  65303. */
  65304. sourceLight: Nullable<SpotLight | DirectionalLight>;
  65305. /**
  65306. * For eye adaptation, represents the minimum luminance the eye can see
  65307. */
  65308. hdrMinimumLuminance: number;
  65309. /**
  65310. * For eye adaptation, represents the decrease luminance speed
  65311. */
  65312. hdrDecreaseRate: number;
  65313. /**
  65314. * For eye adaptation, represents the increase luminance speed
  65315. */
  65316. hdrIncreaseRate: number;
  65317. /**
  65318. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65319. */
  65320. /**
  65321. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65322. */
  65323. hdrAutoExposure: boolean;
  65324. /**
  65325. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  65326. */
  65327. lensColorTexture: Nullable<Texture>;
  65328. /**
  65329. * The overall strengh for the lens flare effect
  65330. */
  65331. lensFlareStrength: number;
  65332. /**
  65333. * Dispersion coefficient for lens flare ghosts
  65334. */
  65335. lensFlareGhostDispersal: number;
  65336. /**
  65337. * Main lens flare halo width
  65338. */
  65339. lensFlareHaloWidth: number;
  65340. /**
  65341. * Based on the lens distortion effect, defines how much the lens flare result
  65342. * is distorted
  65343. */
  65344. lensFlareDistortionStrength: number;
  65345. /**
  65346. * Configures the blur intensity used for for lens flare (halo)
  65347. */
  65348. lensFlareBlurWidth: number;
  65349. /**
  65350. * Lens star texture must be used to simulate rays on the flares and is available
  65351. * in the documentation
  65352. */
  65353. lensStarTexture: Nullable<Texture>;
  65354. /**
  65355. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  65356. * flare effect by taking account of the dirt texture
  65357. */
  65358. lensFlareDirtTexture: Nullable<Texture>;
  65359. /**
  65360. * Represents the focal length for the depth of field effect
  65361. */
  65362. depthOfFieldDistance: number;
  65363. /**
  65364. * Represents the blur intensity for the blurred part of the depth of field effect
  65365. */
  65366. depthOfFieldBlurWidth: number;
  65367. /**
  65368. * Gets how much the image is blurred by the movement while using the motion blur post-process
  65369. */
  65370. /**
  65371. * Sets how much the image is blurred by the movement while using the motion blur post-process
  65372. */
  65373. motionStrength: number;
  65374. /**
  65375. * Gets wether or not the motion blur post-process is object based or screen based.
  65376. */
  65377. /**
  65378. * Sets wether or not the motion blur post-process should be object based or screen based
  65379. */
  65380. objectBasedMotionBlur: boolean;
  65381. /**
  65382. * List of animations for the pipeline (IAnimatable implementation)
  65383. */
  65384. animations: Animation[];
  65385. /**
  65386. * Private members
  65387. */
  65388. private _scene;
  65389. private _currentDepthOfFieldSource;
  65390. private _basePostProcess;
  65391. private _fixedExposure;
  65392. private _currentExposure;
  65393. private _hdrAutoExposure;
  65394. private _hdrCurrentLuminance;
  65395. private _motionStrength;
  65396. private _isObjectBasedMotionBlur;
  65397. private _floatTextureType;
  65398. private _camerasToBeAttached;
  65399. private _ratio;
  65400. private _bloomEnabled;
  65401. private _depthOfFieldEnabled;
  65402. private _vlsEnabled;
  65403. private _lensFlareEnabled;
  65404. private _hdrEnabled;
  65405. private _motionBlurEnabled;
  65406. private _fxaaEnabled;
  65407. private _motionBlurSamples;
  65408. private _volumetricLightStepsCount;
  65409. private _samples;
  65410. /**
  65411. * @ignore
  65412. * Specifies if the bloom pipeline is enabled
  65413. */
  65414. BloomEnabled: boolean;
  65415. /**
  65416. * @ignore
  65417. * Specifies if the depth of field pipeline is enabed
  65418. */
  65419. DepthOfFieldEnabled: boolean;
  65420. /**
  65421. * @ignore
  65422. * Specifies if the lens flare pipeline is enabed
  65423. */
  65424. LensFlareEnabled: boolean;
  65425. /**
  65426. * @ignore
  65427. * Specifies if the HDR pipeline is enabled
  65428. */
  65429. HDREnabled: boolean;
  65430. /**
  65431. * @ignore
  65432. * Specifies if the volumetric lights scattering effect is enabled
  65433. */
  65434. VLSEnabled: boolean;
  65435. /**
  65436. * @ignore
  65437. * Specifies if the motion blur effect is enabled
  65438. */
  65439. MotionBlurEnabled: boolean;
  65440. /**
  65441. * Specifies if anti-aliasing is enabled
  65442. */
  65443. fxaaEnabled: boolean;
  65444. /**
  65445. * Specifies the number of steps used to calculate the volumetric lights
  65446. * Typically in interval [50, 200]
  65447. */
  65448. volumetricLightStepsCount: number;
  65449. /**
  65450. * Specifies the number of samples used for the motion blur effect
  65451. * Typically in interval [16, 64]
  65452. */
  65453. motionBlurSamples: number;
  65454. /**
  65455. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  65456. */
  65457. samples: number;
  65458. /**
  65459. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65460. * @constructor
  65461. * @param name The rendering pipeline name
  65462. * @param scene The scene linked to this pipeline
  65463. * @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)
  65464. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  65465. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65466. */
  65467. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  65468. private _buildPipeline;
  65469. private _createDownSampleX4PostProcess;
  65470. private _createBrightPassPostProcess;
  65471. private _createBlurPostProcesses;
  65472. private _createTextureAdderPostProcess;
  65473. private _createVolumetricLightPostProcess;
  65474. private _createLuminancePostProcesses;
  65475. private _createHdrPostProcess;
  65476. private _createLensFlarePostProcess;
  65477. private _createDepthOfFieldPostProcess;
  65478. private _createMotionBlurPostProcess;
  65479. private _getDepthTexture;
  65480. private _disposePostProcesses;
  65481. /**
  65482. * Dispose of the pipeline and stop all post processes
  65483. */
  65484. dispose(): void;
  65485. /**
  65486. * Serialize the rendering pipeline (Used when exporting)
  65487. * @returns the serialized object
  65488. */
  65489. serialize(): any;
  65490. /**
  65491. * Parse the serialized pipeline
  65492. * @param source Source pipeline.
  65493. * @param scene The scene to load the pipeline to.
  65494. * @param rootUrl The URL of the serialized pipeline.
  65495. * @returns An instantiated pipeline from the serialized object.
  65496. */
  65497. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  65498. /**
  65499. * Luminance steps
  65500. */
  65501. static LuminanceSteps: number;
  65502. }
  65503. }
  65504. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  65505. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  65506. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  65507. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  65508. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  65509. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  65510. }
  65511. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  65512. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  65513. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  65514. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65515. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  65516. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65517. }
  65518. declare module "babylonjs/Shaders/tonemap.fragment" {
  65519. /** @hidden */
  65520. export var tonemapPixelShader: {
  65521. name: string;
  65522. shader: string;
  65523. };
  65524. }
  65525. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  65526. import { Camera } from "babylonjs/Cameras/camera";
  65527. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65528. import "babylonjs/Shaders/tonemap.fragment";
  65529. import { Engine } from "babylonjs/Engines/engine";
  65530. /** Defines operator used for tonemapping */
  65531. export enum TonemappingOperator {
  65532. /** Hable */
  65533. Hable = 0,
  65534. /** Reinhard */
  65535. Reinhard = 1,
  65536. /** HejiDawson */
  65537. HejiDawson = 2,
  65538. /** Photographic */
  65539. Photographic = 3
  65540. }
  65541. /**
  65542. * Defines a post process to apply tone mapping
  65543. */
  65544. export class TonemapPostProcess extends PostProcess {
  65545. private _operator;
  65546. /** Defines the required exposure adjustement */
  65547. exposureAdjustment: number;
  65548. /**
  65549. * Creates a new TonemapPostProcess
  65550. * @param name defines the name of the postprocess
  65551. * @param _operator defines the operator to use
  65552. * @param exposureAdjustment defines the required exposure adjustement
  65553. * @param camera defines the camera to use (can be null)
  65554. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  65555. * @param engine defines the hosting engine (can be ignore if camera is set)
  65556. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  65557. */
  65558. constructor(name: string, _operator: TonemappingOperator,
  65559. /** Defines the required exposure adjustement */
  65560. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  65561. }
  65562. }
  65563. declare module "babylonjs/Shaders/depth.vertex" {
  65564. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65565. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65566. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65567. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65568. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65569. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65570. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65571. /** @hidden */
  65572. export var depthVertexShader: {
  65573. name: string;
  65574. shader: string;
  65575. };
  65576. }
  65577. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  65578. /** @hidden */
  65579. export var volumetricLightScatteringPixelShader: {
  65580. name: string;
  65581. shader: string;
  65582. };
  65583. }
  65584. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  65585. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65586. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65587. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65588. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65589. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65590. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65591. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65592. /** @hidden */
  65593. export var volumetricLightScatteringPassVertexShader: {
  65594. name: string;
  65595. shader: string;
  65596. };
  65597. }
  65598. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  65599. /** @hidden */
  65600. export var volumetricLightScatteringPassPixelShader: {
  65601. name: string;
  65602. shader: string;
  65603. };
  65604. }
  65605. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  65606. import { Vector3 } from "babylonjs/Maths/math.vector";
  65607. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65608. import { Mesh } from "babylonjs/Meshes/mesh";
  65609. import { Camera } from "babylonjs/Cameras/camera";
  65610. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  65611. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65612. import { Scene } from "babylonjs/scene";
  65613. import "babylonjs/Meshes/Builders/planeBuilder";
  65614. import "babylonjs/Shaders/depth.vertex";
  65615. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  65616. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  65617. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  65618. import { Engine } from "babylonjs/Engines/engine";
  65619. /**
  65620. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  65621. */
  65622. export class VolumetricLightScatteringPostProcess extends PostProcess {
  65623. private _volumetricLightScatteringPass;
  65624. private _volumetricLightScatteringRTT;
  65625. private _viewPort;
  65626. private _screenCoordinates;
  65627. private _cachedDefines;
  65628. /**
  65629. * If not undefined, the mesh position is computed from the attached node position
  65630. */
  65631. attachedNode: {
  65632. position: Vector3;
  65633. };
  65634. /**
  65635. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  65636. */
  65637. customMeshPosition: Vector3;
  65638. /**
  65639. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  65640. */
  65641. useCustomMeshPosition: boolean;
  65642. /**
  65643. * If the post-process should inverse the light scattering direction
  65644. */
  65645. invert: boolean;
  65646. /**
  65647. * The internal mesh used by the post-process
  65648. */
  65649. mesh: Mesh;
  65650. /**
  65651. * @hidden
  65652. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  65653. */
  65654. useDiffuseColor: boolean;
  65655. /**
  65656. * Array containing the excluded meshes not rendered in the internal pass
  65657. */
  65658. excludedMeshes: AbstractMesh[];
  65659. /**
  65660. * Controls the overall intensity of the post-process
  65661. */
  65662. exposure: number;
  65663. /**
  65664. * Dissipates each sample's contribution in range [0, 1]
  65665. */
  65666. decay: number;
  65667. /**
  65668. * Controls the overall intensity of each sample
  65669. */
  65670. weight: number;
  65671. /**
  65672. * Controls the density of each sample
  65673. */
  65674. density: number;
  65675. /**
  65676. * @constructor
  65677. * @param name The post-process name
  65678. * @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)
  65679. * @param camera The camera that the post-process will be attached to
  65680. * @param mesh The mesh used to create the light scattering
  65681. * @param samples The post-process quality, default 100
  65682. * @param samplingModeThe post-process filtering mode
  65683. * @param engine The babylon engine
  65684. * @param reusable If the post-process is reusable
  65685. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  65686. */
  65687. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  65688. /**
  65689. * Returns the string "VolumetricLightScatteringPostProcess"
  65690. * @returns "VolumetricLightScatteringPostProcess"
  65691. */
  65692. getClassName(): string;
  65693. private _isReady;
  65694. /**
  65695. * Sets the new light position for light scattering effect
  65696. * @param position The new custom light position
  65697. */
  65698. setCustomMeshPosition(position: Vector3): void;
  65699. /**
  65700. * Returns the light position for light scattering effect
  65701. * @return Vector3 The custom light position
  65702. */
  65703. getCustomMeshPosition(): Vector3;
  65704. /**
  65705. * Disposes the internal assets and detaches the post-process from the camera
  65706. */
  65707. dispose(camera: Camera): void;
  65708. /**
  65709. * Returns the render target texture used by the post-process
  65710. * @return the render target texture used by the post-process
  65711. */
  65712. getPass(): RenderTargetTexture;
  65713. private _meshExcluded;
  65714. private _createPass;
  65715. private _updateMeshScreenCoordinates;
  65716. /**
  65717. * Creates a default mesh for the Volumeric Light Scattering post-process
  65718. * @param name The mesh name
  65719. * @param scene The scene where to create the mesh
  65720. * @return the default mesh
  65721. */
  65722. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  65723. }
  65724. }
  65725. declare module "babylonjs/PostProcesses/index" {
  65726. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  65727. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  65728. export * from "babylonjs/PostProcesses/bloomEffect";
  65729. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  65730. export * from "babylonjs/PostProcesses/blurPostProcess";
  65731. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  65732. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  65733. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  65734. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  65735. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  65736. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  65737. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  65738. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  65739. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  65740. export * from "babylonjs/PostProcesses/filterPostProcess";
  65741. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  65742. export * from "babylonjs/PostProcesses/grainPostProcess";
  65743. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  65744. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  65745. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  65746. export * from "babylonjs/PostProcesses/passPostProcess";
  65747. export * from "babylonjs/PostProcesses/postProcess";
  65748. export * from "babylonjs/PostProcesses/postProcessManager";
  65749. export * from "babylonjs/PostProcesses/refractionPostProcess";
  65750. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  65751. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  65752. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  65753. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  65754. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  65755. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  65756. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  65757. }
  65758. declare module "babylonjs/Probes/index" {
  65759. export * from "babylonjs/Probes/reflectionProbe";
  65760. }
  65761. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  65762. import { Scene } from "babylonjs/scene";
  65763. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65764. import { SmartArray } from "babylonjs/Misc/smartArray";
  65765. import { ISceneComponent } from "babylonjs/sceneComponent";
  65766. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  65767. import "babylonjs/Meshes/Builders/boxBuilder";
  65768. import "babylonjs/Shaders/color.fragment";
  65769. import "babylonjs/Shaders/color.vertex";
  65770. import { Color3 } from "babylonjs/Maths/math.color";
  65771. module "babylonjs/scene" {
  65772. interface Scene {
  65773. /** @hidden (Backing field) */
  65774. _boundingBoxRenderer: BoundingBoxRenderer;
  65775. /** @hidden (Backing field) */
  65776. _forceShowBoundingBoxes: boolean;
  65777. /**
  65778. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  65779. */
  65780. forceShowBoundingBoxes: boolean;
  65781. /**
  65782. * Gets the bounding box renderer associated with the scene
  65783. * @returns a BoundingBoxRenderer
  65784. */
  65785. getBoundingBoxRenderer(): BoundingBoxRenderer;
  65786. }
  65787. }
  65788. module "babylonjs/Meshes/abstractMesh" {
  65789. interface AbstractMesh {
  65790. /** @hidden (Backing field) */
  65791. _showBoundingBox: boolean;
  65792. /**
  65793. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  65794. */
  65795. showBoundingBox: boolean;
  65796. }
  65797. }
  65798. /**
  65799. * Component responsible of rendering the bounding box of the meshes in a scene.
  65800. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  65801. */
  65802. export class BoundingBoxRenderer implements ISceneComponent {
  65803. /**
  65804. * The component name helpfull to identify the component in the list of scene components.
  65805. */
  65806. readonly name: string;
  65807. /**
  65808. * The scene the component belongs to.
  65809. */
  65810. scene: Scene;
  65811. /**
  65812. * Color of the bounding box lines placed in front of an object
  65813. */
  65814. frontColor: Color3;
  65815. /**
  65816. * Color of the bounding box lines placed behind an object
  65817. */
  65818. backColor: Color3;
  65819. /**
  65820. * Defines if the renderer should show the back lines or not
  65821. */
  65822. showBackLines: boolean;
  65823. /**
  65824. * @hidden
  65825. */
  65826. renderList: SmartArray<BoundingBox>;
  65827. private _colorShader;
  65828. private _vertexBuffers;
  65829. private _indexBuffer;
  65830. private _fillIndexBuffer;
  65831. private _fillIndexData;
  65832. /**
  65833. * Instantiates a new bounding box renderer in a scene.
  65834. * @param scene the scene the renderer renders in
  65835. */
  65836. constructor(scene: Scene);
  65837. /**
  65838. * Registers the component in a given scene
  65839. */
  65840. register(): void;
  65841. private _evaluateSubMesh;
  65842. private _activeMesh;
  65843. private _prepareRessources;
  65844. private _createIndexBuffer;
  65845. /**
  65846. * Rebuilds the elements related to this component in case of
  65847. * context lost for instance.
  65848. */
  65849. rebuild(): void;
  65850. /**
  65851. * @hidden
  65852. */
  65853. reset(): void;
  65854. /**
  65855. * Render the bounding boxes of a specific rendering group
  65856. * @param renderingGroupId defines the rendering group to render
  65857. */
  65858. render(renderingGroupId: number): void;
  65859. /**
  65860. * In case of occlusion queries, we can render the occlusion bounding box through this method
  65861. * @param mesh Define the mesh to render the occlusion bounding box for
  65862. */
  65863. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  65864. /**
  65865. * Dispose and release the resources attached to this renderer.
  65866. */
  65867. dispose(): void;
  65868. }
  65869. }
  65870. declare module "babylonjs/Shaders/depth.fragment" {
  65871. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  65872. /** @hidden */
  65873. export var depthPixelShader: {
  65874. name: string;
  65875. shader: string;
  65876. };
  65877. }
  65878. declare module "babylonjs/Rendering/depthRenderer" {
  65879. import { Nullable } from "babylonjs/types";
  65880. import { SubMesh } from "babylonjs/Meshes/subMesh";
  65881. import { Scene } from "babylonjs/scene";
  65882. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  65883. import { Camera } from "babylonjs/Cameras/camera";
  65884. import "babylonjs/Shaders/depth.fragment";
  65885. import "babylonjs/Shaders/depth.vertex";
  65886. /**
  65887. * This represents a depth renderer in Babylon.
  65888. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  65889. */
  65890. export class DepthRenderer {
  65891. private _scene;
  65892. private _depthMap;
  65893. private _effect;
  65894. private readonly _storeNonLinearDepth;
  65895. private readonly _clearColor;
  65896. /** Get if the depth renderer is using packed depth or not */
  65897. readonly isPacked: boolean;
  65898. private _cachedDefines;
  65899. private _camera;
  65900. /**
  65901. * Specifiess that the depth renderer will only be used within
  65902. * the camera it is created for.
  65903. * This can help forcing its rendering during the camera processing.
  65904. */
  65905. useOnlyInActiveCamera: boolean;
  65906. /** @hidden */
  65907. static _SceneComponentInitialization: (scene: Scene) => void;
  65908. /**
  65909. * Instantiates a depth renderer
  65910. * @param scene The scene the renderer belongs to
  65911. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  65912. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  65913. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  65914. */
  65915. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  65916. /**
  65917. * Creates the depth rendering effect and checks if the effect is ready.
  65918. * @param subMesh The submesh to be used to render the depth map of
  65919. * @param useInstances If multiple world instances should be used
  65920. * @returns if the depth renderer is ready to render the depth map
  65921. */
  65922. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  65923. /**
  65924. * Gets the texture which the depth map will be written to.
  65925. * @returns The depth map texture
  65926. */
  65927. getDepthMap(): RenderTargetTexture;
  65928. /**
  65929. * Disposes of the depth renderer.
  65930. */
  65931. dispose(): void;
  65932. }
  65933. }
  65934. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  65935. import { Nullable } from "babylonjs/types";
  65936. import { Scene } from "babylonjs/scene";
  65937. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  65938. import { Camera } from "babylonjs/Cameras/camera";
  65939. import { ISceneComponent } from "babylonjs/sceneComponent";
  65940. module "babylonjs/scene" {
  65941. interface Scene {
  65942. /** @hidden (Backing field) */
  65943. _depthRenderer: {
  65944. [id: string]: DepthRenderer;
  65945. };
  65946. /**
  65947. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  65948. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  65949. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  65950. * @returns the created depth renderer
  65951. */
  65952. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  65953. /**
  65954. * Disables a depth renderer for a given camera
  65955. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  65956. */
  65957. disableDepthRenderer(camera?: Nullable<Camera>): void;
  65958. }
  65959. }
  65960. /**
  65961. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  65962. * in several rendering techniques.
  65963. */
  65964. export class DepthRendererSceneComponent implements ISceneComponent {
  65965. /**
  65966. * The component name helpfull to identify the component in the list of scene components.
  65967. */
  65968. readonly name: string;
  65969. /**
  65970. * The scene the component belongs to.
  65971. */
  65972. scene: Scene;
  65973. /**
  65974. * Creates a new instance of the component for the given scene
  65975. * @param scene Defines the scene to register the component in
  65976. */
  65977. constructor(scene: Scene);
  65978. /**
  65979. * Registers the component in a given scene
  65980. */
  65981. register(): void;
  65982. /**
  65983. * Rebuilds the elements related to this component in case of
  65984. * context lost for instance.
  65985. */
  65986. rebuild(): void;
  65987. /**
  65988. * Disposes the component and the associated ressources
  65989. */
  65990. dispose(): void;
  65991. private _gatherRenderTargets;
  65992. private _gatherActiveCameraRenderTargets;
  65993. }
  65994. }
  65995. declare module "babylonjs/Shaders/outline.fragment" {
  65996. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  65997. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  65998. /** @hidden */
  65999. export var outlinePixelShader: {
  66000. name: string;
  66001. shader: string;
  66002. };
  66003. }
  66004. declare module "babylonjs/Shaders/outline.vertex" {
  66005. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  66006. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  66007. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  66008. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  66009. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  66010. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  66011. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  66012. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  66013. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  66014. /** @hidden */
  66015. export var outlineVertexShader: {
  66016. name: string;
  66017. shader: string;
  66018. };
  66019. }
  66020. declare module "babylonjs/Rendering/outlineRenderer" {
  66021. import { SubMesh } from "babylonjs/Meshes/subMesh";
  66022. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  66023. import { Scene } from "babylonjs/scene";
  66024. import { ISceneComponent } from "babylonjs/sceneComponent";
  66025. import "babylonjs/Shaders/outline.fragment";
  66026. import "babylonjs/Shaders/outline.vertex";
  66027. module "babylonjs/scene" {
  66028. interface Scene {
  66029. /** @hidden */
  66030. _outlineRenderer: OutlineRenderer;
  66031. /**
  66032. * Gets the outline renderer associated with the scene
  66033. * @returns a OutlineRenderer
  66034. */
  66035. getOutlineRenderer(): OutlineRenderer;
  66036. }
  66037. }
  66038. module "babylonjs/Meshes/abstractMesh" {
  66039. interface AbstractMesh {
  66040. /** @hidden (Backing field) */
  66041. _renderOutline: boolean;
  66042. /**
  66043. * Gets or sets a boolean indicating if the outline must be rendered as well
  66044. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  66045. */
  66046. renderOutline: boolean;
  66047. /** @hidden (Backing field) */
  66048. _renderOverlay: boolean;
  66049. /**
  66050. * Gets or sets a boolean indicating if the overlay must be rendered as well
  66051. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  66052. */
  66053. renderOverlay: boolean;
  66054. }
  66055. }
  66056. /**
  66057. * This class is responsible to draw bothe outline/overlay of meshes.
  66058. * It should not be used directly but through the available method on mesh.
  66059. */
  66060. export class OutlineRenderer implements ISceneComponent {
  66061. /**
  66062. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  66063. */
  66064. private static _StencilReference;
  66065. /**
  66066. * The name of the component. Each component must have a unique name.
  66067. */
  66068. name: string;
  66069. /**
  66070. * The scene the component belongs to.
  66071. */
  66072. scene: Scene;
  66073. /**
  66074. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  66075. */
  66076. zOffset: number;
  66077. private _engine;
  66078. private _effect;
  66079. private _cachedDefines;
  66080. private _savedDepthWrite;
  66081. /**
  66082. * Instantiates a new outline renderer. (There could be only one per scene).
  66083. * @param scene Defines the scene it belongs to
  66084. */
  66085. constructor(scene: Scene);
  66086. /**
  66087. * Register the component to one instance of a scene.
  66088. */
  66089. register(): void;
  66090. /**
  66091. * Rebuilds the elements related to this component in case of
  66092. * context lost for instance.
  66093. */
  66094. rebuild(): void;
  66095. /**
  66096. * Disposes the component and the associated ressources.
  66097. */
  66098. dispose(): void;
  66099. /**
  66100. * Renders the outline in the canvas.
  66101. * @param subMesh Defines the sumesh to render
  66102. * @param batch Defines the batch of meshes in case of instances
  66103. * @param useOverlay Defines if the rendering is for the overlay or the outline
  66104. */
  66105. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  66106. /**
  66107. * Returns whether or not the outline renderer is ready for a given submesh.
  66108. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  66109. * @param subMesh Defines the submesh to check readyness for
  66110. * @param useInstances Defines wheter wee are trying to render instances or not
  66111. * @returns true if ready otherwise false
  66112. */
  66113. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  66114. private _beforeRenderingMesh;
  66115. private _afterRenderingMesh;
  66116. }
  66117. }
  66118. declare module "babylonjs/Rendering/index" {
  66119. export * from "babylonjs/Rendering/boundingBoxRenderer";
  66120. export * from "babylonjs/Rendering/depthRenderer";
  66121. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  66122. export * from "babylonjs/Rendering/edgesRenderer";
  66123. export * from "babylonjs/Rendering/geometryBufferRenderer";
  66124. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  66125. export * from "babylonjs/Rendering/outlineRenderer";
  66126. export * from "babylonjs/Rendering/renderingGroup";
  66127. export * from "babylonjs/Rendering/renderingManager";
  66128. export * from "babylonjs/Rendering/utilityLayerRenderer";
  66129. }
  66130. declare module "babylonjs/Sprites/spritePackedManager" {
  66131. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  66132. import { Scene } from "babylonjs/scene";
  66133. /**
  66134. * Class used to manage multiple sprites of different sizes on the same spritesheet
  66135. * @see http://doc.babylonjs.com/babylon101/sprites
  66136. */
  66137. export class SpritePackedManager extends SpriteManager {
  66138. /** defines the packed manager's name */
  66139. name: string;
  66140. /**
  66141. * Creates a new sprite manager from a packed sprite sheet
  66142. * @param name defines the manager's name
  66143. * @param imgUrl defines the sprite sheet url
  66144. * @param capacity defines the maximum allowed number of sprites
  66145. * @param scene defines the hosting scene
  66146. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  66147. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  66148. * @param samplingMode defines the smapling mode to use with spritesheet
  66149. * @param fromPacked set to true; do not alter
  66150. */
  66151. constructor(
  66152. /** defines the packed manager's name */
  66153. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  66154. }
  66155. }
  66156. declare module "babylonjs/Sprites/index" {
  66157. export * from "babylonjs/Sprites/sprite";
  66158. export * from "babylonjs/Sprites/spriteManager";
  66159. export * from "babylonjs/Sprites/spritePackedManager";
  66160. export * from "babylonjs/Sprites/spriteSceneComponent";
  66161. }
  66162. declare module "babylonjs/States/index" {
  66163. export * from "babylonjs/States/alphaCullingState";
  66164. export * from "babylonjs/States/depthCullingState";
  66165. export * from "babylonjs/States/stencilState";
  66166. }
  66167. declare module "babylonjs/Misc/assetsManager" {
  66168. import { Scene } from "babylonjs/scene";
  66169. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66170. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  66171. import { Skeleton } from "babylonjs/Bones/skeleton";
  66172. import { Observable } from "babylonjs/Misc/observable";
  66173. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  66174. import { Texture } from "babylonjs/Materials/Textures/texture";
  66175. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  66176. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  66177. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  66178. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  66179. /**
  66180. * Defines the list of states available for a task inside a AssetsManager
  66181. */
  66182. export enum AssetTaskState {
  66183. /**
  66184. * Initialization
  66185. */
  66186. INIT = 0,
  66187. /**
  66188. * Running
  66189. */
  66190. RUNNING = 1,
  66191. /**
  66192. * Done
  66193. */
  66194. DONE = 2,
  66195. /**
  66196. * Error
  66197. */
  66198. ERROR = 3
  66199. }
  66200. /**
  66201. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  66202. */
  66203. export abstract class AbstractAssetTask {
  66204. /**
  66205. * Task name
  66206. */ name: string;
  66207. /**
  66208. * Callback called when the task is successful
  66209. */
  66210. onSuccess: (task: any) => void;
  66211. /**
  66212. * Callback called when the task is not successful
  66213. */
  66214. onError: (task: any, message?: string, exception?: any) => void;
  66215. /**
  66216. * Creates a new AssetsManager
  66217. * @param name defines the name of the task
  66218. */
  66219. constructor(
  66220. /**
  66221. * Task name
  66222. */ name: string);
  66223. private _isCompleted;
  66224. private _taskState;
  66225. private _errorObject;
  66226. /**
  66227. * Get if the task is completed
  66228. */
  66229. readonly isCompleted: boolean;
  66230. /**
  66231. * Gets the current state of the task
  66232. */
  66233. readonly taskState: AssetTaskState;
  66234. /**
  66235. * Gets the current error object (if task is in error)
  66236. */
  66237. readonly errorObject: {
  66238. message?: string;
  66239. exception?: any;
  66240. };
  66241. /**
  66242. * Internal only
  66243. * @hidden
  66244. */
  66245. _setErrorObject(message?: string, exception?: any): void;
  66246. /**
  66247. * Execute the current task
  66248. * @param scene defines the scene where you want your assets to be loaded
  66249. * @param onSuccess is a callback called when the task is successfully executed
  66250. * @param onError is a callback called if an error occurs
  66251. */
  66252. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66253. /**
  66254. * Execute the current task
  66255. * @param scene defines the scene where you want your assets to be loaded
  66256. * @param onSuccess is a callback called when the task is successfully executed
  66257. * @param onError is a callback called if an error occurs
  66258. */
  66259. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66260. /**
  66261. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  66262. * This can be used with failed tasks that have the reason for failure fixed.
  66263. */
  66264. reset(): void;
  66265. private onErrorCallback;
  66266. private onDoneCallback;
  66267. }
  66268. /**
  66269. * Define the interface used by progress events raised during assets loading
  66270. */
  66271. export interface IAssetsProgressEvent {
  66272. /**
  66273. * Defines the number of remaining tasks to process
  66274. */
  66275. remainingCount: number;
  66276. /**
  66277. * Defines the total number of tasks
  66278. */
  66279. totalCount: number;
  66280. /**
  66281. * Defines the task that was just processed
  66282. */
  66283. task: AbstractAssetTask;
  66284. }
  66285. /**
  66286. * Class used to share progress information about assets loading
  66287. */
  66288. export class AssetsProgressEvent implements IAssetsProgressEvent {
  66289. /**
  66290. * Defines the number of remaining tasks to process
  66291. */
  66292. remainingCount: number;
  66293. /**
  66294. * Defines the total number of tasks
  66295. */
  66296. totalCount: number;
  66297. /**
  66298. * Defines the task that was just processed
  66299. */
  66300. task: AbstractAssetTask;
  66301. /**
  66302. * Creates a AssetsProgressEvent
  66303. * @param remainingCount defines the number of remaining tasks to process
  66304. * @param totalCount defines the total number of tasks
  66305. * @param task defines the task that was just processed
  66306. */
  66307. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  66308. }
  66309. /**
  66310. * Define a task used by AssetsManager to load meshes
  66311. */
  66312. export class MeshAssetTask extends AbstractAssetTask {
  66313. /**
  66314. * Defines the name of the task
  66315. */
  66316. name: string;
  66317. /**
  66318. * Defines the list of mesh's names you want to load
  66319. */
  66320. meshesNames: any;
  66321. /**
  66322. * Defines the root url to use as a base to load your meshes and associated resources
  66323. */
  66324. rootUrl: string;
  66325. /**
  66326. * Defines the filename of the scene to load from
  66327. */
  66328. sceneFilename: string;
  66329. /**
  66330. * Gets the list of loaded meshes
  66331. */
  66332. loadedMeshes: Array<AbstractMesh>;
  66333. /**
  66334. * Gets the list of loaded particle systems
  66335. */
  66336. loadedParticleSystems: Array<IParticleSystem>;
  66337. /**
  66338. * Gets the list of loaded skeletons
  66339. */
  66340. loadedSkeletons: Array<Skeleton>;
  66341. /**
  66342. * Gets the list of loaded animation groups
  66343. */
  66344. loadedAnimationGroups: Array<AnimationGroup>;
  66345. /**
  66346. * Callback called when the task is successful
  66347. */
  66348. onSuccess: (task: MeshAssetTask) => void;
  66349. /**
  66350. * Callback called when the task is successful
  66351. */
  66352. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  66353. /**
  66354. * Creates a new MeshAssetTask
  66355. * @param name defines the name of the task
  66356. * @param meshesNames defines the list of mesh's names you want to load
  66357. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  66358. * @param sceneFilename defines the filename of the scene to load from
  66359. */
  66360. constructor(
  66361. /**
  66362. * Defines the name of the task
  66363. */
  66364. name: string,
  66365. /**
  66366. * Defines the list of mesh's names you want to load
  66367. */
  66368. meshesNames: any,
  66369. /**
  66370. * Defines the root url to use as a base to load your meshes and associated resources
  66371. */
  66372. rootUrl: string,
  66373. /**
  66374. * Defines the filename of the scene to load from
  66375. */
  66376. sceneFilename: string);
  66377. /**
  66378. * Execute the current task
  66379. * @param scene defines the scene where you want your assets to be loaded
  66380. * @param onSuccess is a callback called when the task is successfully executed
  66381. * @param onError is a callback called if an error occurs
  66382. */
  66383. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66384. }
  66385. /**
  66386. * Define a task used by AssetsManager to load text content
  66387. */
  66388. export class TextFileAssetTask extends AbstractAssetTask {
  66389. /**
  66390. * Defines the name of the task
  66391. */
  66392. name: string;
  66393. /**
  66394. * Defines the location of the file to load
  66395. */
  66396. url: string;
  66397. /**
  66398. * Gets the loaded text string
  66399. */
  66400. text: string;
  66401. /**
  66402. * Callback called when the task is successful
  66403. */
  66404. onSuccess: (task: TextFileAssetTask) => void;
  66405. /**
  66406. * Callback called when the task is successful
  66407. */
  66408. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  66409. /**
  66410. * Creates a new TextFileAssetTask object
  66411. * @param name defines the name of the task
  66412. * @param url defines the location of the file to load
  66413. */
  66414. constructor(
  66415. /**
  66416. * Defines the name of the task
  66417. */
  66418. name: string,
  66419. /**
  66420. * Defines the location of the file to load
  66421. */
  66422. url: string);
  66423. /**
  66424. * Execute the current task
  66425. * @param scene defines the scene where you want your assets to be loaded
  66426. * @param onSuccess is a callback called when the task is successfully executed
  66427. * @param onError is a callback called if an error occurs
  66428. */
  66429. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66430. }
  66431. /**
  66432. * Define a task used by AssetsManager to load binary data
  66433. */
  66434. export class BinaryFileAssetTask extends AbstractAssetTask {
  66435. /**
  66436. * Defines the name of the task
  66437. */
  66438. name: string;
  66439. /**
  66440. * Defines the location of the file to load
  66441. */
  66442. url: string;
  66443. /**
  66444. * Gets the lodaded data (as an array buffer)
  66445. */
  66446. data: ArrayBuffer;
  66447. /**
  66448. * Callback called when the task is successful
  66449. */
  66450. onSuccess: (task: BinaryFileAssetTask) => void;
  66451. /**
  66452. * Callback called when the task is successful
  66453. */
  66454. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  66455. /**
  66456. * Creates a new BinaryFileAssetTask object
  66457. * @param name defines the name of the new task
  66458. * @param url defines the location of the file to load
  66459. */
  66460. constructor(
  66461. /**
  66462. * Defines the name of the task
  66463. */
  66464. name: string,
  66465. /**
  66466. * Defines the location of the file to load
  66467. */
  66468. url: string);
  66469. /**
  66470. * Execute the current task
  66471. * @param scene defines the scene where you want your assets to be loaded
  66472. * @param onSuccess is a callback called when the task is successfully executed
  66473. * @param onError is a callback called if an error occurs
  66474. */
  66475. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66476. }
  66477. /**
  66478. * Define a task used by AssetsManager to load images
  66479. */
  66480. export class ImageAssetTask extends AbstractAssetTask {
  66481. /**
  66482. * Defines the name of the task
  66483. */
  66484. name: string;
  66485. /**
  66486. * Defines the location of the image to load
  66487. */
  66488. url: string;
  66489. /**
  66490. * Gets the loaded images
  66491. */
  66492. image: HTMLImageElement;
  66493. /**
  66494. * Callback called when the task is successful
  66495. */
  66496. onSuccess: (task: ImageAssetTask) => void;
  66497. /**
  66498. * Callback called when the task is successful
  66499. */
  66500. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  66501. /**
  66502. * Creates a new ImageAssetTask
  66503. * @param name defines the name of the task
  66504. * @param url defines the location of the image to load
  66505. */
  66506. constructor(
  66507. /**
  66508. * Defines the name of the task
  66509. */
  66510. name: string,
  66511. /**
  66512. * Defines the location of the image to load
  66513. */
  66514. url: string);
  66515. /**
  66516. * Execute the current task
  66517. * @param scene defines the scene where you want your assets to be loaded
  66518. * @param onSuccess is a callback called when the task is successfully executed
  66519. * @param onError is a callback called if an error occurs
  66520. */
  66521. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66522. }
  66523. /**
  66524. * Defines the interface used by texture loading tasks
  66525. */
  66526. export interface ITextureAssetTask<TEX extends BaseTexture> {
  66527. /**
  66528. * Gets the loaded texture
  66529. */
  66530. texture: TEX;
  66531. }
  66532. /**
  66533. * Define a task used by AssetsManager to load 2D textures
  66534. */
  66535. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  66536. /**
  66537. * Defines the name of the task
  66538. */
  66539. name: string;
  66540. /**
  66541. * Defines the location of the file to load
  66542. */
  66543. url: string;
  66544. /**
  66545. * Defines if mipmap should not be generated (default is false)
  66546. */
  66547. noMipmap?: boolean | undefined;
  66548. /**
  66549. * Defines if texture must be inverted on Y axis (default is false)
  66550. */
  66551. invertY?: boolean | undefined;
  66552. /**
  66553. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66554. */
  66555. samplingMode: number;
  66556. /**
  66557. * Gets the loaded texture
  66558. */
  66559. texture: Texture;
  66560. /**
  66561. * Callback called when the task is successful
  66562. */
  66563. onSuccess: (task: TextureAssetTask) => void;
  66564. /**
  66565. * Callback called when the task is successful
  66566. */
  66567. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  66568. /**
  66569. * Creates a new TextureAssetTask object
  66570. * @param name defines the name of the task
  66571. * @param url defines the location of the file to load
  66572. * @param noMipmap defines if mipmap should not be generated (default is false)
  66573. * @param invertY defines if texture must be inverted on Y axis (default is false)
  66574. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66575. */
  66576. constructor(
  66577. /**
  66578. * Defines the name of the task
  66579. */
  66580. name: string,
  66581. /**
  66582. * Defines the location of the file to load
  66583. */
  66584. url: string,
  66585. /**
  66586. * Defines if mipmap should not be generated (default is false)
  66587. */
  66588. noMipmap?: boolean | undefined,
  66589. /**
  66590. * Defines if texture must be inverted on Y axis (default is false)
  66591. */
  66592. invertY?: boolean | undefined,
  66593. /**
  66594. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66595. */
  66596. samplingMode?: number);
  66597. /**
  66598. * Execute the current task
  66599. * @param scene defines the scene where you want your assets to be loaded
  66600. * @param onSuccess is a callback called when the task is successfully executed
  66601. * @param onError is a callback called if an error occurs
  66602. */
  66603. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66604. }
  66605. /**
  66606. * Define a task used by AssetsManager to load cube textures
  66607. */
  66608. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  66609. /**
  66610. * Defines the name of the task
  66611. */
  66612. name: string;
  66613. /**
  66614. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66615. */
  66616. url: string;
  66617. /**
  66618. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66619. */
  66620. extensions?: string[] | undefined;
  66621. /**
  66622. * Defines if mipmaps should not be generated (default is false)
  66623. */
  66624. noMipmap?: boolean | undefined;
  66625. /**
  66626. * Defines the explicit list of files (undefined by default)
  66627. */
  66628. files?: string[] | undefined;
  66629. /**
  66630. * Gets the loaded texture
  66631. */
  66632. texture: CubeTexture;
  66633. /**
  66634. * Callback called when the task is successful
  66635. */
  66636. onSuccess: (task: CubeTextureAssetTask) => void;
  66637. /**
  66638. * Callback called when the task is successful
  66639. */
  66640. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  66641. /**
  66642. * Creates a new CubeTextureAssetTask
  66643. * @param name defines the name of the task
  66644. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66645. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66646. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66647. * @param files defines the explicit list of files (undefined by default)
  66648. */
  66649. constructor(
  66650. /**
  66651. * Defines the name of the task
  66652. */
  66653. name: string,
  66654. /**
  66655. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66656. */
  66657. url: string,
  66658. /**
  66659. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66660. */
  66661. extensions?: string[] | undefined,
  66662. /**
  66663. * Defines if mipmaps should not be generated (default is false)
  66664. */
  66665. noMipmap?: boolean | undefined,
  66666. /**
  66667. * Defines the explicit list of files (undefined by default)
  66668. */
  66669. files?: string[] | undefined);
  66670. /**
  66671. * Execute the current task
  66672. * @param scene defines the scene where you want your assets to be loaded
  66673. * @param onSuccess is a callback called when the task is successfully executed
  66674. * @param onError is a callback called if an error occurs
  66675. */
  66676. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66677. }
  66678. /**
  66679. * Define a task used by AssetsManager to load HDR cube textures
  66680. */
  66681. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  66682. /**
  66683. * Defines the name of the task
  66684. */
  66685. name: string;
  66686. /**
  66687. * Defines the location of the file to load
  66688. */
  66689. url: string;
  66690. /**
  66691. * Defines the desired size (the more it increases the longer the generation will be)
  66692. */
  66693. size: number;
  66694. /**
  66695. * Defines if mipmaps should not be generated (default is false)
  66696. */
  66697. noMipmap: boolean;
  66698. /**
  66699. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66700. */
  66701. generateHarmonics: boolean;
  66702. /**
  66703. * 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)
  66704. */
  66705. gammaSpace: boolean;
  66706. /**
  66707. * Internal Use Only
  66708. */
  66709. reserved: boolean;
  66710. /**
  66711. * Gets the loaded texture
  66712. */
  66713. texture: HDRCubeTexture;
  66714. /**
  66715. * Callback called when the task is successful
  66716. */
  66717. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  66718. /**
  66719. * Callback called when the task is successful
  66720. */
  66721. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  66722. /**
  66723. * Creates a new HDRCubeTextureAssetTask object
  66724. * @param name defines the name of the task
  66725. * @param url defines the location of the file to load
  66726. * @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.
  66727. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66728. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66729. * @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)
  66730. * @param reserved Internal use only
  66731. */
  66732. constructor(
  66733. /**
  66734. * Defines the name of the task
  66735. */
  66736. name: string,
  66737. /**
  66738. * Defines the location of the file to load
  66739. */
  66740. url: string,
  66741. /**
  66742. * Defines the desired size (the more it increases the longer the generation will be)
  66743. */
  66744. size: number,
  66745. /**
  66746. * Defines if mipmaps should not be generated (default is false)
  66747. */
  66748. noMipmap?: boolean,
  66749. /**
  66750. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66751. */
  66752. generateHarmonics?: boolean,
  66753. /**
  66754. * 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)
  66755. */
  66756. gammaSpace?: boolean,
  66757. /**
  66758. * Internal Use Only
  66759. */
  66760. reserved?: boolean);
  66761. /**
  66762. * Execute the current task
  66763. * @param scene defines the scene where you want your assets to be loaded
  66764. * @param onSuccess is a callback called when the task is successfully executed
  66765. * @param onError is a callback called if an error occurs
  66766. */
  66767. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66768. }
  66769. /**
  66770. * Define a task used by AssetsManager to load Equirectangular cube textures
  66771. */
  66772. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  66773. /**
  66774. * Defines the name of the task
  66775. */
  66776. name: string;
  66777. /**
  66778. * Defines the location of the file to load
  66779. */
  66780. url: string;
  66781. /**
  66782. * Defines the desired size (the more it increases the longer the generation will be)
  66783. */
  66784. size: number;
  66785. /**
  66786. * Defines if mipmaps should not be generated (default is false)
  66787. */
  66788. noMipmap: boolean;
  66789. /**
  66790. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  66791. * but the standard material would require them in Gamma space) (default is true)
  66792. */
  66793. gammaSpace: boolean;
  66794. /**
  66795. * Gets the loaded texture
  66796. */
  66797. texture: EquiRectangularCubeTexture;
  66798. /**
  66799. * Callback called when the task is successful
  66800. */
  66801. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  66802. /**
  66803. * Callback called when the task is successful
  66804. */
  66805. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  66806. /**
  66807. * Creates a new EquiRectangularCubeTextureAssetTask object
  66808. * @param name defines the name of the task
  66809. * @param url defines the location of the file to load
  66810. * @param size defines the desired size (the more it increases the longer the generation will be)
  66811. * If the size is omitted this implies you are using a preprocessed cubemap.
  66812. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66813. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  66814. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  66815. * (default is true)
  66816. */
  66817. constructor(
  66818. /**
  66819. * Defines the name of the task
  66820. */
  66821. name: string,
  66822. /**
  66823. * Defines the location of the file to load
  66824. */
  66825. url: string,
  66826. /**
  66827. * Defines the desired size (the more it increases the longer the generation will be)
  66828. */
  66829. size: number,
  66830. /**
  66831. * Defines if mipmaps should not be generated (default is false)
  66832. */
  66833. noMipmap?: boolean,
  66834. /**
  66835. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  66836. * but the standard material would require them in Gamma space) (default is true)
  66837. */
  66838. gammaSpace?: boolean);
  66839. /**
  66840. * Execute the current task
  66841. * @param scene defines the scene where you want your assets to be loaded
  66842. * @param onSuccess is a callback called when the task is successfully executed
  66843. * @param onError is a callback called if an error occurs
  66844. */
  66845. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66846. }
  66847. /**
  66848. * This class can be used to easily import assets into a scene
  66849. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  66850. */
  66851. export class AssetsManager {
  66852. private _scene;
  66853. private _isLoading;
  66854. protected _tasks: AbstractAssetTask[];
  66855. protected _waitingTasksCount: number;
  66856. protected _totalTasksCount: number;
  66857. /**
  66858. * Callback called when all tasks are processed
  66859. */
  66860. onFinish: (tasks: AbstractAssetTask[]) => void;
  66861. /**
  66862. * Callback called when a task is successful
  66863. */
  66864. onTaskSuccess: (task: AbstractAssetTask) => void;
  66865. /**
  66866. * Callback called when a task had an error
  66867. */
  66868. onTaskError: (task: AbstractAssetTask) => void;
  66869. /**
  66870. * Callback called when a task is done (whatever the result is)
  66871. */
  66872. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  66873. /**
  66874. * Observable called when all tasks are processed
  66875. */
  66876. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  66877. /**
  66878. * Observable called when a task had an error
  66879. */
  66880. onTaskErrorObservable: Observable<AbstractAssetTask>;
  66881. /**
  66882. * Observable called when all tasks were executed
  66883. */
  66884. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  66885. /**
  66886. * Observable called when a task is done (whatever the result is)
  66887. */
  66888. onProgressObservable: Observable<IAssetsProgressEvent>;
  66889. /**
  66890. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  66891. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  66892. */
  66893. useDefaultLoadingScreen: boolean;
  66894. /**
  66895. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  66896. * when all assets have been downloaded.
  66897. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  66898. */
  66899. autoHideLoadingUI: boolean;
  66900. /**
  66901. * Creates a new AssetsManager
  66902. * @param scene defines the scene to work on
  66903. */
  66904. constructor(scene: Scene);
  66905. /**
  66906. * Add a MeshAssetTask to the list of active tasks
  66907. * @param taskName defines the name of the new task
  66908. * @param meshesNames defines the name of meshes to load
  66909. * @param rootUrl defines the root url to use to locate files
  66910. * @param sceneFilename defines the filename of the scene file
  66911. * @returns a new MeshAssetTask object
  66912. */
  66913. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  66914. /**
  66915. * Add a TextFileAssetTask to the list of active tasks
  66916. * @param taskName defines the name of the new task
  66917. * @param url defines the url of the file to load
  66918. * @returns a new TextFileAssetTask object
  66919. */
  66920. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  66921. /**
  66922. * Add a BinaryFileAssetTask to the list of active tasks
  66923. * @param taskName defines the name of the new task
  66924. * @param url defines the url of the file to load
  66925. * @returns a new BinaryFileAssetTask object
  66926. */
  66927. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  66928. /**
  66929. * Add a ImageAssetTask to the list of active tasks
  66930. * @param taskName defines the name of the new task
  66931. * @param url defines the url of the file to load
  66932. * @returns a new ImageAssetTask object
  66933. */
  66934. addImageTask(taskName: string, url: string): ImageAssetTask;
  66935. /**
  66936. * Add a TextureAssetTask to the list of active tasks
  66937. * @param taskName defines the name of the new task
  66938. * @param url defines the url of the file to load
  66939. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66940. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  66941. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  66942. * @returns a new TextureAssetTask object
  66943. */
  66944. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  66945. /**
  66946. * Add a CubeTextureAssetTask to the list of active tasks
  66947. * @param taskName defines the name of the new task
  66948. * @param url defines the url of the file to load
  66949. * @param extensions defines the extension to use to load the cube map (can be null)
  66950. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66951. * @param files defines the list of files to load (can be null)
  66952. * @returns a new CubeTextureAssetTask object
  66953. */
  66954. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  66955. /**
  66956. *
  66957. * Add a HDRCubeTextureAssetTask to the list of active tasks
  66958. * @param taskName defines the name of the new task
  66959. * @param url defines the url of the file to load
  66960. * @param size defines the size you want for the cubemap (can be null)
  66961. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66962. * @param generateHarmonics defines if you want to automatically generate (true by default)
  66963. * @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)
  66964. * @param reserved Internal use only
  66965. * @returns a new HDRCubeTextureAssetTask object
  66966. */
  66967. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  66968. /**
  66969. *
  66970. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  66971. * @param taskName defines the name of the new task
  66972. * @param url defines the url of the file to load
  66973. * @param size defines the size you want for the cubemap (can be null)
  66974. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66975. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  66976. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  66977. * @returns a new EquiRectangularCubeTextureAssetTask object
  66978. */
  66979. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  66980. /**
  66981. * Remove a task from the assets manager.
  66982. * @param task the task to remove
  66983. */
  66984. removeTask(task: AbstractAssetTask): void;
  66985. private _decreaseWaitingTasksCount;
  66986. private _runTask;
  66987. /**
  66988. * Reset the AssetsManager and remove all tasks
  66989. * @return the current instance of the AssetsManager
  66990. */
  66991. reset(): AssetsManager;
  66992. /**
  66993. * Start the loading process
  66994. * @return the current instance of the AssetsManager
  66995. */
  66996. load(): AssetsManager;
  66997. /**
  66998. * Start the loading process as an async operation
  66999. * @return a promise returning the list of failed tasks
  67000. */
  67001. loadAsync(): Promise<void>;
  67002. }
  67003. }
  67004. declare module "babylonjs/Misc/deferred" {
  67005. /**
  67006. * Wrapper class for promise with external resolve and reject.
  67007. */
  67008. export class Deferred<T> {
  67009. /**
  67010. * The promise associated with this deferred object.
  67011. */
  67012. readonly promise: Promise<T>;
  67013. private _resolve;
  67014. private _reject;
  67015. /**
  67016. * The resolve method of the promise associated with this deferred object.
  67017. */
  67018. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  67019. /**
  67020. * The reject method of the promise associated with this deferred object.
  67021. */
  67022. readonly reject: (reason?: any) => void;
  67023. /**
  67024. * Constructor for this deferred object.
  67025. */
  67026. constructor();
  67027. }
  67028. }
  67029. declare module "babylonjs/Misc/meshExploder" {
  67030. import { Mesh } from "babylonjs/Meshes/mesh";
  67031. /**
  67032. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  67033. */
  67034. export class MeshExploder {
  67035. private _centerMesh;
  67036. private _meshes;
  67037. private _meshesOrigins;
  67038. private _toCenterVectors;
  67039. private _scaledDirection;
  67040. private _newPosition;
  67041. private _centerPosition;
  67042. /**
  67043. * Explodes meshes from a center mesh.
  67044. * @param meshes The meshes to explode.
  67045. * @param centerMesh The mesh to be center of explosion.
  67046. */
  67047. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  67048. private _setCenterMesh;
  67049. /**
  67050. * Get class name
  67051. * @returns "MeshExploder"
  67052. */
  67053. getClassName(): string;
  67054. /**
  67055. * "Exploded meshes"
  67056. * @returns Array of meshes with the centerMesh at index 0.
  67057. */
  67058. getMeshes(): Array<Mesh>;
  67059. /**
  67060. * Explodes meshes giving a specific direction
  67061. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  67062. */
  67063. explode(direction?: number): void;
  67064. }
  67065. }
  67066. declare module "babylonjs/Misc/filesInput" {
  67067. import { Engine } from "babylonjs/Engines/engine";
  67068. import { Scene } from "babylonjs/scene";
  67069. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  67070. /**
  67071. * Class used to help managing file picking and drag'n'drop
  67072. */
  67073. export class FilesInput {
  67074. /**
  67075. * List of files ready to be loaded
  67076. */
  67077. static readonly FilesToLoad: {
  67078. [key: string]: File;
  67079. };
  67080. /**
  67081. * Callback called when a file is processed
  67082. */
  67083. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  67084. private _engine;
  67085. private _currentScene;
  67086. private _sceneLoadedCallback;
  67087. private _progressCallback;
  67088. private _additionalRenderLoopLogicCallback;
  67089. private _textureLoadingCallback;
  67090. private _startingProcessingFilesCallback;
  67091. private _onReloadCallback;
  67092. private _errorCallback;
  67093. private _elementToMonitor;
  67094. private _sceneFileToLoad;
  67095. private _filesToLoad;
  67096. /**
  67097. * Creates a new FilesInput
  67098. * @param engine defines the rendering engine
  67099. * @param scene defines the hosting scene
  67100. * @param sceneLoadedCallback callback called when scene is loaded
  67101. * @param progressCallback callback called to track progress
  67102. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  67103. * @param textureLoadingCallback callback called when a texture is loading
  67104. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  67105. * @param onReloadCallback callback called when a reload is requested
  67106. * @param errorCallback callback call if an error occurs
  67107. */
  67108. 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);
  67109. private _dragEnterHandler;
  67110. private _dragOverHandler;
  67111. private _dropHandler;
  67112. /**
  67113. * Calls this function to listen to drag'n'drop events on a specific DOM element
  67114. * @param elementToMonitor defines the DOM element to track
  67115. */
  67116. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  67117. /**
  67118. * Release all associated resources
  67119. */
  67120. dispose(): void;
  67121. private renderFunction;
  67122. private drag;
  67123. private drop;
  67124. private _traverseFolder;
  67125. private _processFiles;
  67126. /**
  67127. * Load files from a drop event
  67128. * @param event defines the drop event to use as source
  67129. */
  67130. loadFiles(event: any): void;
  67131. private _processReload;
  67132. /**
  67133. * Reload the current scene from the loaded files
  67134. */
  67135. reload(): void;
  67136. }
  67137. }
  67138. declare module "babylonjs/Misc/HighDynamicRange/index" {
  67139. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  67140. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  67141. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  67142. }
  67143. declare module "babylonjs/Misc/sceneOptimizer" {
  67144. import { Scene, IDisposable } from "babylonjs/scene";
  67145. import { Observable } from "babylonjs/Misc/observable";
  67146. /**
  67147. * Defines the root class used to create scene optimization to use with SceneOptimizer
  67148. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67149. */
  67150. export class SceneOptimization {
  67151. /**
  67152. * Defines the priority of this optimization (0 by default which means first in the list)
  67153. */
  67154. priority: number;
  67155. /**
  67156. * Gets a string describing the action executed by the current optimization
  67157. * @returns description string
  67158. */
  67159. getDescription(): string;
  67160. /**
  67161. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67162. * @param scene defines the current scene where to apply this optimization
  67163. * @param optimizer defines the current optimizer
  67164. * @returns true if everything that can be done was applied
  67165. */
  67166. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67167. /**
  67168. * Creates the SceneOptimization object
  67169. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67170. * @param desc defines the description associated with the optimization
  67171. */
  67172. constructor(
  67173. /**
  67174. * Defines the priority of this optimization (0 by default which means first in the list)
  67175. */
  67176. priority?: number);
  67177. }
  67178. /**
  67179. * Defines an optimization used to reduce the size of render target textures
  67180. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67181. */
  67182. export class TextureOptimization extends SceneOptimization {
  67183. /**
  67184. * Defines the priority of this optimization (0 by default which means first in the list)
  67185. */
  67186. priority: number;
  67187. /**
  67188. * 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
  67189. */
  67190. maximumSize: number;
  67191. /**
  67192. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67193. */
  67194. step: number;
  67195. /**
  67196. * Gets a string describing the action executed by the current optimization
  67197. * @returns description string
  67198. */
  67199. getDescription(): string;
  67200. /**
  67201. * Creates the TextureOptimization object
  67202. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67203. * @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
  67204. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67205. */
  67206. constructor(
  67207. /**
  67208. * Defines the priority of this optimization (0 by default which means first in the list)
  67209. */
  67210. priority?: number,
  67211. /**
  67212. * 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
  67213. */
  67214. maximumSize?: number,
  67215. /**
  67216. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67217. */
  67218. step?: number);
  67219. /**
  67220. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67221. * @param scene defines the current scene where to apply this optimization
  67222. * @param optimizer defines the current optimizer
  67223. * @returns true if everything that can be done was applied
  67224. */
  67225. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67226. }
  67227. /**
  67228. * Defines an optimization used to increase or decrease the rendering resolution
  67229. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67230. */
  67231. export class HardwareScalingOptimization extends SceneOptimization {
  67232. /**
  67233. * Defines the priority of this optimization (0 by default which means first in the list)
  67234. */
  67235. priority: number;
  67236. /**
  67237. * Defines the maximum scale to use (2 by default)
  67238. */
  67239. maximumScale: number;
  67240. /**
  67241. * Defines the step to use between two passes (0.5 by default)
  67242. */
  67243. step: number;
  67244. private _currentScale;
  67245. private _directionOffset;
  67246. /**
  67247. * Gets a string describing the action executed by the current optimization
  67248. * @return description string
  67249. */
  67250. getDescription(): string;
  67251. /**
  67252. * Creates the HardwareScalingOptimization object
  67253. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67254. * @param maximumScale defines the maximum scale to use (2 by default)
  67255. * @param step defines the step to use between two passes (0.5 by default)
  67256. */
  67257. constructor(
  67258. /**
  67259. * Defines the priority of this optimization (0 by default which means first in the list)
  67260. */
  67261. priority?: number,
  67262. /**
  67263. * Defines the maximum scale to use (2 by default)
  67264. */
  67265. maximumScale?: number,
  67266. /**
  67267. * Defines the step to use between two passes (0.5 by default)
  67268. */
  67269. step?: number);
  67270. /**
  67271. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67272. * @param scene defines the current scene where to apply this optimization
  67273. * @param optimizer defines the current optimizer
  67274. * @returns true if everything that can be done was applied
  67275. */
  67276. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67277. }
  67278. /**
  67279. * Defines an optimization used to remove shadows
  67280. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67281. */
  67282. export class ShadowsOptimization extends SceneOptimization {
  67283. /**
  67284. * Gets a string describing the action executed by the current optimization
  67285. * @return description string
  67286. */
  67287. getDescription(): string;
  67288. /**
  67289. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67290. * @param scene defines the current scene where to apply this optimization
  67291. * @param optimizer defines the current optimizer
  67292. * @returns true if everything that can be done was applied
  67293. */
  67294. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67295. }
  67296. /**
  67297. * Defines an optimization used to turn post-processes off
  67298. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67299. */
  67300. export class PostProcessesOptimization extends SceneOptimization {
  67301. /**
  67302. * Gets a string describing the action executed by the current optimization
  67303. * @return description string
  67304. */
  67305. getDescription(): string;
  67306. /**
  67307. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67308. * @param scene defines the current scene where to apply this optimization
  67309. * @param optimizer defines the current optimizer
  67310. * @returns true if everything that can be done was applied
  67311. */
  67312. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67313. }
  67314. /**
  67315. * Defines an optimization used to turn lens flares off
  67316. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67317. */
  67318. export class LensFlaresOptimization extends SceneOptimization {
  67319. /**
  67320. * Gets a string describing the action executed by the current optimization
  67321. * @return description string
  67322. */
  67323. getDescription(): string;
  67324. /**
  67325. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67326. * @param scene defines the current scene where to apply this optimization
  67327. * @param optimizer defines the current optimizer
  67328. * @returns true if everything that can be done was applied
  67329. */
  67330. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67331. }
  67332. /**
  67333. * Defines an optimization based on user defined callback.
  67334. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67335. */
  67336. export class CustomOptimization extends SceneOptimization {
  67337. /**
  67338. * Callback called to apply the custom optimization.
  67339. */
  67340. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  67341. /**
  67342. * Callback called to get custom description
  67343. */
  67344. onGetDescription: () => string;
  67345. /**
  67346. * Gets a string describing the action executed by the current optimization
  67347. * @returns description string
  67348. */
  67349. getDescription(): string;
  67350. /**
  67351. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67352. * @param scene defines the current scene where to apply this optimization
  67353. * @param optimizer defines the current optimizer
  67354. * @returns true if everything that can be done was applied
  67355. */
  67356. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67357. }
  67358. /**
  67359. * Defines an optimization used to turn particles off
  67360. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67361. */
  67362. export class ParticlesOptimization extends SceneOptimization {
  67363. /**
  67364. * Gets a string describing the action executed by the current optimization
  67365. * @return description string
  67366. */
  67367. getDescription(): string;
  67368. /**
  67369. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67370. * @param scene defines the current scene where to apply this optimization
  67371. * @param optimizer defines the current optimizer
  67372. * @returns true if everything that can be done was applied
  67373. */
  67374. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67375. }
  67376. /**
  67377. * Defines an optimization used to turn render targets off
  67378. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67379. */
  67380. export class RenderTargetsOptimization extends SceneOptimization {
  67381. /**
  67382. * Gets a string describing the action executed by the current optimization
  67383. * @return description string
  67384. */
  67385. getDescription(): string;
  67386. /**
  67387. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67388. * @param scene defines the current scene where to apply this optimization
  67389. * @param optimizer defines the current optimizer
  67390. * @returns true if everything that can be done was applied
  67391. */
  67392. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67393. }
  67394. /**
  67395. * Defines an optimization used to merge meshes with compatible materials
  67396. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67397. */
  67398. export class MergeMeshesOptimization extends SceneOptimization {
  67399. private static _UpdateSelectionTree;
  67400. /**
  67401. * Gets or sets a boolean which defines if optimization octree has to be updated
  67402. */
  67403. /**
  67404. * Gets or sets a boolean which defines if optimization octree has to be updated
  67405. */
  67406. static UpdateSelectionTree: boolean;
  67407. /**
  67408. * Gets a string describing the action executed by the current optimization
  67409. * @return description string
  67410. */
  67411. getDescription(): string;
  67412. private _canBeMerged;
  67413. /**
  67414. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67415. * @param scene defines the current scene where to apply this optimization
  67416. * @param optimizer defines the current optimizer
  67417. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  67418. * @returns true if everything that can be done was applied
  67419. */
  67420. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  67421. }
  67422. /**
  67423. * Defines a list of options used by SceneOptimizer
  67424. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67425. */
  67426. export class SceneOptimizerOptions {
  67427. /**
  67428. * Defines the target frame rate to reach (60 by default)
  67429. */
  67430. targetFrameRate: number;
  67431. /**
  67432. * Defines the interval between two checkes (2000ms by default)
  67433. */
  67434. trackerDuration: number;
  67435. /**
  67436. * Gets the list of optimizations to apply
  67437. */
  67438. optimizations: SceneOptimization[];
  67439. /**
  67440. * Creates a new list of options used by SceneOptimizer
  67441. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  67442. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  67443. */
  67444. constructor(
  67445. /**
  67446. * Defines the target frame rate to reach (60 by default)
  67447. */
  67448. targetFrameRate?: number,
  67449. /**
  67450. * Defines the interval between two checkes (2000ms by default)
  67451. */
  67452. trackerDuration?: number);
  67453. /**
  67454. * Add a new optimization
  67455. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  67456. * @returns the current SceneOptimizerOptions
  67457. */
  67458. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  67459. /**
  67460. * Add a new custom optimization
  67461. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  67462. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  67463. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67464. * @returns the current SceneOptimizerOptions
  67465. */
  67466. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  67467. /**
  67468. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  67469. * @param targetFrameRate defines the target frame rate (60 by default)
  67470. * @returns a SceneOptimizerOptions object
  67471. */
  67472. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67473. /**
  67474. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  67475. * @param targetFrameRate defines the target frame rate (60 by default)
  67476. * @returns a SceneOptimizerOptions object
  67477. */
  67478. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67479. /**
  67480. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  67481. * @param targetFrameRate defines the target frame rate (60 by default)
  67482. * @returns a SceneOptimizerOptions object
  67483. */
  67484. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67485. }
  67486. /**
  67487. * Class used to run optimizations in order to reach a target frame rate
  67488. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67489. */
  67490. export class SceneOptimizer implements IDisposable {
  67491. private _isRunning;
  67492. private _options;
  67493. private _scene;
  67494. private _currentPriorityLevel;
  67495. private _targetFrameRate;
  67496. private _trackerDuration;
  67497. private _currentFrameRate;
  67498. private _sceneDisposeObserver;
  67499. private _improvementMode;
  67500. /**
  67501. * Defines an observable called when the optimizer reaches the target frame rate
  67502. */
  67503. onSuccessObservable: Observable<SceneOptimizer>;
  67504. /**
  67505. * Defines an observable called when the optimizer enables an optimization
  67506. */
  67507. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  67508. /**
  67509. * Defines an observable called when the optimizer is not able to reach the target frame rate
  67510. */
  67511. onFailureObservable: Observable<SceneOptimizer>;
  67512. /**
  67513. * Gets a boolean indicating if the optimizer is in improvement mode
  67514. */
  67515. readonly isInImprovementMode: boolean;
  67516. /**
  67517. * Gets the current priority level (0 at start)
  67518. */
  67519. readonly currentPriorityLevel: number;
  67520. /**
  67521. * Gets the current frame rate checked by the SceneOptimizer
  67522. */
  67523. readonly currentFrameRate: number;
  67524. /**
  67525. * Gets or sets the current target frame rate (60 by default)
  67526. */
  67527. /**
  67528. * Gets or sets the current target frame rate (60 by default)
  67529. */
  67530. targetFrameRate: number;
  67531. /**
  67532. * Gets or sets the current interval between two checks (every 2000ms by default)
  67533. */
  67534. /**
  67535. * Gets or sets the current interval between two checks (every 2000ms by default)
  67536. */
  67537. trackerDuration: number;
  67538. /**
  67539. * Gets the list of active optimizations
  67540. */
  67541. readonly optimizations: SceneOptimization[];
  67542. /**
  67543. * Creates a new SceneOptimizer
  67544. * @param scene defines the scene to work on
  67545. * @param options defines the options to use with the SceneOptimizer
  67546. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  67547. * @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)
  67548. */
  67549. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  67550. /**
  67551. * Stops the current optimizer
  67552. */
  67553. stop(): void;
  67554. /**
  67555. * Reset the optimizer to initial step (current priority level = 0)
  67556. */
  67557. reset(): void;
  67558. /**
  67559. * Start the optimizer. By default it will try to reach a specific framerate
  67560. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  67561. */
  67562. start(): void;
  67563. private _checkCurrentState;
  67564. /**
  67565. * Release all resources
  67566. */
  67567. dispose(): void;
  67568. /**
  67569. * Helper function to create a SceneOptimizer with one single line of code
  67570. * @param scene defines the scene to work on
  67571. * @param options defines the options to use with the SceneOptimizer
  67572. * @param onSuccess defines a callback to call on success
  67573. * @param onFailure defines a callback to call on failure
  67574. * @returns the new SceneOptimizer object
  67575. */
  67576. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  67577. }
  67578. }
  67579. declare module "babylonjs/Misc/sceneSerializer" {
  67580. import { Scene } from "babylonjs/scene";
  67581. /**
  67582. * Class used to serialize a scene into a string
  67583. */
  67584. export class SceneSerializer {
  67585. /**
  67586. * Clear cache used by a previous serialization
  67587. */
  67588. static ClearCache(): void;
  67589. /**
  67590. * Serialize a scene into a JSON compatible object
  67591. * @param scene defines the scene to serialize
  67592. * @returns a JSON compatible object
  67593. */
  67594. static Serialize(scene: Scene): any;
  67595. /**
  67596. * Serialize a mesh into a JSON compatible object
  67597. * @param toSerialize defines the mesh to serialize
  67598. * @param withParents defines if parents must be serialized as well
  67599. * @param withChildren defines if children must be serialized as well
  67600. * @returns a JSON compatible object
  67601. */
  67602. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  67603. }
  67604. }
  67605. declare module "babylonjs/Misc/textureTools" {
  67606. import { Texture } from "babylonjs/Materials/Textures/texture";
  67607. /**
  67608. * Class used to host texture specific utilities
  67609. */
  67610. export class TextureTools {
  67611. /**
  67612. * Uses the GPU to create a copy texture rescaled at a given size
  67613. * @param texture Texture to copy from
  67614. * @param width defines the desired width
  67615. * @param height defines the desired height
  67616. * @param useBilinearMode defines if bilinear mode has to be used
  67617. * @return the generated texture
  67618. */
  67619. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  67620. }
  67621. }
  67622. declare module "babylonjs/Misc/videoRecorder" {
  67623. import { Nullable } from "babylonjs/types";
  67624. import { Engine } from "babylonjs/Engines/engine";
  67625. /**
  67626. * This represents the different options available for the video capture.
  67627. */
  67628. export interface VideoRecorderOptions {
  67629. /** Defines the mime type of the video. */
  67630. mimeType: string;
  67631. /** Defines the FPS the video should be recorded at. */
  67632. fps: number;
  67633. /** Defines the chunk size for the recording data. */
  67634. recordChunckSize: number;
  67635. /** The audio tracks to attach to the recording. */
  67636. audioTracks?: MediaStreamTrack[];
  67637. }
  67638. /**
  67639. * This can help with recording videos from BabylonJS.
  67640. * This is based on the available WebRTC functionalities of the browser.
  67641. *
  67642. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  67643. */
  67644. export class VideoRecorder {
  67645. private static readonly _defaultOptions;
  67646. /**
  67647. * Returns whether or not the VideoRecorder is available in your browser.
  67648. * @param engine Defines the Babylon Engine.
  67649. * @returns true if supported otherwise false.
  67650. */
  67651. static IsSupported(engine: Engine): boolean;
  67652. private readonly _options;
  67653. private _canvas;
  67654. private _mediaRecorder;
  67655. private _recordedChunks;
  67656. private _fileName;
  67657. private _resolve;
  67658. private _reject;
  67659. /**
  67660. * True when a recording is already in progress.
  67661. */
  67662. readonly isRecording: boolean;
  67663. /**
  67664. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  67665. * @param engine Defines the BabylonJS Engine you wish to record.
  67666. * @param options Defines options that can be used to customize the capture.
  67667. */
  67668. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  67669. /**
  67670. * Stops the current recording before the default capture timeout passed in the startRecording function.
  67671. */
  67672. stopRecording(): void;
  67673. /**
  67674. * Starts recording the canvas for a max duration specified in parameters.
  67675. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  67676. * If null no automatic download will start and you can rely on the promise to get the data back.
  67677. * @param maxDuration Defines the maximum recording time in seconds.
  67678. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  67679. * @return A promise callback at the end of the recording with the video data in Blob.
  67680. */
  67681. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  67682. /**
  67683. * Releases internal resources used during the recording.
  67684. */
  67685. dispose(): void;
  67686. private _handleDataAvailable;
  67687. private _handleError;
  67688. private _handleStop;
  67689. }
  67690. }
  67691. declare module "babylonjs/Misc/screenshotTools" {
  67692. import { Camera } from "babylonjs/Cameras/camera";
  67693. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  67694. import { Engine } from "babylonjs/Engines/engine";
  67695. /**
  67696. * Class containing a set of static utilities functions for screenshots
  67697. */
  67698. export class ScreenshotTools {
  67699. /**
  67700. * Captures a screenshot of the current rendering
  67701. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67702. * @param engine defines the rendering engine
  67703. * @param camera defines the source camera
  67704. * @param size This parameter can be set to a single number or to an object with the
  67705. * following (optional) properties: precision, width, height. If a single number is passed,
  67706. * it will be used for both width and height. If an object is passed, the screenshot size
  67707. * will be derived from the parameters. The precision property is a multiplier allowing
  67708. * rendering at a higher or lower resolution
  67709. * @param successCallback defines the callback receives a single parameter which contains the
  67710. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67711. * src parameter of an <img> to display it
  67712. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67713. * Check your browser for supported MIME types
  67714. */
  67715. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  67716. /**
  67717. * Captures a screenshot of the current rendering
  67718. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67719. * @param engine defines the rendering engine
  67720. * @param camera defines the source camera
  67721. * @param size This parameter can be set to a single number or to an object with the
  67722. * following (optional) properties: precision, width, height. If a single number is passed,
  67723. * it will be used for both width and height. If an object is passed, the screenshot size
  67724. * will be derived from the parameters. The precision property is a multiplier allowing
  67725. * rendering at a higher or lower resolution
  67726. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67727. * Check your browser for supported MIME types
  67728. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  67729. * to the src parameter of an <img> to display it
  67730. */
  67731. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  67732. /**
  67733. * Generates an image screenshot from the specified camera.
  67734. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67735. * @param engine The engine to use for rendering
  67736. * @param camera The camera to use for rendering
  67737. * @param size This parameter can be set to a single number or to an object with the
  67738. * following (optional) properties: precision, width, height. If a single number is passed,
  67739. * it will be used for both width and height. If an object is passed, the screenshot size
  67740. * will be derived from the parameters. The precision property is a multiplier allowing
  67741. * rendering at a higher or lower resolution
  67742. * @param successCallback The callback receives a single parameter which contains the
  67743. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67744. * src parameter of an <img> to display it
  67745. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67746. * Check your browser for supported MIME types
  67747. * @param samples Texture samples (default: 1)
  67748. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67749. * @param fileName A name for for the downloaded file.
  67750. */
  67751. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  67752. /**
  67753. * Generates an image screenshot from the specified camera.
  67754. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67755. * @param engine The engine to use for rendering
  67756. * @param camera The camera to use for rendering
  67757. * @param size This parameter can be set to a single number or to an object with the
  67758. * following (optional) properties: precision, width, height. If a single number is passed,
  67759. * it will be used for both width and height. If an object is passed, the screenshot size
  67760. * will be derived from the parameters. The precision property is a multiplier allowing
  67761. * rendering at a higher or lower resolution
  67762. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67763. * Check your browser for supported MIME types
  67764. * @param samples Texture samples (default: 1)
  67765. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67766. * @param fileName A name for for the downloaded file.
  67767. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  67768. * to the src parameter of an <img> to display it
  67769. */
  67770. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  67771. /**
  67772. * Gets height and width for screenshot size
  67773. * @private
  67774. */
  67775. private static _getScreenshotSize;
  67776. }
  67777. }
  67778. declare module "babylonjs/Misc/dataReader" {
  67779. /**
  67780. * Interface for a data buffer
  67781. */
  67782. export interface IDataBuffer {
  67783. /**
  67784. * Reads bytes from the data buffer.
  67785. * @param byteOffset The byte offset to read
  67786. * @param byteLength The byte length to read
  67787. * @returns A promise that resolves when the bytes are read
  67788. */
  67789. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  67790. /**
  67791. * The byte length of the buffer.
  67792. */
  67793. readonly byteLength: number;
  67794. }
  67795. /**
  67796. * Utility class for reading from a data buffer
  67797. */
  67798. export class DataReader {
  67799. /**
  67800. * The data buffer associated with this data reader.
  67801. */
  67802. readonly buffer: IDataBuffer;
  67803. /**
  67804. * The current byte offset from the beginning of the data buffer.
  67805. */
  67806. byteOffset: number;
  67807. private _dataView;
  67808. private _dataByteOffset;
  67809. /**
  67810. * Constructor
  67811. * @param buffer The buffer to read
  67812. */
  67813. constructor(buffer: IDataBuffer);
  67814. /**
  67815. * Loads the given byte length.
  67816. * @param byteLength The byte length to load
  67817. * @returns A promise that resolves when the load is complete
  67818. */
  67819. loadAsync(byteLength: number): Promise<void>;
  67820. /**
  67821. * Read a unsigned 32-bit integer from the currently loaded data range.
  67822. * @returns The 32-bit integer read
  67823. */
  67824. readUint32(): number;
  67825. /**
  67826. * Read a byte array from the currently loaded data range.
  67827. * @param byteLength The byte length to read
  67828. * @returns The byte array read
  67829. */
  67830. readUint8Array(byteLength: number): Uint8Array;
  67831. /**
  67832. * Read a string from the currently loaded data range.
  67833. * @param byteLength The byte length to read
  67834. * @returns The string read
  67835. */
  67836. readString(byteLength: number): string;
  67837. /**
  67838. * Skips the given byte length the currently loaded data range.
  67839. * @param byteLength The byte length to skip
  67840. */
  67841. skipBytes(byteLength: number): void;
  67842. }
  67843. }
  67844. declare module "babylonjs/Misc/index" {
  67845. export * from "babylonjs/Misc/andOrNotEvaluator";
  67846. export * from "babylonjs/Misc/assetsManager";
  67847. export * from "babylonjs/Misc/dds";
  67848. export * from "babylonjs/Misc/decorators";
  67849. export * from "babylonjs/Misc/deferred";
  67850. export * from "babylonjs/Misc/environmentTextureTools";
  67851. export * from "babylonjs/Misc/meshExploder";
  67852. export * from "babylonjs/Misc/filesInput";
  67853. export * from "babylonjs/Misc/HighDynamicRange/index";
  67854. export * from "babylonjs/Misc/khronosTextureContainer";
  67855. export * from "babylonjs/Misc/observable";
  67856. export * from "babylonjs/Misc/performanceMonitor";
  67857. export * from "babylonjs/Misc/promise";
  67858. export * from "babylonjs/Misc/sceneOptimizer";
  67859. export * from "babylonjs/Misc/sceneSerializer";
  67860. export * from "babylonjs/Misc/smartArray";
  67861. export * from "babylonjs/Misc/stringDictionary";
  67862. export * from "babylonjs/Misc/tags";
  67863. export * from "babylonjs/Misc/textureTools";
  67864. export * from "babylonjs/Misc/tga";
  67865. export * from "babylonjs/Misc/tools";
  67866. export * from "babylonjs/Misc/videoRecorder";
  67867. export * from "babylonjs/Misc/virtualJoystick";
  67868. export * from "babylonjs/Misc/workerPool";
  67869. export * from "babylonjs/Misc/logger";
  67870. export * from "babylonjs/Misc/typeStore";
  67871. export * from "babylonjs/Misc/filesInputStore";
  67872. export * from "babylonjs/Misc/deepCopier";
  67873. export * from "babylonjs/Misc/pivotTools";
  67874. export * from "babylonjs/Misc/precisionDate";
  67875. export * from "babylonjs/Misc/screenshotTools";
  67876. export * from "babylonjs/Misc/typeStore";
  67877. export * from "babylonjs/Misc/webRequest";
  67878. export * from "babylonjs/Misc/iInspectable";
  67879. export * from "babylonjs/Misc/brdfTextureTools";
  67880. export * from "babylonjs/Misc/rgbdTextureTools";
  67881. export * from "babylonjs/Misc/gradients";
  67882. export * from "babylonjs/Misc/perfCounter";
  67883. export * from "babylonjs/Misc/fileRequest";
  67884. export * from "babylonjs/Misc/customAnimationFrameRequester";
  67885. export * from "babylonjs/Misc/retryStrategy";
  67886. export * from "babylonjs/Misc/interfaces/screenshotSize";
  67887. export * from "babylonjs/Misc/canvasGenerator";
  67888. export * from "babylonjs/Misc/fileTools";
  67889. export * from "babylonjs/Misc/stringTools";
  67890. export * from "babylonjs/Misc/dataReader";
  67891. }
  67892. declare module "babylonjs/index" {
  67893. export * from "babylonjs/abstractScene";
  67894. export * from "babylonjs/Actions/index";
  67895. export * from "babylonjs/Animations/index";
  67896. export * from "babylonjs/assetContainer";
  67897. export * from "babylonjs/Audio/index";
  67898. export * from "babylonjs/Behaviors/index";
  67899. export * from "babylonjs/Bones/index";
  67900. export * from "babylonjs/Cameras/index";
  67901. export * from "babylonjs/Collisions/index";
  67902. export * from "babylonjs/Culling/index";
  67903. export * from "babylonjs/Debug/index";
  67904. export * from "babylonjs/Engines/index";
  67905. export * from "babylonjs/Events/index";
  67906. export * from "babylonjs/Gamepads/index";
  67907. export * from "babylonjs/Gizmos/index";
  67908. export * from "babylonjs/Helpers/index";
  67909. export * from "babylonjs/Instrumentation/index";
  67910. export * from "babylonjs/Layers/index";
  67911. export * from "babylonjs/LensFlares/index";
  67912. export * from "babylonjs/Lights/index";
  67913. export * from "babylonjs/Loading/index";
  67914. export * from "babylonjs/Materials/index";
  67915. export * from "babylonjs/Maths/index";
  67916. export * from "babylonjs/Meshes/index";
  67917. export * from "babylonjs/Morph/index";
  67918. export * from "babylonjs/Navigation/index";
  67919. export * from "babylonjs/node";
  67920. export * from "babylonjs/Offline/index";
  67921. export * from "babylonjs/Particles/index";
  67922. export * from "babylonjs/Physics/index";
  67923. export * from "babylonjs/PostProcesses/index";
  67924. export * from "babylonjs/Probes/index";
  67925. export * from "babylonjs/Rendering/index";
  67926. export * from "babylonjs/scene";
  67927. export * from "babylonjs/sceneComponent";
  67928. export * from "babylonjs/Sprites/index";
  67929. export * from "babylonjs/States/index";
  67930. export * from "babylonjs/Misc/index";
  67931. export * from "babylonjs/types";
  67932. }
  67933. declare module "babylonjs/Animations/pathCursor" {
  67934. import { Vector3 } from "babylonjs/Maths/math.vector";
  67935. import { Path2 } from "babylonjs/Maths/math.path";
  67936. /**
  67937. * A cursor which tracks a point on a path
  67938. */
  67939. export class PathCursor {
  67940. private path;
  67941. /**
  67942. * Stores path cursor callbacks for when an onchange event is triggered
  67943. */
  67944. private _onchange;
  67945. /**
  67946. * The value of the path cursor
  67947. */
  67948. value: number;
  67949. /**
  67950. * The animation array of the path cursor
  67951. */
  67952. animations: Animation[];
  67953. /**
  67954. * Initializes the path cursor
  67955. * @param path The path to track
  67956. */
  67957. constructor(path: Path2);
  67958. /**
  67959. * Gets the cursor point on the path
  67960. * @returns A point on the path cursor at the cursor location
  67961. */
  67962. getPoint(): Vector3;
  67963. /**
  67964. * Moves the cursor ahead by the step amount
  67965. * @param step The amount to move the cursor forward
  67966. * @returns This path cursor
  67967. */
  67968. moveAhead(step?: number): PathCursor;
  67969. /**
  67970. * Moves the cursor behind by the step amount
  67971. * @param step The amount to move the cursor back
  67972. * @returns This path cursor
  67973. */
  67974. moveBack(step?: number): PathCursor;
  67975. /**
  67976. * Moves the cursor by the step amount
  67977. * If the step amount is greater than one, an exception is thrown
  67978. * @param step The amount to move the cursor
  67979. * @returns This path cursor
  67980. */
  67981. move(step: number): PathCursor;
  67982. /**
  67983. * Ensures that the value is limited between zero and one
  67984. * @returns This path cursor
  67985. */
  67986. private ensureLimits;
  67987. /**
  67988. * Runs onchange callbacks on change (used by the animation engine)
  67989. * @returns This path cursor
  67990. */
  67991. private raiseOnChange;
  67992. /**
  67993. * Executes a function on change
  67994. * @param f A path cursor onchange callback
  67995. * @returns This path cursor
  67996. */
  67997. onchange(f: (cursor: PathCursor) => void): PathCursor;
  67998. }
  67999. }
  68000. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  68001. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  68002. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  68003. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  68004. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  68005. }
  68006. declare module "babylonjs/Engines/Processors/Expressions/index" {
  68007. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  68008. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  68009. }
  68010. declare module "babylonjs/Engines/Processors/index" {
  68011. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  68012. export * from "babylonjs/Engines/Processors/Expressions/index";
  68013. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  68014. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  68015. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  68016. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  68017. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  68018. export * from "babylonjs/Engines/Processors/shaderProcessor";
  68019. }
  68020. declare module "babylonjs/Legacy/legacy" {
  68021. import * as Babylon from "babylonjs/index";
  68022. export * from "babylonjs/index";
  68023. }
  68024. declare module "babylonjs/Shaders/blur.fragment" {
  68025. /** @hidden */
  68026. export var blurPixelShader: {
  68027. name: string;
  68028. shader: string;
  68029. };
  68030. }
  68031. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  68032. /** @hidden */
  68033. export var pointCloudVertexDeclaration: {
  68034. name: string;
  68035. shader: string;
  68036. };
  68037. }
  68038. declare module "babylonjs" {
  68039. export * from "babylonjs/Legacy/legacy";
  68040. }
  68041. declare module BABYLON {
  68042. /** Alias type for value that can be null */
  68043. export type Nullable<T> = T | null;
  68044. /**
  68045. * Alias type for number that are floats
  68046. * @ignorenaming
  68047. */
  68048. export type float = number;
  68049. /**
  68050. * Alias type for number that are doubles.
  68051. * @ignorenaming
  68052. */
  68053. export type double = number;
  68054. /**
  68055. * Alias type for number that are integer
  68056. * @ignorenaming
  68057. */
  68058. export type int = number;
  68059. /** Alias type for number array or Float32Array */
  68060. export type FloatArray = number[] | Float32Array;
  68061. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  68062. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  68063. /**
  68064. * Alias for types that can be used by a Buffer or VertexBuffer.
  68065. */
  68066. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  68067. /**
  68068. * Alias type for primitive types
  68069. * @ignorenaming
  68070. */
  68071. type Primitive = undefined | null | boolean | string | number | Function;
  68072. /**
  68073. * Type modifier to make all the properties of an object Readonly
  68074. */
  68075. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  68076. /**
  68077. * Type modifier to make all the properties of an object Readonly recursively
  68078. */
  68079. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  68080. /**
  68081. * Type modifier to make object properties readonly.
  68082. */
  68083. export type DeepImmutableObject<T> = {
  68084. readonly [K in keyof T]: DeepImmutable<T[K]>;
  68085. };
  68086. /** @hidden */
  68087. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  68088. }
  68089. }
  68090. declare module BABYLON {
  68091. /**
  68092. * A class serves as a medium between the observable and its observers
  68093. */
  68094. export class EventState {
  68095. /**
  68096. * Create a new EventState
  68097. * @param mask defines the mask associated with this state
  68098. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68099. * @param target defines the original target of the state
  68100. * @param currentTarget defines the current target of the state
  68101. */
  68102. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  68103. /**
  68104. * Initialize the current event state
  68105. * @param mask defines the mask associated with this state
  68106. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68107. * @param target defines the original target of the state
  68108. * @param currentTarget defines the current target of the state
  68109. * @returns the current event state
  68110. */
  68111. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  68112. /**
  68113. * An Observer can set this property to true to prevent subsequent observers of being notified
  68114. */
  68115. skipNextObservers: boolean;
  68116. /**
  68117. * Get the mask value that were used to trigger the event corresponding to this EventState object
  68118. */
  68119. mask: number;
  68120. /**
  68121. * The object that originally notified the event
  68122. */
  68123. target?: any;
  68124. /**
  68125. * The current object in the bubbling phase
  68126. */
  68127. currentTarget?: any;
  68128. /**
  68129. * This will be populated with the return value of the last function that was executed.
  68130. * If it is the first function in the callback chain it will be the event data.
  68131. */
  68132. lastReturnValue?: any;
  68133. }
  68134. /**
  68135. * Represent an Observer registered to a given Observable object.
  68136. */
  68137. export class Observer<T> {
  68138. /**
  68139. * Defines the callback to call when the observer is notified
  68140. */
  68141. callback: (eventData: T, eventState: EventState) => void;
  68142. /**
  68143. * Defines the mask of the observer (used to filter notifications)
  68144. */
  68145. mask: number;
  68146. /**
  68147. * Defines the current scope used to restore the JS context
  68148. */
  68149. scope: any;
  68150. /** @hidden */
  68151. _willBeUnregistered: boolean;
  68152. /**
  68153. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  68154. */
  68155. unregisterOnNextCall: boolean;
  68156. /**
  68157. * Creates a new observer
  68158. * @param callback defines the callback to call when the observer is notified
  68159. * @param mask defines the mask of the observer (used to filter notifications)
  68160. * @param scope defines the current scope used to restore the JS context
  68161. */
  68162. constructor(
  68163. /**
  68164. * Defines the callback to call when the observer is notified
  68165. */
  68166. callback: (eventData: T, eventState: EventState) => void,
  68167. /**
  68168. * Defines the mask of the observer (used to filter notifications)
  68169. */
  68170. mask: number,
  68171. /**
  68172. * Defines the current scope used to restore the JS context
  68173. */
  68174. scope?: any);
  68175. }
  68176. /**
  68177. * Represent a list of observers registered to multiple Observables object.
  68178. */
  68179. export class MultiObserver<T> {
  68180. private _observers;
  68181. private _observables;
  68182. /**
  68183. * Release associated resources
  68184. */
  68185. dispose(): void;
  68186. /**
  68187. * Raise a callback when one of the observable will notify
  68188. * @param observables defines a list of observables to watch
  68189. * @param callback defines the callback to call on notification
  68190. * @param mask defines the mask used to filter notifications
  68191. * @param scope defines the current scope used to restore the JS context
  68192. * @returns the new MultiObserver
  68193. */
  68194. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  68195. }
  68196. /**
  68197. * The Observable class is a simple implementation of the Observable pattern.
  68198. *
  68199. * 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.
  68200. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  68201. * 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).
  68202. * 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.
  68203. */
  68204. export class Observable<T> {
  68205. private _observers;
  68206. private _eventState;
  68207. private _onObserverAdded;
  68208. /**
  68209. * Gets the list of observers
  68210. */
  68211. readonly observers: Array<Observer<T>>;
  68212. /**
  68213. * Creates a new observable
  68214. * @param onObserverAdded defines a callback to call when a new observer is added
  68215. */
  68216. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  68217. /**
  68218. * Create a new Observer with the specified callback
  68219. * @param callback the callback that will be executed for that Observer
  68220. * @param mask the mask used to filter observers
  68221. * @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.
  68222. * @param scope optional scope for the callback to be called from
  68223. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  68224. * @returns the new observer created for the callback
  68225. */
  68226. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  68227. /**
  68228. * Create a new Observer with the specified callback and unregisters after the next notification
  68229. * @param callback the callback that will be executed for that Observer
  68230. * @returns the new observer created for the callback
  68231. */
  68232. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  68233. /**
  68234. * Remove an Observer from the Observable object
  68235. * @param observer the instance of the Observer to remove
  68236. * @returns false if it doesn't belong to this Observable
  68237. */
  68238. remove(observer: Nullable<Observer<T>>): boolean;
  68239. /**
  68240. * Remove a callback from the Observable object
  68241. * @param callback the callback to remove
  68242. * @param scope optional scope. If used only the callbacks with this scope will be removed
  68243. * @returns false if it doesn't belong to this Observable
  68244. */
  68245. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  68246. private _deferUnregister;
  68247. private _remove;
  68248. /**
  68249. * Moves the observable to the top of the observer list making it get called first when notified
  68250. * @param observer the observer to move
  68251. */
  68252. makeObserverTopPriority(observer: Observer<T>): void;
  68253. /**
  68254. * Moves the observable to the bottom of the observer list making it get called last when notified
  68255. * @param observer the observer to move
  68256. */
  68257. makeObserverBottomPriority(observer: Observer<T>): void;
  68258. /**
  68259. * Notify all Observers by calling their respective callback with the given data
  68260. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  68261. * @param eventData defines the data to send to all observers
  68262. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  68263. * @param target defines the original target of the state
  68264. * @param currentTarget defines the current target of the state
  68265. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  68266. */
  68267. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  68268. /**
  68269. * Calling this will execute each callback, expecting it to be a promise or return a value.
  68270. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  68271. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  68272. * and it is crucial that all callbacks will be executed.
  68273. * The order of the callbacks is kept, callbacks are not executed parallel.
  68274. *
  68275. * @param eventData The data to be sent to each callback
  68276. * @param mask is used to filter observers defaults to -1
  68277. * @param target defines the callback target (see EventState)
  68278. * @param currentTarget defines he current object in the bubbling phase
  68279. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  68280. */
  68281. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  68282. /**
  68283. * Notify a specific observer
  68284. * @param observer defines the observer to notify
  68285. * @param eventData defines the data to be sent to each callback
  68286. * @param mask is used to filter observers defaults to -1
  68287. */
  68288. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  68289. /**
  68290. * Gets a boolean indicating if the observable has at least one observer
  68291. * @returns true is the Observable has at least one Observer registered
  68292. */
  68293. hasObservers(): boolean;
  68294. /**
  68295. * Clear the list of observers
  68296. */
  68297. clear(): void;
  68298. /**
  68299. * Clone the current observable
  68300. * @returns a new observable
  68301. */
  68302. clone(): Observable<T>;
  68303. /**
  68304. * Does this observable handles observer registered with a given mask
  68305. * @param mask defines the mask to be tested
  68306. * @return whether or not one observer registered with the given mask is handeled
  68307. **/
  68308. hasSpecificMask(mask?: number): boolean;
  68309. }
  68310. }
  68311. declare module BABYLON {
  68312. /**
  68313. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  68314. * Babylon.js
  68315. */
  68316. export class DomManagement {
  68317. /**
  68318. * Checks if the window object exists
  68319. * @returns true if the window object exists
  68320. */
  68321. static IsWindowObjectExist(): boolean;
  68322. /**
  68323. * Checks if the navigator object exists
  68324. * @returns true if the navigator object exists
  68325. */
  68326. static IsNavigatorAvailable(): boolean;
  68327. /**
  68328. * Extracts text content from a DOM element hierarchy
  68329. * @param element defines the root element
  68330. * @returns a string
  68331. */
  68332. static GetDOMTextContent(element: HTMLElement): string;
  68333. }
  68334. }
  68335. declare module BABYLON {
  68336. /**
  68337. * Logger used througouht the application to allow configuration of
  68338. * the log level required for the messages.
  68339. */
  68340. export class Logger {
  68341. /**
  68342. * No log
  68343. */
  68344. static readonly NoneLogLevel: number;
  68345. /**
  68346. * Only message logs
  68347. */
  68348. static readonly MessageLogLevel: number;
  68349. /**
  68350. * Only warning logs
  68351. */
  68352. static readonly WarningLogLevel: number;
  68353. /**
  68354. * Only error logs
  68355. */
  68356. static readonly ErrorLogLevel: number;
  68357. /**
  68358. * All logs
  68359. */
  68360. static readonly AllLogLevel: number;
  68361. private static _LogCache;
  68362. /**
  68363. * Gets a value indicating the number of loading errors
  68364. * @ignorenaming
  68365. */
  68366. static errorsCount: number;
  68367. /**
  68368. * Callback called when a new log is added
  68369. */
  68370. static OnNewCacheEntry: (entry: string) => void;
  68371. private static _AddLogEntry;
  68372. private static _FormatMessage;
  68373. private static _LogDisabled;
  68374. private static _LogEnabled;
  68375. private static _WarnDisabled;
  68376. private static _WarnEnabled;
  68377. private static _ErrorDisabled;
  68378. private static _ErrorEnabled;
  68379. /**
  68380. * Log a message to the console
  68381. */
  68382. static Log: (message: string) => void;
  68383. /**
  68384. * Write a warning message to the console
  68385. */
  68386. static Warn: (message: string) => void;
  68387. /**
  68388. * Write an error message to the console
  68389. */
  68390. static Error: (message: string) => void;
  68391. /**
  68392. * Gets current log cache (list of logs)
  68393. */
  68394. static readonly LogCache: string;
  68395. /**
  68396. * Clears the log cache
  68397. */
  68398. static ClearLogCache(): void;
  68399. /**
  68400. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  68401. */
  68402. static LogLevels: number;
  68403. }
  68404. }
  68405. declare module BABYLON {
  68406. /** @hidden */
  68407. export class _TypeStore {
  68408. /** @hidden */
  68409. static RegisteredTypes: {
  68410. [key: string]: Object;
  68411. };
  68412. /** @hidden */
  68413. static GetClass(fqdn: string): any;
  68414. }
  68415. }
  68416. declare module BABYLON {
  68417. /**
  68418. * Helper to manipulate strings
  68419. */
  68420. export class StringTools {
  68421. /**
  68422. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68423. * @param str Source string
  68424. * @param suffix Suffix to search for in the source string
  68425. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68426. */
  68427. static EndsWith(str: string, suffix: string): boolean;
  68428. /**
  68429. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68430. * @param str Source string
  68431. * @param suffix Suffix to search for in the source string
  68432. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68433. */
  68434. static StartsWith(str: string, suffix: string): boolean;
  68435. /**
  68436. * Decodes a buffer into a string
  68437. * @param buffer The buffer to decode
  68438. * @returns The decoded string
  68439. */
  68440. static Decode(buffer: Uint8Array | Uint16Array): string;
  68441. /**
  68442. * Encode a buffer to a base64 string
  68443. * @param buffer defines the buffer to encode
  68444. * @returns the encoded string
  68445. */
  68446. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  68447. }
  68448. }
  68449. declare module BABYLON {
  68450. /**
  68451. * Class containing a set of static utilities functions for deep copy.
  68452. */
  68453. export class DeepCopier {
  68454. /**
  68455. * Tries to copy an object by duplicating every property
  68456. * @param source defines the source object
  68457. * @param destination defines the target object
  68458. * @param doNotCopyList defines a list of properties to avoid
  68459. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  68460. */
  68461. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  68462. }
  68463. }
  68464. declare module BABYLON {
  68465. /**
  68466. * Class containing a set of static utilities functions for precision date
  68467. */
  68468. export class PrecisionDate {
  68469. /**
  68470. * Gets either window.performance.now() if supported or Date.now() else
  68471. */
  68472. static readonly Now: number;
  68473. }
  68474. }
  68475. declare module BABYLON {
  68476. /** @hidden */
  68477. export class _DevTools {
  68478. static WarnImport(name: string): string;
  68479. }
  68480. }
  68481. declare module BABYLON {
  68482. /**
  68483. * Interface used to define the mechanism to get data from the network
  68484. */
  68485. export interface IWebRequest {
  68486. /**
  68487. * Returns client's response url
  68488. */
  68489. responseURL: string;
  68490. /**
  68491. * Returns client's status
  68492. */
  68493. status: number;
  68494. /**
  68495. * Returns client's status as a text
  68496. */
  68497. statusText: string;
  68498. }
  68499. }
  68500. declare module BABYLON {
  68501. /**
  68502. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  68503. */
  68504. export class WebRequest implements IWebRequest {
  68505. private _xhr;
  68506. /**
  68507. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  68508. * i.e. when loading files, where the server/service expects an Authorization header
  68509. */
  68510. static CustomRequestHeaders: {
  68511. [key: string]: string;
  68512. };
  68513. /**
  68514. * Add callback functions in this array to update all the requests before they get sent to the network
  68515. */
  68516. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  68517. private _injectCustomRequestHeaders;
  68518. /**
  68519. * Gets or sets a function to be called when loading progress changes
  68520. */
  68521. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  68522. /**
  68523. * Returns client's state
  68524. */
  68525. readonly readyState: number;
  68526. /**
  68527. * Returns client's status
  68528. */
  68529. readonly status: number;
  68530. /**
  68531. * Returns client's status as a text
  68532. */
  68533. readonly statusText: string;
  68534. /**
  68535. * Returns client's response
  68536. */
  68537. readonly response: any;
  68538. /**
  68539. * Returns client's response url
  68540. */
  68541. readonly responseURL: string;
  68542. /**
  68543. * Returns client's response as text
  68544. */
  68545. readonly responseText: string;
  68546. /**
  68547. * Gets or sets the expected response type
  68548. */
  68549. responseType: XMLHttpRequestResponseType;
  68550. /** @hidden */
  68551. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  68552. /** @hidden */
  68553. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  68554. /**
  68555. * Cancels any network activity
  68556. */
  68557. abort(): void;
  68558. /**
  68559. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  68560. * @param body defines an optional request body
  68561. */
  68562. send(body?: Document | BodyInit | null): void;
  68563. /**
  68564. * Sets the request method, request URL
  68565. * @param method defines the method to use (GET, POST, etc..)
  68566. * @param url defines the url to connect with
  68567. */
  68568. open(method: string, url: string): void;
  68569. /**
  68570. * Sets the value of a request header.
  68571. * @param name The name of the header whose value is to be set
  68572. * @param value The value to set as the body of the header
  68573. */
  68574. setRequestHeader(name: string, value: string): void;
  68575. /**
  68576. * Get the string containing the text of a particular header's value.
  68577. * @param name The name of the header
  68578. * @returns The string containing the text of the given header name
  68579. */
  68580. getResponseHeader(name: string): Nullable<string>;
  68581. }
  68582. }
  68583. declare module BABYLON {
  68584. /**
  68585. * File request interface
  68586. */
  68587. export interface IFileRequest {
  68588. /**
  68589. * Raised when the request is complete (success or error).
  68590. */
  68591. onCompleteObservable: Observable<IFileRequest>;
  68592. /**
  68593. * Aborts the request for a file.
  68594. */
  68595. abort: () => void;
  68596. }
  68597. }
  68598. declare module BABYLON {
  68599. /**
  68600. * Define options used to create a render target texture
  68601. */
  68602. export class RenderTargetCreationOptions {
  68603. /**
  68604. * Specifies is mipmaps must be generated
  68605. */
  68606. generateMipMaps?: boolean;
  68607. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  68608. generateDepthBuffer?: boolean;
  68609. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  68610. generateStencilBuffer?: boolean;
  68611. /** Defines texture type (int by default) */
  68612. type?: number;
  68613. /** Defines sampling mode (trilinear by default) */
  68614. samplingMode?: number;
  68615. /** Defines format (RGBA by default) */
  68616. format?: number;
  68617. }
  68618. }
  68619. declare module BABYLON {
  68620. /**
  68621. * @hidden
  68622. **/
  68623. export class _TimeToken {
  68624. _startTimeQuery: Nullable<WebGLQuery>;
  68625. _endTimeQuery: Nullable<WebGLQuery>;
  68626. _timeElapsedQuery: Nullable<WebGLQuery>;
  68627. _timeElapsedQueryEnded: boolean;
  68628. }
  68629. }
  68630. declare module BABYLON {
  68631. /** Defines the cross module used constants to avoid circular dependncies */
  68632. export class Constants {
  68633. /** Defines that alpha blending is disabled */
  68634. static readonly ALPHA_DISABLE: number;
  68635. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  68636. static readonly ALPHA_ADD: number;
  68637. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  68638. static readonly ALPHA_COMBINE: number;
  68639. /** Defines that alpha blending to DEST - SRC * DEST */
  68640. static readonly ALPHA_SUBTRACT: number;
  68641. /** Defines that alpha blending to SRC * DEST */
  68642. static readonly ALPHA_MULTIPLY: number;
  68643. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  68644. static readonly ALPHA_MAXIMIZED: number;
  68645. /** Defines that alpha blending to SRC + DEST */
  68646. static readonly ALPHA_ONEONE: number;
  68647. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68648. static readonly ALPHA_PREMULTIPLIED: number;
  68649. /**
  68650. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68651. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68652. */
  68653. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68654. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68655. static readonly ALPHA_INTERPOLATE: number;
  68656. /**
  68657. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68658. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68659. */
  68660. static readonly ALPHA_SCREENMODE: number;
  68661. /**
  68662. * Defines that alpha blending to SRC + DST
  68663. * Alpha will be set to SRC ALPHA + DST ALPHA
  68664. */
  68665. static readonly ALPHA_ONEONE_ONEONE: number;
  68666. /**
  68667. * Defines that alpha blending to SRC * DST ALPHA + DST
  68668. * Alpha will be set to 0
  68669. */
  68670. static readonly ALPHA_ALPHATOCOLOR: number;
  68671. /**
  68672. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  68673. */
  68674. static readonly ALPHA_REVERSEONEMINUS: number;
  68675. /**
  68676. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  68677. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  68678. */
  68679. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  68680. /**
  68681. * Defines that alpha blending to SRC + DST
  68682. * Alpha will be set to SRC ALPHA
  68683. */
  68684. static readonly ALPHA_ONEONE_ONEZERO: number;
  68685. /** Defines that alpha blending equation a SUM */
  68686. static readonly ALPHA_EQUATION_ADD: number;
  68687. /** Defines that alpha blending equation a SUBSTRACTION */
  68688. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  68689. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  68690. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  68691. /** Defines that alpha blending equation a MAX operation */
  68692. static readonly ALPHA_EQUATION_MAX: number;
  68693. /** Defines that alpha blending equation a MIN operation */
  68694. static readonly ALPHA_EQUATION_MIN: number;
  68695. /**
  68696. * Defines that alpha blending equation a DARKEN operation:
  68697. * It takes the min of the src and sums the alpha channels.
  68698. */
  68699. static readonly ALPHA_EQUATION_DARKEN: number;
  68700. /** Defines that the ressource is not delayed*/
  68701. static readonly DELAYLOADSTATE_NONE: number;
  68702. /** Defines that the ressource was successfully delay loaded */
  68703. static readonly DELAYLOADSTATE_LOADED: number;
  68704. /** Defines that the ressource is currently delay loading */
  68705. static readonly DELAYLOADSTATE_LOADING: number;
  68706. /** Defines that the ressource is delayed and has not started loading */
  68707. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68708. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68709. static readonly NEVER: number;
  68710. /** 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 */
  68711. static readonly ALWAYS: number;
  68712. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68713. static readonly LESS: number;
  68714. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68715. static readonly EQUAL: number;
  68716. /** 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 */
  68717. static readonly LEQUAL: number;
  68718. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68719. static readonly GREATER: number;
  68720. /** 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 */
  68721. static readonly GEQUAL: number;
  68722. /** 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 */
  68723. static readonly NOTEQUAL: number;
  68724. /** Passed to stencilOperation to specify that stencil value must be kept */
  68725. static readonly KEEP: number;
  68726. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68727. static readonly REPLACE: number;
  68728. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68729. static readonly INCR: number;
  68730. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68731. static readonly DECR: number;
  68732. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68733. static readonly INVERT: number;
  68734. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68735. static readonly INCR_WRAP: number;
  68736. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68737. static readonly DECR_WRAP: number;
  68738. /** Texture is not repeating outside of 0..1 UVs */
  68739. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68740. /** Texture is repeating outside of 0..1 UVs */
  68741. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68742. /** Texture is repeating and mirrored */
  68743. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68744. /** ALPHA */
  68745. static readonly TEXTUREFORMAT_ALPHA: number;
  68746. /** LUMINANCE */
  68747. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68748. /** LUMINANCE_ALPHA */
  68749. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68750. /** RGB */
  68751. static readonly TEXTUREFORMAT_RGB: number;
  68752. /** RGBA */
  68753. static readonly TEXTUREFORMAT_RGBA: number;
  68754. /** RED */
  68755. static readonly TEXTUREFORMAT_RED: number;
  68756. /** RED (2nd reference) */
  68757. static readonly TEXTUREFORMAT_R: number;
  68758. /** RG */
  68759. static readonly TEXTUREFORMAT_RG: number;
  68760. /** RED_INTEGER */
  68761. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68762. /** RED_INTEGER (2nd reference) */
  68763. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68764. /** RG_INTEGER */
  68765. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68766. /** RGB_INTEGER */
  68767. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  68768. /** RGBA_INTEGER */
  68769. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  68770. /** UNSIGNED_BYTE */
  68771. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  68772. /** UNSIGNED_BYTE (2nd reference) */
  68773. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  68774. /** FLOAT */
  68775. static readonly TEXTURETYPE_FLOAT: number;
  68776. /** HALF_FLOAT */
  68777. static readonly TEXTURETYPE_HALF_FLOAT: number;
  68778. /** BYTE */
  68779. static readonly TEXTURETYPE_BYTE: number;
  68780. /** SHORT */
  68781. static readonly TEXTURETYPE_SHORT: number;
  68782. /** UNSIGNED_SHORT */
  68783. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  68784. /** INT */
  68785. static readonly TEXTURETYPE_INT: number;
  68786. /** UNSIGNED_INT */
  68787. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  68788. /** UNSIGNED_SHORT_4_4_4_4 */
  68789. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  68790. /** UNSIGNED_SHORT_5_5_5_1 */
  68791. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  68792. /** UNSIGNED_SHORT_5_6_5 */
  68793. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  68794. /** UNSIGNED_INT_2_10_10_10_REV */
  68795. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  68796. /** UNSIGNED_INT_24_8 */
  68797. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  68798. /** UNSIGNED_INT_10F_11F_11F_REV */
  68799. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  68800. /** UNSIGNED_INT_5_9_9_9_REV */
  68801. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  68802. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  68803. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  68804. /** nearest is mag = nearest and min = nearest and mip = linear */
  68805. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  68806. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68807. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  68808. /** Trilinear is mag = linear and min = linear and mip = linear */
  68809. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  68810. /** nearest is mag = nearest and min = nearest and mip = linear */
  68811. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  68812. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68813. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  68814. /** Trilinear is mag = linear and min = linear and mip = linear */
  68815. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  68816. /** mag = nearest and min = nearest and mip = nearest */
  68817. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  68818. /** mag = nearest and min = linear and mip = nearest */
  68819. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  68820. /** mag = nearest and min = linear and mip = linear */
  68821. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  68822. /** mag = nearest and min = linear and mip = none */
  68823. static readonly TEXTURE_NEAREST_LINEAR: number;
  68824. /** mag = nearest and min = nearest and mip = none */
  68825. static readonly TEXTURE_NEAREST_NEAREST: number;
  68826. /** mag = linear and min = nearest and mip = nearest */
  68827. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  68828. /** mag = linear and min = nearest and mip = linear */
  68829. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  68830. /** mag = linear and min = linear and mip = none */
  68831. static readonly TEXTURE_LINEAR_LINEAR: number;
  68832. /** mag = linear and min = nearest and mip = none */
  68833. static readonly TEXTURE_LINEAR_NEAREST: number;
  68834. /** Explicit coordinates mode */
  68835. static readonly TEXTURE_EXPLICIT_MODE: number;
  68836. /** Spherical coordinates mode */
  68837. static readonly TEXTURE_SPHERICAL_MODE: number;
  68838. /** Planar coordinates mode */
  68839. static readonly TEXTURE_PLANAR_MODE: number;
  68840. /** Cubic coordinates mode */
  68841. static readonly TEXTURE_CUBIC_MODE: number;
  68842. /** Projection coordinates mode */
  68843. static readonly TEXTURE_PROJECTION_MODE: number;
  68844. /** Skybox coordinates mode */
  68845. static readonly TEXTURE_SKYBOX_MODE: number;
  68846. /** Inverse Cubic coordinates mode */
  68847. static readonly TEXTURE_INVCUBIC_MODE: number;
  68848. /** Equirectangular coordinates mode */
  68849. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  68850. /** Equirectangular Fixed coordinates mode */
  68851. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  68852. /** Equirectangular Fixed Mirrored coordinates mode */
  68853. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  68854. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  68855. static readonly SCALEMODE_FLOOR: number;
  68856. /** Defines that texture rescaling will look for the nearest power of 2 size */
  68857. static readonly SCALEMODE_NEAREST: number;
  68858. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  68859. static readonly SCALEMODE_CEILING: number;
  68860. /**
  68861. * The dirty texture flag value
  68862. */
  68863. static readonly MATERIAL_TextureDirtyFlag: number;
  68864. /**
  68865. * The dirty light flag value
  68866. */
  68867. static readonly MATERIAL_LightDirtyFlag: number;
  68868. /**
  68869. * The dirty fresnel flag value
  68870. */
  68871. static readonly MATERIAL_FresnelDirtyFlag: number;
  68872. /**
  68873. * The dirty attribute flag value
  68874. */
  68875. static readonly MATERIAL_AttributesDirtyFlag: number;
  68876. /**
  68877. * The dirty misc flag value
  68878. */
  68879. static readonly MATERIAL_MiscDirtyFlag: number;
  68880. /**
  68881. * The all dirty flag value
  68882. */
  68883. static readonly MATERIAL_AllDirtyFlag: number;
  68884. /**
  68885. * Returns the triangle fill mode
  68886. */
  68887. static readonly MATERIAL_TriangleFillMode: number;
  68888. /**
  68889. * Returns the wireframe mode
  68890. */
  68891. static readonly MATERIAL_WireFrameFillMode: number;
  68892. /**
  68893. * Returns the point fill mode
  68894. */
  68895. static readonly MATERIAL_PointFillMode: number;
  68896. /**
  68897. * Returns the point list draw mode
  68898. */
  68899. static readonly MATERIAL_PointListDrawMode: number;
  68900. /**
  68901. * Returns the line list draw mode
  68902. */
  68903. static readonly MATERIAL_LineListDrawMode: number;
  68904. /**
  68905. * Returns the line loop draw mode
  68906. */
  68907. static readonly MATERIAL_LineLoopDrawMode: number;
  68908. /**
  68909. * Returns the line strip draw mode
  68910. */
  68911. static readonly MATERIAL_LineStripDrawMode: number;
  68912. /**
  68913. * Returns the triangle strip draw mode
  68914. */
  68915. static readonly MATERIAL_TriangleStripDrawMode: number;
  68916. /**
  68917. * Returns the triangle fan draw mode
  68918. */
  68919. static readonly MATERIAL_TriangleFanDrawMode: number;
  68920. /**
  68921. * Stores the clock-wise side orientation
  68922. */
  68923. static readonly MATERIAL_ClockWiseSideOrientation: number;
  68924. /**
  68925. * Stores the counter clock-wise side orientation
  68926. */
  68927. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  68928. /**
  68929. * Nothing
  68930. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68931. */
  68932. static readonly ACTION_NothingTrigger: number;
  68933. /**
  68934. * On pick
  68935. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68936. */
  68937. static readonly ACTION_OnPickTrigger: number;
  68938. /**
  68939. * On left pick
  68940. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68941. */
  68942. static readonly ACTION_OnLeftPickTrigger: number;
  68943. /**
  68944. * On right pick
  68945. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68946. */
  68947. static readonly ACTION_OnRightPickTrigger: number;
  68948. /**
  68949. * On center pick
  68950. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68951. */
  68952. static readonly ACTION_OnCenterPickTrigger: number;
  68953. /**
  68954. * On pick down
  68955. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68956. */
  68957. static readonly ACTION_OnPickDownTrigger: number;
  68958. /**
  68959. * On double pick
  68960. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68961. */
  68962. static readonly ACTION_OnDoublePickTrigger: number;
  68963. /**
  68964. * On pick up
  68965. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68966. */
  68967. static readonly ACTION_OnPickUpTrigger: number;
  68968. /**
  68969. * On pick out.
  68970. * This trigger will only be raised if you also declared a OnPickDown
  68971. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68972. */
  68973. static readonly ACTION_OnPickOutTrigger: number;
  68974. /**
  68975. * On long press
  68976. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68977. */
  68978. static readonly ACTION_OnLongPressTrigger: number;
  68979. /**
  68980. * On pointer over
  68981. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68982. */
  68983. static readonly ACTION_OnPointerOverTrigger: number;
  68984. /**
  68985. * On pointer out
  68986. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68987. */
  68988. static readonly ACTION_OnPointerOutTrigger: number;
  68989. /**
  68990. * On every frame
  68991. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68992. */
  68993. static readonly ACTION_OnEveryFrameTrigger: number;
  68994. /**
  68995. * On intersection enter
  68996. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68997. */
  68998. static readonly ACTION_OnIntersectionEnterTrigger: number;
  68999. /**
  69000. * On intersection exit
  69001. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69002. */
  69003. static readonly ACTION_OnIntersectionExitTrigger: number;
  69004. /**
  69005. * On key down
  69006. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69007. */
  69008. static readonly ACTION_OnKeyDownTrigger: number;
  69009. /**
  69010. * On key up
  69011. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69012. */
  69013. static readonly ACTION_OnKeyUpTrigger: number;
  69014. /**
  69015. * Billboard mode will only apply to Y axis
  69016. */
  69017. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  69018. /**
  69019. * Billboard mode will apply to all axes
  69020. */
  69021. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  69022. /**
  69023. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  69024. */
  69025. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  69026. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  69027. * Test order :
  69028. * Is the bounding sphere outside the frustum ?
  69029. * If not, are the bounding box vertices outside the frustum ?
  69030. * It not, then the cullable object is in the frustum.
  69031. */
  69032. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  69033. /** Culling strategy : Bounding Sphere Only.
  69034. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  69035. * It's also less accurate than the standard because some not visible objects can still be selected.
  69036. * Test : is the bounding sphere outside the frustum ?
  69037. * If not, then the cullable object is in the frustum.
  69038. */
  69039. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  69040. /** Culling strategy : Optimistic Inclusion.
  69041. * This in an inclusion test first, then the standard exclusion test.
  69042. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  69043. * 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.
  69044. * Anyway, it's as accurate as the standard strategy.
  69045. * Test :
  69046. * Is the cullable object bounding sphere center in the frustum ?
  69047. * If not, apply the default culling strategy.
  69048. */
  69049. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  69050. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  69051. * This in an inclusion test first, then the bounding sphere only exclusion test.
  69052. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  69053. * 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.
  69054. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  69055. * Test :
  69056. * Is the cullable object bounding sphere center in the frustum ?
  69057. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  69058. */
  69059. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  69060. /**
  69061. * No logging while loading
  69062. */
  69063. static readonly SCENELOADER_NO_LOGGING: number;
  69064. /**
  69065. * Minimal logging while loading
  69066. */
  69067. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  69068. /**
  69069. * Summary logging while loading
  69070. */
  69071. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  69072. /**
  69073. * Detailled logging while loading
  69074. */
  69075. static readonly SCENELOADER_DETAILED_LOGGING: number;
  69076. }
  69077. }
  69078. declare module BABYLON {
  69079. /**
  69080. * This represents the required contract to create a new type of texture loader.
  69081. */
  69082. export interface IInternalTextureLoader {
  69083. /**
  69084. * Defines wether the loader supports cascade loading the different faces.
  69085. */
  69086. supportCascades: boolean;
  69087. /**
  69088. * This returns if the loader support the current file information.
  69089. * @param extension defines the file extension of the file being loaded
  69090. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69091. * @param fallback defines the fallback internal texture if any
  69092. * @param isBase64 defines whether the texture is encoded as a base64
  69093. * @param isBuffer defines whether the texture data are stored as a buffer
  69094. * @returns true if the loader can load the specified file
  69095. */
  69096. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  69097. /**
  69098. * Transform the url before loading if required.
  69099. * @param rootUrl the url of the texture
  69100. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69101. * @returns the transformed texture
  69102. */
  69103. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  69104. /**
  69105. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  69106. * @param rootUrl the url of the texture
  69107. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69108. * @returns the fallback texture
  69109. */
  69110. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  69111. /**
  69112. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  69113. * @param data contains the texture data
  69114. * @param texture defines the BabylonJS internal texture
  69115. * @param createPolynomials will be true if polynomials have been requested
  69116. * @param onLoad defines the callback to trigger once the texture is ready
  69117. * @param onError defines the callback to trigger in case of error
  69118. */
  69119. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  69120. /**
  69121. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  69122. * @param data contains the texture data
  69123. * @param texture defines the BabylonJS internal texture
  69124. * @param callback defines the method to call once ready to upload
  69125. */
  69126. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  69127. }
  69128. }
  69129. declare module BABYLON {
  69130. /**
  69131. * Class used to store and describe the pipeline context associated with an effect
  69132. */
  69133. export interface IPipelineContext {
  69134. /**
  69135. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  69136. */
  69137. isAsync: boolean;
  69138. /**
  69139. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  69140. */
  69141. isReady: boolean;
  69142. /** @hidden */
  69143. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  69144. }
  69145. }
  69146. declare module BABYLON {
  69147. /**
  69148. * Class used to store gfx data (like WebGLBuffer)
  69149. */
  69150. export class DataBuffer {
  69151. /**
  69152. * Gets or sets the number of objects referencing this buffer
  69153. */
  69154. references: number;
  69155. /** Gets or sets the size of the underlying buffer */
  69156. capacity: number;
  69157. /**
  69158. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  69159. */
  69160. is32Bits: boolean;
  69161. /**
  69162. * Gets the underlying buffer
  69163. */
  69164. readonly underlyingResource: any;
  69165. }
  69166. }
  69167. declare module BABYLON {
  69168. /** @hidden */
  69169. export interface IShaderProcessor {
  69170. attributeProcessor?: (attribute: string) => string;
  69171. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  69172. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  69173. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  69174. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  69175. lineProcessor?: (line: string, isFragment: boolean) => string;
  69176. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69177. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69178. }
  69179. }
  69180. declare module BABYLON {
  69181. /** @hidden */
  69182. export interface ProcessingOptions {
  69183. defines: string[];
  69184. indexParameters: any;
  69185. isFragment: boolean;
  69186. shouldUseHighPrecisionShader: boolean;
  69187. supportsUniformBuffers: boolean;
  69188. shadersRepository: string;
  69189. includesShadersStore: {
  69190. [key: string]: string;
  69191. };
  69192. processor?: IShaderProcessor;
  69193. version: string;
  69194. platformName: string;
  69195. lookForClosingBracketForUniformBuffer?: boolean;
  69196. }
  69197. }
  69198. declare module BABYLON {
  69199. /** @hidden */
  69200. export class ShaderCodeNode {
  69201. line: string;
  69202. children: ShaderCodeNode[];
  69203. additionalDefineKey?: string;
  69204. additionalDefineValue?: string;
  69205. isValid(preprocessors: {
  69206. [key: string]: string;
  69207. }): boolean;
  69208. process(preprocessors: {
  69209. [key: string]: string;
  69210. }, options: ProcessingOptions): string;
  69211. }
  69212. }
  69213. declare module BABYLON {
  69214. /** @hidden */
  69215. export class ShaderCodeCursor {
  69216. private _lines;
  69217. lineIndex: number;
  69218. readonly currentLine: string;
  69219. readonly canRead: boolean;
  69220. lines: string[];
  69221. }
  69222. }
  69223. declare module BABYLON {
  69224. /** @hidden */
  69225. export class ShaderCodeConditionNode extends ShaderCodeNode {
  69226. process(preprocessors: {
  69227. [key: string]: string;
  69228. }, options: ProcessingOptions): string;
  69229. }
  69230. }
  69231. declare module BABYLON {
  69232. /** @hidden */
  69233. export class ShaderDefineExpression {
  69234. isTrue(preprocessors: {
  69235. [key: string]: string;
  69236. }): boolean;
  69237. }
  69238. }
  69239. declare module BABYLON {
  69240. /** @hidden */
  69241. export class ShaderCodeTestNode extends ShaderCodeNode {
  69242. testExpression: ShaderDefineExpression;
  69243. isValid(preprocessors: {
  69244. [key: string]: string;
  69245. }): boolean;
  69246. }
  69247. }
  69248. declare module BABYLON {
  69249. /** @hidden */
  69250. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  69251. define: string;
  69252. not: boolean;
  69253. constructor(define: string, not?: boolean);
  69254. isTrue(preprocessors: {
  69255. [key: string]: string;
  69256. }): boolean;
  69257. }
  69258. }
  69259. declare module BABYLON {
  69260. /** @hidden */
  69261. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  69262. leftOperand: ShaderDefineExpression;
  69263. rightOperand: ShaderDefineExpression;
  69264. isTrue(preprocessors: {
  69265. [key: string]: string;
  69266. }): boolean;
  69267. }
  69268. }
  69269. declare module BABYLON {
  69270. /** @hidden */
  69271. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  69272. leftOperand: ShaderDefineExpression;
  69273. rightOperand: ShaderDefineExpression;
  69274. isTrue(preprocessors: {
  69275. [key: string]: string;
  69276. }): boolean;
  69277. }
  69278. }
  69279. declare module BABYLON {
  69280. /** @hidden */
  69281. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  69282. define: string;
  69283. operand: string;
  69284. testValue: string;
  69285. constructor(define: string, operand: string, testValue: string);
  69286. isTrue(preprocessors: {
  69287. [key: string]: string;
  69288. }): boolean;
  69289. }
  69290. }
  69291. declare module BABYLON {
  69292. /**
  69293. * Class used to enable access to offline support
  69294. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  69295. */
  69296. export interface IOfflineProvider {
  69297. /**
  69298. * Gets a boolean indicating if scene must be saved in the database
  69299. */
  69300. enableSceneOffline: boolean;
  69301. /**
  69302. * Gets a boolean indicating if textures must be saved in the database
  69303. */
  69304. enableTexturesOffline: boolean;
  69305. /**
  69306. * Open the offline support and make it available
  69307. * @param successCallback defines the callback to call on success
  69308. * @param errorCallback defines the callback to call on error
  69309. */
  69310. open(successCallback: () => void, errorCallback: () => void): void;
  69311. /**
  69312. * Loads an image from the offline support
  69313. * @param url defines the url to load from
  69314. * @param image defines the target DOM image
  69315. */
  69316. loadImage(url: string, image: HTMLImageElement): void;
  69317. /**
  69318. * Loads a file from offline support
  69319. * @param url defines the URL to load from
  69320. * @param sceneLoaded defines a callback to call on success
  69321. * @param progressCallBack defines a callback to call when progress changed
  69322. * @param errorCallback defines a callback to call on error
  69323. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  69324. */
  69325. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  69326. }
  69327. }
  69328. declare module BABYLON {
  69329. /**
  69330. * Class used to help managing file picking and drag'n'drop
  69331. * File Storage
  69332. */
  69333. export class FilesInputStore {
  69334. /**
  69335. * List of files ready to be loaded
  69336. */
  69337. static FilesToLoad: {
  69338. [key: string]: File;
  69339. };
  69340. }
  69341. }
  69342. declare module BABYLON {
  69343. /**
  69344. * Class used to define a retry strategy when error happens while loading assets
  69345. */
  69346. export class RetryStrategy {
  69347. /**
  69348. * Function used to defines an exponential back off strategy
  69349. * @param maxRetries defines the maximum number of retries (3 by default)
  69350. * @param baseInterval defines the interval between retries
  69351. * @returns the strategy function to use
  69352. */
  69353. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69354. }
  69355. }
  69356. declare module BABYLON {
  69357. /**
  69358. * @ignore
  69359. * Application error to support additional information when loading a file
  69360. */
  69361. export abstract class BaseError extends Error {
  69362. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  69363. }
  69364. }
  69365. declare module BABYLON {
  69366. /** @ignore */
  69367. export class LoadFileError extends BaseError {
  69368. request?: WebRequest;
  69369. file?: File;
  69370. /**
  69371. * Creates a new LoadFileError
  69372. * @param message defines the message of the error
  69373. * @param request defines the optional web request
  69374. * @param file defines the optional file
  69375. */
  69376. constructor(message: string, object?: WebRequest | File);
  69377. }
  69378. /** @ignore */
  69379. export class RequestFileError extends BaseError {
  69380. request: WebRequest;
  69381. /**
  69382. * Creates a new LoadFileError
  69383. * @param message defines the message of the error
  69384. * @param request defines the optional web request
  69385. */
  69386. constructor(message: string, request: WebRequest);
  69387. }
  69388. /** @ignore */
  69389. export class ReadFileError extends BaseError {
  69390. file: File;
  69391. /**
  69392. * Creates a new ReadFileError
  69393. * @param message defines the message of the error
  69394. * @param file defines the optional file
  69395. */
  69396. constructor(message: string, file: File);
  69397. }
  69398. /**
  69399. * @hidden
  69400. */
  69401. export class FileTools {
  69402. /**
  69403. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69404. */
  69405. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69406. /**
  69407. * Gets or sets the base URL to use to load assets
  69408. */
  69409. static BaseUrl: string;
  69410. /**
  69411. * Default behaviour for cors in the application.
  69412. * It can be a string if the expected behavior is identical in the entire app.
  69413. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69414. */
  69415. static CorsBehavior: string | ((url: string | string[]) => string);
  69416. /**
  69417. * Gets or sets a function used to pre-process url before using them to load assets
  69418. */
  69419. static PreprocessUrl: (url: string) => string;
  69420. /**
  69421. * Removes unwanted characters from an url
  69422. * @param url defines the url to clean
  69423. * @returns the cleaned url
  69424. */
  69425. private static _CleanUrl;
  69426. /**
  69427. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69428. * @param url define the url we are trying
  69429. * @param element define the dom element where to configure the cors policy
  69430. */
  69431. static SetCorsBehavior(url: string | string[], element: {
  69432. crossOrigin: string | null;
  69433. }): void;
  69434. /**
  69435. * Loads an image as an HTMLImageElement.
  69436. * @param input url string, ArrayBuffer, or Blob to load
  69437. * @param onLoad callback called when the image successfully loads
  69438. * @param onError callback called when the image fails to load
  69439. * @param offlineProvider offline provider for caching
  69440. * @param mimeType optional mime type
  69441. * @returns the HTMLImageElement of the loaded image
  69442. */
  69443. 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>;
  69444. /**
  69445. * Reads a file from a File object
  69446. * @param file defines the file to load
  69447. * @param onSuccess defines the callback to call when data is loaded
  69448. * @param onProgress defines the callback to call during loading process
  69449. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69450. * @param onError defines the callback to call when an error occurs
  69451. * @returns a file request object
  69452. */
  69453. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  69454. /**
  69455. * Loads a file from a url
  69456. * @param url url to load
  69457. * @param onSuccess callback called when the file successfully loads
  69458. * @param onProgress callback called while file is loading (if the server supports this mode)
  69459. * @param offlineProvider defines the offline provider for caching
  69460. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69461. * @param onError callback called when the file fails to load
  69462. * @returns a file request object
  69463. */
  69464. 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;
  69465. /**
  69466. * Loads a file
  69467. * @param url url to load
  69468. * @param onSuccess callback called when the file successfully loads
  69469. * @param onProgress callback called while file is loading (if the server supports this mode)
  69470. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69471. * @param onError callback called when the file fails to load
  69472. * @param onOpened callback called when the web request is opened
  69473. * @returns a file request object
  69474. */
  69475. 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;
  69476. /**
  69477. * Checks if the loaded document was accessed via `file:`-Protocol.
  69478. * @returns boolean
  69479. */
  69480. static IsFileURL(): boolean;
  69481. }
  69482. }
  69483. declare module BABYLON {
  69484. /** @hidden */
  69485. export class ShaderProcessor {
  69486. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  69487. private static _ProcessPrecision;
  69488. private static _ExtractOperation;
  69489. private static _BuildSubExpression;
  69490. private static _BuildExpression;
  69491. private static _MoveCursorWithinIf;
  69492. private static _MoveCursor;
  69493. private static _EvaluatePreProcessors;
  69494. private static _PreparePreProcessors;
  69495. private static _ProcessShaderConversion;
  69496. private static _ProcessIncludes;
  69497. }
  69498. }
  69499. declare module BABYLON {
  69500. /**
  69501. * @hidden
  69502. */
  69503. export interface IColor4Like {
  69504. r: float;
  69505. g: float;
  69506. b: float;
  69507. a: float;
  69508. }
  69509. /**
  69510. * @hidden
  69511. */
  69512. export interface IColor3Like {
  69513. r: float;
  69514. g: float;
  69515. b: float;
  69516. }
  69517. /**
  69518. * @hidden
  69519. */
  69520. export interface IVector4Like {
  69521. x: float;
  69522. y: float;
  69523. z: float;
  69524. w: float;
  69525. }
  69526. /**
  69527. * @hidden
  69528. */
  69529. export interface IVector3Like {
  69530. x: float;
  69531. y: float;
  69532. z: float;
  69533. }
  69534. /**
  69535. * @hidden
  69536. */
  69537. export interface IVector2Like {
  69538. x: float;
  69539. y: float;
  69540. }
  69541. /**
  69542. * @hidden
  69543. */
  69544. export interface IMatrixLike {
  69545. toArray(): DeepImmutable<Float32Array>;
  69546. updateFlag: int;
  69547. }
  69548. /**
  69549. * @hidden
  69550. */
  69551. export interface IViewportLike {
  69552. x: float;
  69553. y: float;
  69554. width: float;
  69555. height: float;
  69556. }
  69557. /**
  69558. * @hidden
  69559. */
  69560. export interface IPlaneLike {
  69561. normal: IVector3Like;
  69562. d: float;
  69563. normalize(): void;
  69564. }
  69565. }
  69566. declare module BABYLON {
  69567. /**
  69568. * Interface used to define common properties for effect fallbacks
  69569. */
  69570. export interface IEffectFallbacks {
  69571. /**
  69572. * Removes the defines that should be removed when falling back.
  69573. * @param currentDefines defines the current define statements for the shader.
  69574. * @param effect defines the current effect we try to compile
  69575. * @returns The resulting defines with defines of the current rank removed.
  69576. */
  69577. reduce(currentDefines: string, effect: Effect): string;
  69578. /**
  69579. * Removes the fallback from the bound mesh.
  69580. */
  69581. unBindMesh(): void;
  69582. /**
  69583. * Checks to see if more fallbacks are still availible.
  69584. */
  69585. hasMoreFallbacks: boolean;
  69586. }
  69587. }
  69588. declare module BABYLON {
  69589. /**
  69590. * Class used to evalaute queries containing `and` and `or` operators
  69591. */
  69592. export class AndOrNotEvaluator {
  69593. /**
  69594. * Evaluate a query
  69595. * @param query defines the query to evaluate
  69596. * @param evaluateCallback defines the callback used to filter result
  69597. * @returns true if the query matches
  69598. */
  69599. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  69600. private static _HandleParenthesisContent;
  69601. private static _SimplifyNegation;
  69602. }
  69603. }
  69604. declare module BABYLON {
  69605. /**
  69606. * Class used to store custom tags
  69607. */
  69608. export class Tags {
  69609. /**
  69610. * Adds support for tags on the given object
  69611. * @param obj defines the object to use
  69612. */
  69613. static EnableFor(obj: any): void;
  69614. /**
  69615. * Removes tags support
  69616. * @param obj defines the object to use
  69617. */
  69618. static DisableFor(obj: any): void;
  69619. /**
  69620. * Gets a boolean indicating if the given object has tags
  69621. * @param obj defines the object to use
  69622. * @returns a boolean
  69623. */
  69624. static HasTags(obj: any): boolean;
  69625. /**
  69626. * Gets the tags available on a given object
  69627. * @param obj defines the object to use
  69628. * @param asString defines if the tags must be returned as a string instead of an array of strings
  69629. * @returns the tags
  69630. */
  69631. static GetTags(obj: any, asString?: boolean): any;
  69632. /**
  69633. * Adds tags to an object
  69634. * @param obj defines the object to use
  69635. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  69636. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  69637. */
  69638. static AddTagsTo(obj: any, tagsString: string): void;
  69639. /**
  69640. * @hidden
  69641. */
  69642. static _AddTagTo(obj: any, tag: string): void;
  69643. /**
  69644. * Removes specific tags from a specific object
  69645. * @param obj defines the object to use
  69646. * @param tagsString defines the tags to remove
  69647. */
  69648. static RemoveTagsFrom(obj: any, tagsString: string): void;
  69649. /**
  69650. * @hidden
  69651. */
  69652. static _RemoveTagFrom(obj: any, tag: string): void;
  69653. /**
  69654. * Defines if tags hosted on an object match a given query
  69655. * @param obj defines the object to use
  69656. * @param tagsQuery defines the tag query
  69657. * @returns a boolean
  69658. */
  69659. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  69660. }
  69661. }
  69662. declare module BABYLON {
  69663. /**
  69664. * Scalar computation library
  69665. */
  69666. export class Scalar {
  69667. /**
  69668. * Two pi constants convenient for computation.
  69669. */
  69670. static TwoPi: number;
  69671. /**
  69672. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69673. * @param a number
  69674. * @param b number
  69675. * @param epsilon (default = 1.401298E-45)
  69676. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69677. */
  69678. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  69679. /**
  69680. * Returns a string : the upper case translation of the number i to hexadecimal.
  69681. * @param i number
  69682. * @returns the upper case translation of the number i to hexadecimal.
  69683. */
  69684. static ToHex(i: number): string;
  69685. /**
  69686. * Returns -1 if value is negative and +1 is value is positive.
  69687. * @param value the value
  69688. * @returns the value itself if it's equal to zero.
  69689. */
  69690. static Sign(value: number): number;
  69691. /**
  69692. * Returns the value itself if it's between min and max.
  69693. * Returns min if the value is lower than min.
  69694. * Returns max if the value is greater than max.
  69695. * @param value the value to clmap
  69696. * @param min the min value to clamp to (default: 0)
  69697. * @param max the max value to clamp to (default: 1)
  69698. * @returns the clamped value
  69699. */
  69700. static Clamp(value: number, min?: number, max?: number): number;
  69701. /**
  69702. * the log2 of value.
  69703. * @param value the value to compute log2 of
  69704. * @returns the log2 of value.
  69705. */
  69706. static Log2(value: number): number;
  69707. /**
  69708. * Loops the value, so that it is never larger than length and never smaller than 0.
  69709. *
  69710. * This is similar to the modulo operator but it works with floating point numbers.
  69711. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  69712. * With t = 5 and length = 2.5, the result would be 0.0.
  69713. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  69714. * @param value the value
  69715. * @param length the length
  69716. * @returns the looped value
  69717. */
  69718. static Repeat(value: number, length: number): number;
  69719. /**
  69720. * Normalize the value between 0.0 and 1.0 using min and max values
  69721. * @param value value to normalize
  69722. * @param min max to normalize between
  69723. * @param max min to normalize between
  69724. * @returns the normalized value
  69725. */
  69726. static Normalize(value: number, min: number, max: number): number;
  69727. /**
  69728. * Denormalize the value from 0.0 and 1.0 using min and max values
  69729. * @param normalized value to denormalize
  69730. * @param min max to denormalize between
  69731. * @param max min to denormalize between
  69732. * @returns the denormalized value
  69733. */
  69734. static Denormalize(normalized: number, min: number, max: number): number;
  69735. /**
  69736. * Calculates the shortest difference between two given angles given in degrees.
  69737. * @param current current angle in degrees
  69738. * @param target target angle in degrees
  69739. * @returns the delta
  69740. */
  69741. static DeltaAngle(current: number, target: number): number;
  69742. /**
  69743. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  69744. * @param tx value
  69745. * @param length length
  69746. * @returns The returned value will move back and forth between 0 and length
  69747. */
  69748. static PingPong(tx: number, length: number): number;
  69749. /**
  69750. * Interpolates between min and max with smoothing at the limits.
  69751. *
  69752. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  69753. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  69754. * @param from from
  69755. * @param to to
  69756. * @param tx value
  69757. * @returns the smooth stepped value
  69758. */
  69759. static SmoothStep(from: number, to: number, tx: number): number;
  69760. /**
  69761. * Moves a value current towards target.
  69762. *
  69763. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  69764. * Negative values of maxDelta pushes the value away from target.
  69765. * @param current current value
  69766. * @param target target value
  69767. * @param maxDelta max distance to move
  69768. * @returns resulting value
  69769. */
  69770. static MoveTowards(current: number, target: number, maxDelta: number): number;
  69771. /**
  69772. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  69773. *
  69774. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  69775. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  69776. * @param current current value
  69777. * @param target target value
  69778. * @param maxDelta max distance to move
  69779. * @returns resulting angle
  69780. */
  69781. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  69782. /**
  69783. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  69784. * @param start start value
  69785. * @param end target value
  69786. * @param amount amount to lerp between
  69787. * @returns the lerped value
  69788. */
  69789. static Lerp(start: number, end: number, amount: number): number;
  69790. /**
  69791. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  69792. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  69793. * @param start start value
  69794. * @param end target value
  69795. * @param amount amount to lerp between
  69796. * @returns the lerped value
  69797. */
  69798. static LerpAngle(start: number, end: number, amount: number): number;
  69799. /**
  69800. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  69801. * @param a start value
  69802. * @param b target value
  69803. * @param value value between a and b
  69804. * @returns the inverseLerp value
  69805. */
  69806. static InverseLerp(a: number, b: number, value: number): number;
  69807. /**
  69808. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  69809. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  69810. * @param value1 spline value
  69811. * @param tangent1 spline value
  69812. * @param value2 spline value
  69813. * @param tangent2 spline value
  69814. * @param amount input value
  69815. * @returns hermite result
  69816. */
  69817. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  69818. /**
  69819. * Returns a random float number between and min and max values
  69820. * @param min min value of random
  69821. * @param max max value of random
  69822. * @returns random value
  69823. */
  69824. static RandomRange(min: number, max: number): number;
  69825. /**
  69826. * This function returns percentage of a number in a given range.
  69827. *
  69828. * RangeToPercent(40,20,60) will return 0.5 (50%)
  69829. * RangeToPercent(34,0,100) will return 0.34 (34%)
  69830. * @param number to convert to percentage
  69831. * @param min min range
  69832. * @param max max range
  69833. * @returns the percentage
  69834. */
  69835. static RangeToPercent(number: number, min: number, max: number): number;
  69836. /**
  69837. * This function returns number that corresponds to the percentage in a given range.
  69838. *
  69839. * PercentToRange(0.34,0,100) will return 34.
  69840. * @param percent to convert to number
  69841. * @param min min range
  69842. * @param max max range
  69843. * @returns the number
  69844. */
  69845. static PercentToRange(percent: number, min: number, max: number): number;
  69846. /**
  69847. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  69848. * @param angle The angle to normalize in radian.
  69849. * @return The converted angle.
  69850. */
  69851. static NormalizeRadians(angle: number): number;
  69852. }
  69853. }
  69854. declare module BABYLON {
  69855. /**
  69856. * Constant used to convert a value to gamma space
  69857. * @ignorenaming
  69858. */
  69859. export const ToGammaSpace: number;
  69860. /**
  69861. * Constant used to convert a value to linear space
  69862. * @ignorenaming
  69863. */
  69864. export const ToLinearSpace = 2.2;
  69865. /**
  69866. * Constant used to define the minimal number value in Babylon.js
  69867. * @ignorenaming
  69868. */
  69869. let Epsilon: number;
  69870. }
  69871. declare module BABYLON {
  69872. /**
  69873. * Class used to represent a viewport on screen
  69874. */
  69875. export class Viewport {
  69876. /** viewport left coordinate */
  69877. x: number;
  69878. /** viewport top coordinate */
  69879. y: number;
  69880. /**viewport width */
  69881. width: number;
  69882. /** viewport height */
  69883. height: number;
  69884. /**
  69885. * Creates a Viewport object located at (x, y) and sized (width, height)
  69886. * @param x defines viewport left coordinate
  69887. * @param y defines viewport top coordinate
  69888. * @param width defines the viewport width
  69889. * @param height defines the viewport height
  69890. */
  69891. constructor(
  69892. /** viewport left coordinate */
  69893. x: number,
  69894. /** viewport top coordinate */
  69895. y: number,
  69896. /**viewport width */
  69897. width: number,
  69898. /** viewport height */
  69899. height: number);
  69900. /**
  69901. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  69902. * @param renderWidth defines the rendering width
  69903. * @param renderHeight defines the rendering height
  69904. * @returns a new Viewport
  69905. */
  69906. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  69907. /**
  69908. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  69909. * @param renderWidth defines the rendering width
  69910. * @param renderHeight defines the rendering height
  69911. * @param ref defines the target viewport
  69912. * @returns the current viewport
  69913. */
  69914. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  69915. /**
  69916. * Returns a new Viewport copied from the current one
  69917. * @returns a new Viewport
  69918. */
  69919. clone(): Viewport;
  69920. }
  69921. }
  69922. declare module BABYLON {
  69923. /**
  69924. * Class containing a set of static utilities functions for arrays.
  69925. */
  69926. export class ArrayTools {
  69927. /**
  69928. * Returns an array of the given size filled with element built from the given constructor and the paramters
  69929. * @param size the number of element to construct and put in the array
  69930. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  69931. * @returns a new array filled with new objects
  69932. */
  69933. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  69934. }
  69935. }
  69936. declare module BABYLON {
  69937. /**
  69938. * Class representing a vector containing 2 coordinates
  69939. */
  69940. export class Vector2 {
  69941. /** defines the first coordinate */
  69942. x: number;
  69943. /** defines the second coordinate */
  69944. y: number;
  69945. /**
  69946. * Creates a new Vector2 from the given x and y coordinates
  69947. * @param x defines the first coordinate
  69948. * @param y defines the second coordinate
  69949. */
  69950. constructor(
  69951. /** defines the first coordinate */
  69952. x?: number,
  69953. /** defines the second coordinate */
  69954. y?: number);
  69955. /**
  69956. * Gets a string with the Vector2 coordinates
  69957. * @returns a string with the Vector2 coordinates
  69958. */
  69959. toString(): string;
  69960. /**
  69961. * Gets class name
  69962. * @returns the string "Vector2"
  69963. */
  69964. getClassName(): string;
  69965. /**
  69966. * Gets current vector hash code
  69967. * @returns the Vector2 hash code as a number
  69968. */
  69969. getHashCode(): number;
  69970. /**
  69971. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  69972. * @param array defines the source array
  69973. * @param index defines the offset in source array
  69974. * @returns the current Vector2
  69975. */
  69976. toArray(array: FloatArray, index?: number): Vector2;
  69977. /**
  69978. * Copy the current vector to an array
  69979. * @returns a new array with 2 elements: the Vector2 coordinates.
  69980. */
  69981. asArray(): number[];
  69982. /**
  69983. * Sets the Vector2 coordinates with the given Vector2 coordinates
  69984. * @param source defines the source Vector2
  69985. * @returns the current updated Vector2
  69986. */
  69987. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  69988. /**
  69989. * Sets the Vector2 coordinates with the given floats
  69990. * @param x defines the first coordinate
  69991. * @param y defines the second coordinate
  69992. * @returns the current updated Vector2
  69993. */
  69994. copyFromFloats(x: number, y: number): Vector2;
  69995. /**
  69996. * Sets the Vector2 coordinates with the given floats
  69997. * @param x defines the first coordinate
  69998. * @param y defines the second coordinate
  69999. * @returns the current updated Vector2
  70000. */
  70001. set(x: number, y: number): Vector2;
  70002. /**
  70003. * Add another vector with the current one
  70004. * @param otherVector defines the other vector
  70005. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  70006. */
  70007. add(otherVector: DeepImmutable<Vector2>): Vector2;
  70008. /**
  70009. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  70010. * @param otherVector defines the other vector
  70011. * @param result defines the target vector
  70012. * @returns the unmodified current Vector2
  70013. */
  70014. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70015. /**
  70016. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  70017. * @param otherVector defines the other vector
  70018. * @returns the current updated Vector2
  70019. */
  70020. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70021. /**
  70022. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  70023. * @param otherVector defines the other vector
  70024. * @returns a new Vector2
  70025. */
  70026. addVector3(otherVector: Vector3): Vector2;
  70027. /**
  70028. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  70029. * @param otherVector defines the other vector
  70030. * @returns a new Vector2
  70031. */
  70032. subtract(otherVector: Vector2): Vector2;
  70033. /**
  70034. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  70035. * @param otherVector defines the other vector
  70036. * @param result defines the target vector
  70037. * @returns the unmodified current Vector2
  70038. */
  70039. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70040. /**
  70041. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  70042. * @param otherVector defines the other vector
  70043. * @returns the current updated Vector2
  70044. */
  70045. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70046. /**
  70047. * Multiplies in place the current Vector2 coordinates by the given ones
  70048. * @param otherVector defines the other vector
  70049. * @returns the current updated Vector2
  70050. */
  70051. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70052. /**
  70053. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  70054. * @param otherVector defines the other vector
  70055. * @returns a new Vector2
  70056. */
  70057. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  70058. /**
  70059. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  70060. * @param otherVector defines the other vector
  70061. * @param result defines the target vector
  70062. * @returns the unmodified current Vector2
  70063. */
  70064. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70065. /**
  70066. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  70067. * @param x defines the first coordinate
  70068. * @param y defines the second coordinate
  70069. * @returns a new Vector2
  70070. */
  70071. multiplyByFloats(x: number, y: number): Vector2;
  70072. /**
  70073. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  70074. * @param otherVector defines the other vector
  70075. * @returns a new Vector2
  70076. */
  70077. divide(otherVector: Vector2): Vector2;
  70078. /**
  70079. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  70080. * @param otherVector defines the other vector
  70081. * @param result defines the target vector
  70082. * @returns the unmodified current Vector2
  70083. */
  70084. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70085. /**
  70086. * Divides the current Vector2 coordinates by the given ones
  70087. * @param otherVector defines the other vector
  70088. * @returns the current updated Vector2
  70089. */
  70090. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70091. /**
  70092. * Gets a new Vector2 with current Vector2 negated coordinates
  70093. * @returns a new Vector2
  70094. */
  70095. negate(): Vector2;
  70096. /**
  70097. * Multiply the Vector2 coordinates by scale
  70098. * @param scale defines the scaling factor
  70099. * @returns the current updated Vector2
  70100. */
  70101. scaleInPlace(scale: number): Vector2;
  70102. /**
  70103. * Returns a new Vector2 scaled by "scale" from the current Vector2
  70104. * @param scale defines the scaling factor
  70105. * @returns a new Vector2
  70106. */
  70107. scale(scale: number): Vector2;
  70108. /**
  70109. * Scale the current Vector2 values by a factor to a given Vector2
  70110. * @param scale defines the scale factor
  70111. * @param result defines the Vector2 object where to store the result
  70112. * @returns the unmodified current Vector2
  70113. */
  70114. scaleToRef(scale: number, result: Vector2): Vector2;
  70115. /**
  70116. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  70117. * @param scale defines the scale factor
  70118. * @param result defines the Vector2 object where to store the result
  70119. * @returns the unmodified current Vector2
  70120. */
  70121. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  70122. /**
  70123. * Gets a boolean if two vectors are equals
  70124. * @param otherVector defines the other vector
  70125. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  70126. */
  70127. equals(otherVector: DeepImmutable<Vector2>): boolean;
  70128. /**
  70129. * Gets a boolean if two vectors are equals (using an epsilon value)
  70130. * @param otherVector defines the other vector
  70131. * @param epsilon defines the minimal distance to consider equality
  70132. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  70133. */
  70134. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  70135. /**
  70136. * Gets a new Vector2 from current Vector2 floored values
  70137. * @returns a new Vector2
  70138. */
  70139. floor(): Vector2;
  70140. /**
  70141. * Gets a new Vector2 from current Vector2 floored values
  70142. * @returns a new Vector2
  70143. */
  70144. fract(): Vector2;
  70145. /**
  70146. * Gets the length of the vector
  70147. * @returns the vector length (float)
  70148. */
  70149. length(): number;
  70150. /**
  70151. * Gets the vector squared length
  70152. * @returns the vector squared length (float)
  70153. */
  70154. lengthSquared(): number;
  70155. /**
  70156. * Normalize the vector
  70157. * @returns the current updated Vector2
  70158. */
  70159. normalize(): Vector2;
  70160. /**
  70161. * Gets a new Vector2 copied from the Vector2
  70162. * @returns a new Vector2
  70163. */
  70164. clone(): Vector2;
  70165. /**
  70166. * Gets a new Vector2(0, 0)
  70167. * @returns a new Vector2
  70168. */
  70169. static Zero(): Vector2;
  70170. /**
  70171. * Gets a new Vector2(1, 1)
  70172. * @returns a new Vector2
  70173. */
  70174. static One(): Vector2;
  70175. /**
  70176. * Gets a new Vector2 set from the given index element of the given array
  70177. * @param array defines the data source
  70178. * @param offset defines the offset in the data source
  70179. * @returns a new Vector2
  70180. */
  70181. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  70182. /**
  70183. * Sets "result" from the given index element of the given array
  70184. * @param array defines the data source
  70185. * @param offset defines the offset in the data source
  70186. * @param result defines the target vector
  70187. */
  70188. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  70189. /**
  70190. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  70191. * @param value1 defines 1st point of control
  70192. * @param value2 defines 2nd point of control
  70193. * @param value3 defines 3rd point of control
  70194. * @param value4 defines 4th point of control
  70195. * @param amount defines the interpolation factor
  70196. * @returns a new Vector2
  70197. */
  70198. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  70199. /**
  70200. * 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".
  70201. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  70202. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  70203. * @param value defines the value to clamp
  70204. * @param min defines the lower limit
  70205. * @param max defines the upper limit
  70206. * @returns a new Vector2
  70207. */
  70208. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  70209. /**
  70210. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  70211. * @param value1 defines the 1st control point
  70212. * @param tangent1 defines the outgoing tangent
  70213. * @param value2 defines the 2nd control point
  70214. * @param tangent2 defines the incoming tangent
  70215. * @param amount defines the interpolation factor
  70216. * @returns a new Vector2
  70217. */
  70218. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  70219. /**
  70220. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  70221. * @param start defines the start vector
  70222. * @param end defines the end vector
  70223. * @param amount defines the interpolation factor
  70224. * @returns a new Vector2
  70225. */
  70226. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  70227. /**
  70228. * Gets the dot product of the vector "left" and the vector "right"
  70229. * @param left defines first vector
  70230. * @param right defines second vector
  70231. * @returns the dot product (float)
  70232. */
  70233. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  70234. /**
  70235. * Returns a new Vector2 equal to the normalized given vector
  70236. * @param vector defines the vector to normalize
  70237. * @returns a new Vector2
  70238. */
  70239. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  70240. /**
  70241. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  70242. * @param left defines 1st vector
  70243. * @param right defines 2nd vector
  70244. * @returns a new Vector2
  70245. */
  70246. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  70247. /**
  70248. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  70249. * @param left defines 1st vector
  70250. * @param right defines 2nd vector
  70251. * @returns a new Vector2
  70252. */
  70253. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  70254. /**
  70255. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  70256. * @param vector defines the vector to transform
  70257. * @param transformation defines the matrix to apply
  70258. * @returns a new Vector2
  70259. */
  70260. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  70261. /**
  70262. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  70263. * @param vector defines the vector to transform
  70264. * @param transformation defines the matrix to apply
  70265. * @param result defines the target vector
  70266. */
  70267. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  70268. /**
  70269. * Determines if a given vector is included in a triangle
  70270. * @param p defines the vector to test
  70271. * @param p0 defines 1st triangle point
  70272. * @param p1 defines 2nd triangle point
  70273. * @param p2 defines 3rd triangle point
  70274. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  70275. */
  70276. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  70277. /**
  70278. * Gets the distance between the vectors "value1" and "value2"
  70279. * @param value1 defines first vector
  70280. * @param value2 defines second vector
  70281. * @returns the distance between vectors
  70282. */
  70283. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70284. /**
  70285. * Returns the squared distance between the vectors "value1" and "value2"
  70286. * @param value1 defines first vector
  70287. * @param value2 defines second vector
  70288. * @returns the squared distance between vectors
  70289. */
  70290. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70291. /**
  70292. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  70293. * @param value1 defines first vector
  70294. * @param value2 defines second vector
  70295. * @returns a new Vector2
  70296. */
  70297. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  70298. /**
  70299. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  70300. * @param p defines the middle point
  70301. * @param segA defines one point of the segment
  70302. * @param segB defines the other point of the segment
  70303. * @returns the shortest distance
  70304. */
  70305. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  70306. }
  70307. /**
  70308. * Classed used to store (x,y,z) vector representation
  70309. * A Vector3 is the main object used in 3D geometry
  70310. * It can represent etiher the coordinates of a point the space, either a direction
  70311. * Reminder: js uses a left handed forward facing system
  70312. */
  70313. export class Vector3 {
  70314. /**
  70315. * Defines the first coordinates (on X axis)
  70316. */
  70317. x: number;
  70318. /**
  70319. * Defines the second coordinates (on Y axis)
  70320. */
  70321. y: number;
  70322. /**
  70323. * Defines the third coordinates (on Z axis)
  70324. */
  70325. z: number;
  70326. private static _UpReadOnly;
  70327. private static _ZeroReadOnly;
  70328. /**
  70329. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  70330. * @param x defines the first coordinates (on X axis)
  70331. * @param y defines the second coordinates (on Y axis)
  70332. * @param z defines the third coordinates (on Z axis)
  70333. */
  70334. constructor(
  70335. /**
  70336. * Defines the first coordinates (on X axis)
  70337. */
  70338. x?: number,
  70339. /**
  70340. * Defines the second coordinates (on Y axis)
  70341. */
  70342. y?: number,
  70343. /**
  70344. * Defines the third coordinates (on Z axis)
  70345. */
  70346. z?: number);
  70347. /**
  70348. * Creates a string representation of the Vector3
  70349. * @returns a string with the Vector3 coordinates.
  70350. */
  70351. toString(): string;
  70352. /**
  70353. * Gets the class name
  70354. * @returns the string "Vector3"
  70355. */
  70356. getClassName(): string;
  70357. /**
  70358. * Creates the Vector3 hash code
  70359. * @returns a number which tends to be unique between Vector3 instances
  70360. */
  70361. getHashCode(): number;
  70362. /**
  70363. * Creates an array containing three elements : the coordinates of the Vector3
  70364. * @returns a new array of numbers
  70365. */
  70366. asArray(): number[];
  70367. /**
  70368. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  70369. * @param array defines the destination array
  70370. * @param index defines the offset in the destination array
  70371. * @returns the current Vector3
  70372. */
  70373. toArray(array: FloatArray, index?: number): Vector3;
  70374. /**
  70375. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  70376. * @returns a new Quaternion object, computed from the Vector3 coordinates
  70377. */
  70378. toQuaternion(): Quaternion;
  70379. /**
  70380. * Adds the given vector to the current Vector3
  70381. * @param otherVector defines the second operand
  70382. * @returns the current updated Vector3
  70383. */
  70384. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70385. /**
  70386. * Adds the given coordinates to the current Vector3
  70387. * @param x defines the x coordinate of the operand
  70388. * @param y defines the y coordinate of the operand
  70389. * @param z defines the z coordinate of the operand
  70390. * @returns the current updated Vector3
  70391. */
  70392. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70393. /**
  70394. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  70395. * @param otherVector defines the second operand
  70396. * @returns the resulting Vector3
  70397. */
  70398. add(otherVector: DeepImmutable<Vector3>): Vector3;
  70399. /**
  70400. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  70401. * @param otherVector defines the second operand
  70402. * @param result defines the Vector3 object where to store the result
  70403. * @returns the current Vector3
  70404. */
  70405. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70406. /**
  70407. * Subtract the given vector from the current Vector3
  70408. * @param otherVector defines the second operand
  70409. * @returns the current updated Vector3
  70410. */
  70411. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70412. /**
  70413. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  70414. * @param otherVector defines the second operand
  70415. * @returns the resulting Vector3
  70416. */
  70417. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  70418. /**
  70419. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  70420. * @param otherVector defines the second operand
  70421. * @param result defines the Vector3 object where to store the result
  70422. * @returns the current Vector3
  70423. */
  70424. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70425. /**
  70426. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  70427. * @param x defines the x coordinate of the operand
  70428. * @param y defines the y coordinate of the operand
  70429. * @param z defines the z coordinate of the operand
  70430. * @returns the resulting Vector3
  70431. */
  70432. subtractFromFloats(x: number, y: number, z: number): Vector3;
  70433. /**
  70434. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  70435. * @param x defines the x coordinate of the operand
  70436. * @param y defines the y coordinate of the operand
  70437. * @param z defines the z coordinate of the operand
  70438. * @param result defines the Vector3 object where to store the result
  70439. * @returns the current Vector3
  70440. */
  70441. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  70442. /**
  70443. * Gets a new Vector3 set with the current Vector3 negated coordinates
  70444. * @returns a new Vector3
  70445. */
  70446. negate(): Vector3;
  70447. /**
  70448. * Multiplies the Vector3 coordinates by the float "scale"
  70449. * @param scale defines the multiplier factor
  70450. * @returns the current updated Vector3
  70451. */
  70452. scaleInPlace(scale: number): Vector3;
  70453. /**
  70454. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  70455. * @param scale defines the multiplier factor
  70456. * @returns a new Vector3
  70457. */
  70458. scale(scale: number): Vector3;
  70459. /**
  70460. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  70461. * @param scale defines the multiplier factor
  70462. * @param result defines the Vector3 object where to store the result
  70463. * @returns the current Vector3
  70464. */
  70465. scaleToRef(scale: number, result: Vector3): Vector3;
  70466. /**
  70467. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  70468. * @param scale defines the scale factor
  70469. * @param result defines the Vector3 object where to store the result
  70470. * @returns the unmodified current Vector3
  70471. */
  70472. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  70473. /**
  70474. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  70475. * @param otherVector defines the second operand
  70476. * @returns true if both vectors are equals
  70477. */
  70478. equals(otherVector: DeepImmutable<Vector3>): boolean;
  70479. /**
  70480. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  70481. * @param otherVector defines the second operand
  70482. * @param epsilon defines the minimal distance to define values as equals
  70483. * @returns true if both vectors are distant less than epsilon
  70484. */
  70485. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  70486. /**
  70487. * Returns true if the current Vector3 coordinates equals the given floats
  70488. * @param x defines the x coordinate of the operand
  70489. * @param y defines the y coordinate of the operand
  70490. * @param z defines the z coordinate of the operand
  70491. * @returns true if both vectors are equals
  70492. */
  70493. equalsToFloats(x: number, y: number, z: number): boolean;
  70494. /**
  70495. * Multiplies the current Vector3 coordinates by the given ones
  70496. * @param otherVector defines the second operand
  70497. * @returns the current updated Vector3
  70498. */
  70499. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70500. /**
  70501. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  70502. * @param otherVector defines the second operand
  70503. * @returns the new Vector3
  70504. */
  70505. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  70506. /**
  70507. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  70508. * @param otherVector defines the second operand
  70509. * @param result defines the Vector3 object where to store the result
  70510. * @returns the current Vector3
  70511. */
  70512. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70513. /**
  70514. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  70515. * @param x defines the x coordinate of the operand
  70516. * @param y defines the y coordinate of the operand
  70517. * @param z defines the z coordinate of the operand
  70518. * @returns the new Vector3
  70519. */
  70520. multiplyByFloats(x: number, y: number, z: number): Vector3;
  70521. /**
  70522. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  70523. * @param otherVector defines the second operand
  70524. * @returns the new Vector3
  70525. */
  70526. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  70527. /**
  70528. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  70529. * @param otherVector defines the second operand
  70530. * @param result defines the Vector3 object where to store the result
  70531. * @returns the current Vector3
  70532. */
  70533. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70534. /**
  70535. * Divides the current Vector3 coordinates by the given ones.
  70536. * @param otherVector defines the second operand
  70537. * @returns the current updated Vector3
  70538. */
  70539. divideInPlace(otherVector: Vector3): Vector3;
  70540. /**
  70541. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  70542. * @param other defines the second operand
  70543. * @returns the current updated Vector3
  70544. */
  70545. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70546. /**
  70547. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  70548. * @param other defines the second operand
  70549. * @returns the current updated Vector3
  70550. */
  70551. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70552. /**
  70553. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  70554. * @param x defines the x coordinate of the operand
  70555. * @param y defines the y coordinate of the operand
  70556. * @param z defines the z coordinate of the operand
  70557. * @returns the current updated Vector3
  70558. */
  70559. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70560. /**
  70561. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  70562. * @param x defines the x coordinate of the operand
  70563. * @param y defines the y coordinate of the operand
  70564. * @param z defines the z coordinate of the operand
  70565. * @returns the current updated Vector3
  70566. */
  70567. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70568. /**
  70569. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  70570. * Check if is non uniform within a certain amount of decimal places to account for this
  70571. * @param epsilon the amount the values can differ
  70572. * @returns if the the vector is non uniform to a certain number of decimal places
  70573. */
  70574. isNonUniformWithinEpsilon(epsilon: number): boolean;
  70575. /**
  70576. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  70577. */
  70578. readonly isNonUniform: boolean;
  70579. /**
  70580. * Gets a new Vector3 from current Vector3 floored values
  70581. * @returns a new Vector3
  70582. */
  70583. floor(): Vector3;
  70584. /**
  70585. * Gets a new Vector3 from current Vector3 floored values
  70586. * @returns a new Vector3
  70587. */
  70588. fract(): Vector3;
  70589. /**
  70590. * Gets the length of the Vector3
  70591. * @returns the length of the Vector3
  70592. */
  70593. length(): number;
  70594. /**
  70595. * Gets the squared length of the Vector3
  70596. * @returns squared length of the Vector3
  70597. */
  70598. lengthSquared(): number;
  70599. /**
  70600. * Normalize the current Vector3.
  70601. * Please note that this is an in place operation.
  70602. * @returns the current updated Vector3
  70603. */
  70604. normalize(): Vector3;
  70605. /**
  70606. * Reorders the x y z properties of the vector in place
  70607. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  70608. * @returns the current updated vector
  70609. */
  70610. reorderInPlace(order: string): this;
  70611. /**
  70612. * Rotates the vector around 0,0,0 by a quaternion
  70613. * @param quaternion the rotation quaternion
  70614. * @param result vector to store the result
  70615. * @returns the resulting vector
  70616. */
  70617. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  70618. /**
  70619. * Rotates a vector around a given point
  70620. * @param quaternion the rotation quaternion
  70621. * @param point the point to rotate around
  70622. * @param result vector to store the result
  70623. * @returns the resulting vector
  70624. */
  70625. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  70626. /**
  70627. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  70628. * The cross product is then orthogonal to both current and "other"
  70629. * @param other defines the right operand
  70630. * @returns the cross product
  70631. */
  70632. cross(other: Vector3): Vector3;
  70633. /**
  70634. * Normalize the current Vector3 with the given input length.
  70635. * Please note that this is an in place operation.
  70636. * @param len the length of the vector
  70637. * @returns the current updated Vector3
  70638. */
  70639. normalizeFromLength(len: number): Vector3;
  70640. /**
  70641. * Normalize the current Vector3 to a new vector
  70642. * @returns the new Vector3
  70643. */
  70644. normalizeToNew(): Vector3;
  70645. /**
  70646. * Normalize the current Vector3 to the reference
  70647. * @param reference define the Vector3 to update
  70648. * @returns the updated Vector3
  70649. */
  70650. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  70651. /**
  70652. * Creates a new Vector3 copied from the current Vector3
  70653. * @returns the new Vector3
  70654. */
  70655. clone(): Vector3;
  70656. /**
  70657. * Copies the given vector coordinates to the current Vector3 ones
  70658. * @param source defines the source Vector3
  70659. * @returns the current updated Vector3
  70660. */
  70661. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  70662. /**
  70663. * Copies the given floats to the current Vector3 coordinates
  70664. * @param x defines the x coordinate of the operand
  70665. * @param y defines the y coordinate of the operand
  70666. * @param z defines the z coordinate of the operand
  70667. * @returns the current updated Vector3
  70668. */
  70669. copyFromFloats(x: number, y: number, z: number): Vector3;
  70670. /**
  70671. * Copies the given floats to the current Vector3 coordinates
  70672. * @param x defines the x coordinate of the operand
  70673. * @param y defines the y coordinate of the operand
  70674. * @param z defines the z coordinate of the operand
  70675. * @returns the current updated Vector3
  70676. */
  70677. set(x: number, y: number, z: number): Vector3;
  70678. /**
  70679. * Copies the given float to the current Vector3 coordinates
  70680. * @param v defines the x, y and z coordinates of the operand
  70681. * @returns the current updated Vector3
  70682. */
  70683. setAll(v: number): Vector3;
  70684. /**
  70685. * Get the clip factor between two vectors
  70686. * @param vector0 defines the first operand
  70687. * @param vector1 defines the second operand
  70688. * @param axis defines the axis to use
  70689. * @param size defines the size along the axis
  70690. * @returns the clip factor
  70691. */
  70692. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  70693. /**
  70694. * Get angle between two vectors
  70695. * @param vector0 angle between vector0 and vector1
  70696. * @param vector1 angle between vector0 and vector1
  70697. * @param normal direction of the normal
  70698. * @return the angle between vector0 and vector1
  70699. */
  70700. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  70701. /**
  70702. * Returns a new Vector3 set from the index "offset" of the given array
  70703. * @param array defines the source array
  70704. * @param offset defines the offset in the source array
  70705. * @returns the new Vector3
  70706. */
  70707. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  70708. /**
  70709. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  70710. * This function is deprecated. Use FromArray instead
  70711. * @param array defines the source array
  70712. * @param offset defines the offset in the source array
  70713. * @returns the new Vector3
  70714. */
  70715. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  70716. /**
  70717. * Sets the given vector "result" with the element values from the index "offset" of the given array
  70718. * @param array defines the source array
  70719. * @param offset defines the offset in the source array
  70720. * @param result defines the Vector3 where to store the result
  70721. */
  70722. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  70723. /**
  70724. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  70725. * This function is deprecated. Use FromArrayToRef instead.
  70726. * @param array defines the source array
  70727. * @param offset defines the offset in the source array
  70728. * @param result defines the Vector3 where to store the result
  70729. */
  70730. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  70731. /**
  70732. * Sets the given vector "result" with the given floats.
  70733. * @param x defines the x coordinate of the source
  70734. * @param y defines the y coordinate of the source
  70735. * @param z defines the z coordinate of the source
  70736. * @param result defines the Vector3 where to store the result
  70737. */
  70738. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  70739. /**
  70740. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  70741. * @returns a new empty Vector3
  70742. */
  70743. static Zero(): Vector3;
  70744. /**
  70745. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  70746. * @returns a new unit Vector3
  70747. */
  70748. static One(): Vector3;
  70749. /**
  70750. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  70751. * @returns a new up Vector3
  70752. */
  70753. static Up(): Vector3;
  70754. /**
  70755. * Gets a up Vector3 that must not be updated
  70756. */
  70757. static readonly UpReadOnly: DeepImmutable<Vector3>;
  70758. /**
  70759. * Gets a zero Vector3 that must not be updated
  70760. */
  70761. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  70762. /**
  70763. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  70764. * @returns a new down Vector3
  70765. */
  70766. static Down(): Vector3;
  70767. /**
  70768. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  70769. * @returns a new forward Vector3
  70770. */
  70771. static Forward(): Vector3;
  70772. /**
  70773. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  70774. * @returns a new forward Vector3
  70775. */
  70776. static Backward(): Vector3;
  70777. /**
  70778. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  70779. * @returns a new right Vector3
  70780. */
  70781. static Right(): Vector3;
  70782. /**
  70783. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  70784. * @returns a new left Vector3
  70785. */
  70786. static Left(): Vector3;
  70787. /**
  70788. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  70789. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  70790. * @param vector defines the Vector3 to transform
  70791. * @param transformation defines the transformation matrix
  70792. * @returns the transformed Vector3
  70793. */
  70794. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  70795. /**
  70796. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  70797. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  70798. * @param vector defines the Vector3 to transform
  70799. * @param transformation defines the transformation matrix
  70800. * @param result defines the Vector3 where to store the result
  70801. */
  70802. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70803. /**
  70804. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  70805. * This method computes tranformed coordinates only, not transformed direction vectors
  70806. * @param x define the x coordinate of the source vector
  70807. * @param y define the y coordinate of the source vector
  70808. * @param z define the z coordinate of the source vector
  70809. * @param transformation defines the transformation matrix
  70810. * @param result defines the Vector3 where to store the result
  70811. */
  70812. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70813. /**
  70814. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  70815. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70816. * @param vector defines the Vector3 to transform
  70817. * @param transformation defines the transformation matrix
  70818. * @returns the new Vector3
  70819. */
  70820. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  70821. /**
  70822. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  70823. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70824. * @param vector defines the Vector3 to transform
  70825. * @param transformation defines the transformation matrix
  70826. * @param result defines the Vector3 where to store the result
  70827. */
  70828. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70829. /**
  70830. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  70831. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70832. * @param x define the x coordinate of the source vector
  70833. * @param y define the y coordinate of the source vector
  70834. * @param z define the z coordinate of the source vector
  70835. * @param transformation defines the transformation matrix
  70836. * @param result defines the Vector3 where to store the result
  70837. */
  70838. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70839. /**
  70840. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  70841. * @param value1 defines the first control point
  70842. * @param value2 defines the second control point
  70843. * @param value3 defines the third control point
  70844. * @param value4 defines the fourth control point
  70845. * @param amount defines the amount on the spline to use
  70846. * @returns the new Vector3
  70847. */
  70848. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  70849. /**
  70850. * 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"
  70851. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  70852. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  70853. * @param value defines the current value
  70854. * @param min defines the lower range value
  70855. * @param max defines the upper range value
  70856. * @returns the new Vector3
  70857. */
  70858. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  70859. /**
  70860. * 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"
  70861. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  70862. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  70863. * @param value defines the current value
  70864. * @param min defines the lower range value
  70865. * @param max defines the upper range value
  70866. * @param result defines the Vector3 where to store the result
  70867. */
  70868. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  70869. /**
  70870. * Checks if a given vector is inside a specific range
  70871. * @param v defines the vector to test
  70872. * @param min defines the minimum range
  70873. * @param max defines the maximum range
  70874. */
  70875. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  70876. /**
  70877. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  70878. * @param value1 defines the first control point
  70879. * @param tangent1 defines the first tangent vector
  70880. * @param value2 defines the second control point
  70881. * @param tangent2 defines the second tangent vector
  70882. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  70883. * @returns the new Vector3
  70884. */
  70885. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  70886. /**
  70887. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  70888. * @param start defines the start value
  70889. * @param end defines the end value
  70890. * @param amount max defines amount between both (between 0 and 1)
  70891. * @returns the new Vector3
  70892. */
  70893. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  70894. /**
  70895. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  70896. * @param start defines the start value
  70897. * @param end defines the end value
  70898. * @param amount max defines amount between both (between 0 and 1)
  70899. * @param result defines the Vector3 where to store the result
  70900. */
  70901. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  70902. /**
  70903. * Returns the dot product (float) between the vectors "left" and "right"
  70904. * @param left defines the left operand
  70905. * @param right defines the right operand
  70906. * @returns the dot product
  70907. */
  70908. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  70909. /**
  70910. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  70911. * The cross product is then orthogonal to both "left" and "right"
  70912. * @param left defines the left operand
  70913. * @param right defines the right operand
  70914. * @returns the cross product
  70915. */
  70916. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70917. /**
  70918. * Sets the given vector "result" with the cross product of "left" and "right"
  70919. * The cross product is then orthogonal to both "left" and "right"
  70920. * @param left defines the left operand
  70921. * @param right defines the right operand
  70922. * @param result defines the Vector3 where to store the result
  70923. */
  70924. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  70925. /**
  70926. * Returns a new Vector3 as the normalization of the given vector
  70927. * @param vector defines the Vector3 to normalize
  70928. * @returns the new Vector3
  70929. */
  70930. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  70931. /**
  70932. * Sets the given vector "result" with the normalization of the given first vector
  70933. * @param vector defines the Vector3 to normalize
  70934. * @param result defines the Vector3 where to store the result
  70935. */
  70936. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  70937. /**
  70938. * Project a Vector3 onto screen space
  70939. * @param vector defines the Vector3 to project
  70940. * @param world defines the world matrix to use
  70941. * @param transform defines the transform (view x projection) matrix to use
  70942. * @param viewport defines the screen viewport to use
  70943. * @returns the new Vector3
  70944. */
  70945. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  70946. /** @hidden */
  70947. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  70948. /**
  70949. * Unproject from screen space to object space
  70950. * @param source defines the screen space Vector3 to use
  70951. * @param viewportWidth defines the current width of the viewport
  70952. * @param viewportHeight defines the current height of the viewport
  70953. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70954. * @param transform defines the transform (view x projection) matrix to use
  70955. * @returns the new Vector3
  70956. */
  70957. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  70958. /**
  70959. * Unproject from screen space to object space
  70960. * @param source defines the screen space Vector3 to use
  70961. * @param viewportWidth defines the current width of the viewport
  70962. * @param viewportHeight defines the current height of the viewport
  70963. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70964. * @param view defines the view matrix to use
  70965. * @param projection defines the projection matrix to use
  70966. * @returns the new Vector3
  70967. */
  70968. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  70969. /**
  70970. * Unproject from screen space to object space
  70971. * @param source defines the screen space Vector3 to use
  70972. * @param viewportWidth defines the current width of the viewport
  70973. * @param viewportHeight defines the current height of the viewport
  70974. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70975. * @param view defines the view matrix to use
  70976. * @param projection defines the projection matrix to use
  70977. * @param result defines the Vector3 where to store the result
  70978. */
  70979. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  70980. /**
  70981. * Unproject from screen space to object space
  70982. * @param sourceX defines the screen space x coordinate to use
  70983. * @param sourceY defines the screen space y coordinate to use
  70984. * @param sourceZ defines the screen space z coordinate to use
  70985. * @param viewportWidth defines the current width of the viewport
  70986. * @param viewportHeight defines the current height of the viewport
  70987. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70988. * @param view defines the view matrix to use
  70989. * @param projection defines the projection matrix to use
  70990. * @param result defines the Vector3 where to store the result
  70991. */
  70992. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  70993. /**
  70994. * Gets the minimal coordinate values between two Vector3
  70995. * @param left defines the first operand
  70996. * @param right defines the second operand
  70997. * @returns the new Vector3
  70998. */
  70999. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71000. /**
  71001. * Gets the maximal coordinate values between two Vector3
  71002. * @param left defines the first operand
  71003. * @param right defines the second operand
  71004. * @returns the new Vector3
  71005. */
  71006. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71007. /**
  71008. * Returns the distance between the vectors "value1" and "value2"
  71009. * @param value1 defines the first operand
  71010. * @param value2 defines the second operand
  71011. * @returns the distance
  71012. */
  71013. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  71014. /**
  71015. * Returns the squared distance between the vectors "value1" and "value2"
  71016. * @param value1 defines the first operand
  71017. * @param value2 defines the second operand
  71018. * @returns the squared distance
  71019. */
  71020. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  71021. /**
  71022. * Returns a new Vector3 located at the center between "value1" and "value2"
  71023. * @param value1 defines the first operand
  71024. * @param value2 defines the second operand
  71025. * @returns the new Vector3
  71026. */
  71027. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  71028. /**
  71029. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  71030. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  71031. * to something in order to rotate it from its local system to the given target system
  71032. * Note: axis1, axis2 and axis3 are normalized during this operation
  71033. * @param axis1 defines the first axis
  71034. * @param axis2 defines the second axis
  71035. * @param axis3 defines the third axis
  71036. * @returns a new Vector3
  71037. */
  71038. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  71039. /**
  71040. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  71041. * @param axis1 defines the first axis
  71042. * @param axis2 defines the second axis
  71043. * @param axis3 defines the third axis
  71044. * @param ref defines the Vector3 where to store the result
  71045. */
  71046. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  71047. }
  71048. /**
  71049. * Vector4 class created for EulerAngle class conversion to Quaternion
  71050. */
  71051. export class Vector4 {
  71052. /** x value of the vector */
  71053. x: number;
  71054. /** y value of the vector */
  71055. y: number;
  71056. /** z value of the vector */
  71057. z: number;
  71058. /** w value of the vector */
  71059. w: number;
  71060. /**
  71061. * Creates a Vector4 object from the given floats.
  71062. * @param x x value of the vector
  71063. * @param y y value of the vector
  71064. * @param z z value of the vector
  71065. * @param w w value of the vector
  71066. */
  71067. constructor(
  71068. /** x value of the vector */
  71069. x: number,
  71070. /** y value of the vector */
  71071. y: number,
  71072. /** z value of the vector */
  71073. z: number,
  71074. /** w value of the vector */
  71075. w: number);
  71076. /**
  71077. * Returns the string with the Vector4 coordinates.
  71078. * @returns a string containing all the vector values
  71079. */
  71080. toString(): string;
  71081. /**
  71082. * Returns the string "Vector4".
  71083. * @returns "Vector4"
  71084. */
  71085. getClassName(): string;
  71086. /**
  71087. * Returns the Vector4 hash code.
  71088. * @returns a unique hash code
  71089. */
  71090. getHashCode(): number;
  71091. /**
  71092. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  71093. * @returns the resulting array
  71094. */
  71095. asArray(): number[];
  71096. /**
  71097. * Populates the given array from the given index with the Vector4 coordinates.
  71098. * @param array array to populate
  71099. * @param index index of the array to start at (default: 0)
  71100. * @returns the Vector4.
  71101. */
  71102. toArray(array: FloatArray, index?: number): Vector4;
  71103. /**
  71104. * Adds the given vector to the current Vector4.
  71105. * @param otherVector the vector to add
  71106. * @returns the updated Vector4.
  71107. */
  71108. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71109. /**
  71110. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  71111. * @param otherVector the vector to add
  71112. * @returns the resulting vector
  71113. */
  71114. add(otherVector: DeepImmutable<Vector4>): Vector4;
  71115. /**
  71116. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  71117. * @param otherVector the vector to add
  71118. * @param result the vector to store the result
  71119. * @returns the current Vector4.
  71120. */
  71121. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71122. /**
  71123. * Subtract in place the given vector from the current Vector4.
  71124. * @param otherVector the vector to subtract
  71125. * @returns the updated Vector4.
  71126. */
  71127. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71128. /**
  71129. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  71130. * @param otherVector the vector to add
  71131. * @returns the new vector with the result
  71132. */
  71133. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  71134. /**
  71135. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  71136. * @param otherVector the vector to subtract
  71137. * @param result the vector to store the result
  71138. * @returns the current Vector4.
  71139. */
  71140. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71141. /**
  71142. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71143. */
  71144. /**
  71145. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71146. * @param x value to subtract
  71147. * @param y value to subtract
  71148. * @param z value to subtract
  71149. * @param w value to subtract
  71150. * @returns new vector containing the result
  71151. */
  71152. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71153. /**
  71154. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71155. * @param x value to subtract
  71156. * @param y value to subtract
  71157. * @param z value to subtract
  71158. * @param w value to subtract
  71159. * @param result the vector to store the result in
  71160. * @returns the current Vector4.
  71161. */
  71162. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  71163. /**
  71164. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  71165. * @returns a new vector with the negated values
  71166. */
  71167. negate(): Vector4;
  71168. /**
  71169. * Multiplies the current Vector4 coordinates by scale (float).
  71170. * @param scale the number to scale with
  71171. * @returns the updated Vector4.
  71172. */
  71173. scaleInPlace(scale: number): Vector4;
  71174. /**
  71175. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  71176. * @param scale the number to scale with
  71177. * @returns a new vector with the result
  71178. */
  71179. scale(scale: number): Vector4;
  71180. /**
  71181. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  71182. * @param scale the number to scale with
  71183. * @param result a vector to store the result in
  71184. * @returns the current Vector4.
  71185. */
  71186. scaleToRef(scale: number, result: Vector4): Vector4;
  71187. /**
  71188. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  71189. * @param scale defines the scale factor
  71190. * @param result defines the Vector4 object where to store the result
  71191. * @returns the unmodified current Vector4
  71192. */
  71193. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  71194. /**
  71195. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  71196. * @param otherVector the vector to compare against
  71197. * @returns true if they are equal
  71198. */
  71199. equals(otherVector: DeepImmutable<Vector4>): boolean;
  71200. /**
  71201. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  71202. * @param otherVector vector to compare against
  71203. * @param epsilon (Default: very small number)
  71204. * @returns true if they are equal
  71205. */
  71206. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  71207. /**
  71208. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  71209. * @param x x value to compare against
  71210. * @param y y value to compare against
  71211. * @param z z value to compare against
  71212. * @param w w value to compare against
  71213. * @returns true if equal
  71214. */
  71215. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  71216. /**
  71217. * Multiplies in place the current Vector4 by the given one.
  71218. * @param otherVector vector to multiple with
  71219. * @returns the updated Vector4.
  71220. */
  71221. multiplyInPlace(otherVector: Vector4): Vector4;
  71222. /**
  71223. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  71224. * @param otherVector vector to multiple with
  71225. * @returns resulting new vector
  71226. */
  71227. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  71228. /**
  71229. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  71230. * @param otherVector vector to multiple with
  71231. * @param result vector to store the result
  71232. * @returns the current Vector4.
  71233. */
  71234. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71235. /**
  71236. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  71237. * @param x x value multiply with
  71238. * @param y y value multiply with
  71239. * @param z z value multiply with
  71240. * @param w w value multiply with
  71241. * @returns resulting new vector
  71242. */
  71243. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  71244. /**
  71245. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  71246. * @param otherVector vector to devide with
  71247. * @returns resulting new vector
  71248. */
  71249. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  71250. /**
  71251. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  71252. * @param otherVector vector to devide with
  71253. * @param result vector to store the result
  71254. * @returns the current Vector4.
  71255. */
  71256. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71257. /**
  71258. * Divides the current Vector3 coordinates by the given ones.
  71259. * @param otherVector vector to devide with
  71260. * @returns the updated Vector3.
  71261. */
  71262. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71263. /**
  71264. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  71265. * @param other defines the second operand
  71266. * @returns the current updated Vector4
  71267. */
  71268. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71269. /**
  71270. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  71271. * @param other defines the second operand
  71272. * @returns the current updated Vector4
  71273. */
  71274. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71275. /**
  71276. * Gets a new Vector4 from current Vector4 floored values
  71277. * @returns a new Vector4
  71278. */
  71279. floor(): Vector4;
  71280. /**
  71281. * Gets a new Vector4 from current Vector3 floored values
  71282. * @returns a new Vector4
  71283. */
  71284. fract(): Vector4;
  71285. /**
  71286. * Returns the Vector4 length (float).
  71287. * @returns the length
  71288. */
  71289. length(): number;
  71290. /**
  71291. * Returns the Vector4 squared length (float).
  71292. * @returns the length squared
  71293. */
  71294. lengthSquared(): number;
  71295. /**
  71296. * Normalizes in place the Vector4.
  71297. * @returns the updated Vector4.
  71298. */
  71299. normalize(): Vector4;
  71300. /**
  71301. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  71302. * @returns this converted to a new vector3
  71303. */
  71304. toVector3(): Vector3;
  71305. /**
  71306. * Returns a new Vector4 copied from the current one.
  71307. * @returns the new cloned vector
  71308. */
  71309. clone(): Vector4;
  71310. /**
  71311. * Updates the current Vector4 with the given one coordinates.
  71312. * @param source the source vector to copy from
  71313. * @returns the updated Vector4.
  71314. */
  71315. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  71316. /**
  71317. * Updates the current Vector4 coordinates with the given floats.
  71318. * @param x float to copy from
  71319. * @param y float to copy from
  71320. * @param z float to copy from
  71321. * @param w float to copy from
  71322. * @returns the updated Vector4.
  71323. */
  71324. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71325. /**
  71326. * Updates the current Vector4 coordinates with the given floats.
  71327. * @param x float to set from
  71328. * @param y float to set from
  71329. * @param z float to set from
  71330. * @param w float to set from
  71331. * @returns the updated Vector4.
  71332. */
  71333. set(x: number, y: number, z: number, w: number): Vector4;
  71334. /**
  71335. * Copies the given float to the current Vector3 coordinates
  71336. * @param v defines the x, y, z and w coordinates of the operand
  71337. * @returns the current updated Vector3
  71338. */
  71339. setAll(v: number): Vector4;
  71340. /**
  71341. * Returns a new Vector4 set from the starting index of the given array.
  71342. * @param array the array to pull values from
  71343. * @param offset the offset into the array to start at
  71344. * @returns the new vector
  71345. */
  71346. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  71347. /**
  71348. * Updates the given vector "result" from the starting index of the given array.
  71349. * @param array the array to pull values from
  71350. * @param offset the offset into the array to start at
  71351. * @param result the vector to store the result in
  71352. */
  71353. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  71354. /**
  71355. * Updates the given vector "result" from the starting index of the given Float32Array.
  71356. * @param array the array to pull values from
  71357. * @param offset the offset into the array to start at
  71358. * @param result the vector to store the result in
  71359. */
  71360. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  71361. /**
  71362. * Updates the given vector "result" coordinates from the given floats.
  71363. * @param x float to set from
  71364. * @param y float to set from
  71365. * @param z float to set from
  71366. * @param w float to set from
  71367. * @param result the vector to the floats in
  71368. */
  71369. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  71370. /**
  71371. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  71372. * @returns the new vector
  71373. */
  71374. static Zero(): Vector4;
  71375. /**
  71376. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  71377. * @returns the new vector
  71378. */
  71379. static One(): Vector4;
  71380. /**
  71381. * Returns a new normalized Vector4 from the given one.
  71382. * @param vector the vector to normalize
  71383. * @returns the vector
  71384. */
  71385. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  71386. /**
  71387. * Updates the given vector "result" from the normalization of the given one.
  71388. * @param vector the vector to normalize
  71389. * @param result the vector to store the result in
  71390. */
  71391. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  71392. /**
  71393. * Returns a vector with the minimum values from the left and right vectors
  71394. * @param left left vector to minimize
  71395. * @param right right vector to minimize
  71396. * @returns a new vector with the minimum of the left and right vector values
  71397. */
  71398. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71399. /**
  71400. * Returns a vector with the maximum values from the left and right vectors
  71401. * @param left left vector to maximize
  71402. * @param right right vector to maximize
  71403. * @returns a new vector with the maximum of the left and right vector values
  71404. */
  71405. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71406. /**
  71407. * Returns the distance (float) between the vectors "value1" and "value2".
  71408. * @param value1 value to calulate the distance between
  71409. * @param value2 value to calulate the distance between
  71410. * @return the distance between the two vectors
  71411. */
  71412. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71413. /**
  71414. * Returns the squared distance (float) between the vectors "value1" and "value2".
  71415. * @param value1 value to calulate the distance between
  71416. * @param value2 value to calulate the distance between
  71417. * @return the distance between the two vectors squared
  71418. */
  71419. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71420. /**
  71421. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  71422. * @param value1 value to calulate the center between
  71423. * @param value2 value to calulate the center between
  71424. * @return the center between the two vectors
  71425. */
  71426. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  71427. /**
  71428. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  71429. * This methods computes transformed normalized direction vectors only.
  71430. * @param vector the vector to transform
  71431. * @param transformation the transformation matrix to apply
  71432. * @returns the new vector
  71433. */
  71434. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  71435. /**
  71436. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  71437. * This methods computes transformed normalized direction vectors only.
  71438. * @param vector the vector to transform
  71439. * @param transformation the transformation matrix to apply
  71440. * @param result the vector to store the result in
  71441. */
  71442. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71443. /**
  71444. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  71445. * This methods computes transformed normalized direction vectors only.
  71446. * @param x value to transform
  71447. * @param y value to transform
  71448. * @param z value to transform
  71449. * @param w value to transform
  71450. * @param transformation the transformation matrix to apply
  71451. * @param result the vector to store the results in
  71452. */
  71453. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71454. /**
  71455. * Creates a new Vector4 from a Vector3
  71456. * @param source defines the source data
  71457. * @param w defines the 4th component (default is 0)
  71458. * @returns a new Vector4
  71459. */
  71460. static FromVector3(source: Vector3, w?: number): Vector4;
  71461. }
  71462. /**
  71463. * Class used to store quaternion data
  71464. * @see https://en.wikipedia.org/wiki/Quaternion
  71465. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  71466. */
  71467. export class Quaternion {
  71468. /** defines the first component (0 by default) */
  71469. x: number;
  71470. /** defines the second component (0 by default) */
  71471. y: number;
  71472. /** defines the third component (0 by default) */
  71473. z: number;
  71474. /** defines the fourth component (1.0 by default) */
  71475. w: number;
  71476. /**
  71477. * Creates a new Quaternion from the given floats
  71478. * @param x defines the first component (0 by default)
  71479. * @param y defines the second component (0 by default)
  71480. * @param z defines the third component (0 by default)
  71481. * @param w defines the fourth component (1.0 by default)
  71482. */
  71483. constructor(
  71484. /** defines the first component (0 by default) */
  71485. x?: number,
  71486. /** defines the second component (0 by default) */
  71487. y?: number,
  71488. /** defines the third component (0 by default) */
  71489. z?: number,
  71490. /** defines the fourth component (1.0 by default) */
  71491. w?: number);
  71492. /**
  71493. * Gets a string representation for the current quaternion
  71494. * @returns a string with the Quaternion coordinates
  71495. */
  71496. toString(): string;
  71497. /**
  71498. * Gets the class name of the quaternion
  71499. * @returns the string "Quaternion"
  71500. */
  71501. getClassName(): string;
  71502. /**
  71503. * Gets a hash code for this quaternion
  71504. * @returns the quaternion hash code
  71505. */
  71506. getHashCode(): number;
  71507. /**
  71508. * Copy the quaternion to an array
  71509. * @returns a new array populated with 4 elements from the quaternion coordinates
  71510. */
  71511. asArray(): number[];
  71512. /**
  71513. * Check if two quaternions are equals
  71514. * @param otherQuaternion defines the second operand
  71515. * @return true if the current quaternion and the given one coordinates are strictly equals
  71516. */
  71517. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  71518. /**
  71519. * Clone the current quaternion
  71520. * @returns a new quaternion copied from the current one
  71521. */
  71522. clone(): Quaternion;
  71523. /**
  71524. * Copy a quaternion to the current one
  71525. * @param other defines the other quaternion
  71526. * @returns the updated current quaternion
  71527. */
  71528. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  71529. /**
  71530. * Updates the current quaternion with the given float coordinates
  71531. * @param x defines the x coordinate
  71532. * @param y defines the y coordinate
  71533. * @param z defines the z coordinate
  71534. * @param w defines the w coordinate
  71535. * @returns the updated current quaternion
  71536. */
  71537. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  71538. /**
  71539. * Updates the current quaternion from the given float coordinates
  71540. * @param x defines the x coordinate
  71541. * @param y defines the y coordinate
  71542. * @param z defines the z coordinate
  71543. * @param w defines the w coordinate
  71544. * @returns the updated current quaternion
  71545. */
  71546. set(x: number, y: number, z: number, w: number): Quaternion;
  71547. /**
  71548. * Adds two quaternions
  71549. * @param other defines the second operand
  71550. * @returns a new quaternion as the addition result of the given one and the current quaternion
  71551. */
  71552. add(other: DeepImmutable<Quaternion>): Quaternion;
  71553. /**
  71554. * Add a quaternion to the current one
  71555. * @param other defines the quaternion to add
  71556. * @returns the current quaternion
  71557. */
  71558. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  71559. /**
  71560. * Subtract two quaternions
  71561. * @param other defines the second operand
  71562. * @returns a new quaternion as the subtraction result of the given one from the current one
  71563. */
  71564. subtract(other: Quaternion): Quaternion;
  71565. /**
  71566. * Multiplies the current quaternion by a scale factor
  71567. * @param value defines the scale factor
  71568. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  71569. */
  71570. scale(value: number): Quaternion;
  71571. /**
  71572. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  71573. * @param scale defines the scale factor
  71574. * @param result defines the Quaternion object where to store the result
  71575. * @returns the unmodified current quaternion
  71576. */
  71577. scaleToRef(scale: number, result: Quaternion): Quaternion;
  71578. /**
  71579. * Multiplies in place the current quaternion by a scale factor
  71580. * @param value defines the scale factor
  71581. * @returns the current modified quaternion
  71582. */
  71583. scaleInPlace(value: number): Quaternion;
  71584. /**
  71585. * Scale the current quaternion values by a factor and add the result to a given quaternion
  71586. * @param scale defines the scale factor
  71587. * @param result defines the Quaternion object where to store the result
  71588. * @returns the unmodified current quaternion
  71589. */
  71590. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  71591. /**
  71592. * Multiplies two quaternions
  71593. * @param q1 defines the second operand
  71594. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  71595. */
  71596. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  71597. /**
  71598. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  71599. * @param q1 defines the second operand
  71600. * @param result defines the target quaternion
  71601. * @returns the current quaternion
  71602. */
  71603. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  71604. /**
  71605. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  71606. * @param q1 defines the second operand
  71607. * @returns the currentupdated quaternion
  71608. */
  71609. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  71610. /**
  71611. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  71612. * @param ref defines the target quaternion
  71613. * @returns the current quaternion
  71614. */
  71615. conjugateToRef(ref: Quaternion): Quaternion;
  71616. /**
  71617. * Conjugates in place (1-q) the current quaternion
  71618. * @returns the current updated quaternion
  71619. */
  71620. conjugateInPlace(): Quaternion;
  71621. /**
  71622. * Conjugates in place (1-q) the current quaternion
  71623. * @returns a new quaternion
  71624. */
  71625. conjugate(): Quaternion;
  71626. /**
  71627. * Gets length of current quaternion
  71628. * @returns the quaternion length (float)
  71629. */
  71630. length(): number;
  71631. /**
  71632. * Normalize in place the current quaternion
  71633. * @returns the current updated quaternion
  71634. */
  71635. normalize(): Quaternion;
  71636. /**
  71637. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  71638. * @param order is a reserved parameter and is ignore for now
  71639. * @returns a new Vector3 containing the Euler angles
  71640. */
  71641. toEulerAngles(order?: string): Vector3;
  71642. /**
  71643. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  71644. * @param result defines the vector which will be filled with the Euler angles
  71645. * @param order is a reserved parameter and is ignore for now
  71646. * @returns the current unchanged quaternion
  71647. */
  71648. toEulerAnglesToRef(result: Vector3): Quaternion;
  71649. /**
  71650. * Updates the given rotation matrix with the current quaternion values
  71651. * @param result defines the target matrix
  71652. * @returns the current unchanged quaternion
  71653. */
  71654. toRotationMatrix(result: Matrix): Quaternion;
  71655. /**
  71656. * Updates the current quaternion from the given rotation matrix values
  71657. * @param matrix defines the source matrix
  71658. * @returns the current updated quaternion
  71659. */
  71660. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71661. /**
  71662. * Creates a new quaternion from a rotation matrix
  71663. * @param matrix defines the source matrix
  71664. * @returns a new quaternion created from the given rotation matrix values
  71665. */
  71666. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71667. /**
  71668. * Updates the given quaternion with the given rotation matrix values
  71669. * @param matrix defines the source matrix
  71670. * @param result defines the target quaternion
  71671. */
  71672. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  71673. /**
  71674. * Returns the dot product (float) between the quaternions "left" and "right"
  71675. * @param left defines the left operand
  71676. * @param right defines the right operand
  71677. * @returns the dot product
  71678. */
  71679. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  71680. /**
  71681. * Checks if the two quaternions are close to each other
  71682. * @param quat0 defines the first quaternion to check
  71683. * @param quat1 defines the second quaternion to check
  71684. * @returns true if the two quaternions are close to each other
  71685. */
  71686. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  71687. /**
  71688. * Creates an empty quaternion
  71689. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  71690. */
  71691. static Zero(): Quaternion;
  71692. /**
  71693. * Inverse a given quaternion
  71694. * @param q defines the source quaternion
  71695. * @returns a new quaternion as the inverted current quaternion
  71696. */
  71697. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  71698. /**
  71699. * Inverse a given quaternion
  71700. * @param q defines the source quaternion
  71701. * @param result the quaternion the result will be stored in
  71702. * @returns the result quaternion
  71703. */
  71704. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  71705. /**
  71706. * Creates an identity quaternion
  71707. * @returns the identity quaternion
  71708. */
  71709. static Identity(): Quaternion;
  71710. /**
  71711. * Gets a boolean indicating if the given quaternion is identity
  71712. * @param quaternion defines the quaternion to check
  71713. * @returns true if the quaternion is identity
  71714. */
  71715. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  71716. /**
  71717. * Creates a quaternion from a rotation around an axis
  71718. * @param axis defines the axis to use
  71719. * @param angle defines the angle to use
  71720. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  71721. */
  71722. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  71723. /**
  71724. * Creates a rotation around an axis and stores it into the given quaternion
  71725. * @param axis defines the axis to use
  71726. * @param angle defines the angle to use
  71727. * @param result defines the target quaternion
  71728. * @returns the target quaternion
  71729. */
  71730. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  71731. /**
  71732. * Creates a new quaternion from data stored into an array
  71733. * @param array defines the data source
  71734. * @param offset defines the offset in the source array where the data starts
  71735. * @returns a new quaternion
  71736. */
  71737. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  71738. /**
  71739. * Create a quaternion from Euler rotation angles
  71740. * @param x Pitch
  71741. * @param y Yaw
  71742. * @param z Roll
  71743. * @returns the new Quaternion
  71744. */
  71745. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  71746. /**
  71747. * Updates a quaternion from Euler rotation angles
  71748. * @param x Pitch
  71749. * @param y Yaw
  71750. * @param z Roll
  71751. * @param result the quaternion to store the result
  71752. * @returns the updated quaternion
  71753. */
  71754. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  71755. /**
  71756. * Create a quaternion from Euler rotation vector
  71757. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71758. * @returns the new Quaternion
  71759. */
  71760. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  71761. /**
  71762. * Updates a quaternion from Euler rotation vector
  71763. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71764. * @param result the quaternion to store the result
  71765. * @returns the updated quaternion
  71766. */
  71767. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  71768. /**
  71769. * Creates a new quaternion from the given Euler float angles (y, x, z)
  71770. * @param yaw defines the rotation around Y axis
  71771. * @param pitch defines the rotation around X axis
  71772. * @param roll defines the rotation around Z axis
  71773. * @returns the new quaternion
  71774. */
  71775. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  71776. /**
  71777. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  71778. * @param yaw defines the rotation around Y axis
  71779. * @param pitch defines the rotation around X axis
  71780. * @param roll defines the rotation around Z axis
  71781. * @param result defines the target quaternion
  71782. */
  71783. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  71784. /**
  71785. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  71786. * @param alpha defines the rotation around first axis
  71787. * @param beta defines the rotation around second axis
  71788. * @param gamma defines the rotation around third axis
  71789. * @returns the new quaternion
  71790. */
  71791. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  71792. /**
  71793. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  71794. * @param alpha defines the rotation around first axis
  71795. * @param beta defines the rotation around second axis
  71796. * @param gamma defines the rotation around third axis
  71797. * @param result defines the target quaternion
  71798. */
  71799. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  71800. /**
  71801. * 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)
  71802. * @param axis1 defines the first axis
  71803. * @param axis2 defines the second axis
  71804. * @param axis3 defines the third axis
  71805. * @returns the new quaternion
  71806. */
  71807. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  71808. /**
  71809. * 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
  71810. * @param axis1 defines the first axis
  71811. * @param axis2 defines the second axis
  71812. * @param axis3 defines the third axis
  71813. * @param ref defines the target quaternion
  71814. */
  71815. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  71816. /**
  71817. * Interpolates between two quaternions
  71818. * @param left defines first quaternion
  71819. * @param right defines second quaternion
  71820. * @param amount defines the gradient to use
  71821. * @returns the new interpolated quaternion
  71822. */
  71823. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  71824. /**
  71825. * Interpolates between two quaternions and stores it into a target quaternion
  71826. * @param left defines first quaternion
  71827. * @param right defines second quaternion
  71828. * @param amount defines the gradient to use
  71829. * @param result defines the target quaternion
  71830. */
  71831. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  71832. /**
  71833. * Interpolate between two quaternions using Hermite interpolation
  71834. * @param value1 defines first quaternion
  71835. * @param tangent1 defines the incoming tangent
  71836. * @param value2 defines second quaternion
  71837. * @param tangent2 defines the outgoing tangent
  71838. * @param amount defines the target quaternion
  71839. * @returns the new interpolated quaternion
  71840. */
  71841. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  71842. }
  71843. /**
  71844. * Class used to store matrix data (4x4)
  71845. */
  71846. export class Matrix {
  71847. private static _updateFlagSeed;
  71848. private static _identityReadOnly;
  71849. private _isIdentity;
  71850. private _isIdentityDirty;
  71851. private _isIdentity3x2;
  71852. private _isIdentity3x2Dirty;
  71853. /**
  71854. * Gets the update flag of the matrix which is an unique number for the matrix.
  71855. * It will be incremented every time the matrix data change.
  71856. * You can use it to speed the comparison between two versions of the same matrix.
  71857. */
  71858. updateFlag: number;
  71859. private readonly _m;
  71860. /**
  71861. * Gets the internal data of the matrix
  71862. */
  71863. readonly m: DeepImmutable<Float32Array>;
  71864. /** @hidden */
  71865. _markAsUpdated(): void;
  71866. /** @hidden */
  71867. private _updateIdentityStatus;
  71868. /**
  71869. * Creates an empty matrix (filled with zeros)
  71870. */
  71871. constructor();
  71872. /**
  71873. * Check if the current matrix is identity
  71874. * @returns true is the matrix is the identity matrix
  71875. */
  71876. isIdentity(): boolean;
  71877. /**
  71878. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  71879. * @returns true is the matrix is the identity matrix
  71880. */
  71881. isIdentityAs3x2(): boolean;
  71882. /**
  71883. * Gets the determinant of the matrix
  71884. * @returns the matrix determinant
  71885. */
  71886. determinant(): number;
  71887. /**
  71888. * Returns the matrix as a Float32Array
  71889. * @returns the matrix underlying array
  71890. */
  71891. toArray(): DeepImmutable<Float32Array>;
  71892. /**
  71893. * Returns the matrix as a Float32Array
  71894. * @returns the matrix underlying array.
  71895. */
  71896. asArray(): DeepImmutable<Float32Array>;
  71897. /**
  71898. * Inverts the current matrix in place
  71899. * @returns the current inverted matrix
  71900. */
  71901. invert(): Matrix;
  71902. /**
  71903. * Sets all the matrix elements to zero
  71904. * @returns the current matrix
  71905. */
  71906. reset(): Matrix;
  71907. /**
  71908. * Adds the current matrix with a second one
  71909. * @param other defines the matrix to add
  71910. * @returns a new matrix as the addition of the current matrix and the given one
  71911. */
  71912. add(other: DeepImmutable<Matrix>): Matrix;
  71913. /**
  71914. * Sets the given matrix "result" to the addition of the current matrix and the given one
  71915. * @param other defines the matrix to add
  71916. * @param result defines the target matrix
  71917. * @returns the current matrix
  71918. */
  71919. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  71920. /**
  71921. * Adds in place the given matrix to the current matrix
  71922. * @param other defines the second operand
  71923. * @returns the current updated matrix
  71924. */
  71925. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  71926. /**
  71927. * Sets the given matrix to the current inverted Matrix
  71928. * @param other defines the target matrix
  71929. * @returns the unmodified current matrix
  71930. */
  71931. invertToRef(other: Matrix): Matrix;
  71932. /**
  71933. * add a value at the specified position in the current Matrix
  71934. * @param index the index of the value within the matrix. between 0 and 15.
  71935. * @param value the value to be added
  71936. * @returns the current updated matrix
  71937. */
  71938. addAtIndex(index: number, value: number): Matrix;
  71939. /**
  71940. * mutiply the specified position in the current Matrix by a value
  71941. * @param index the index of the value within the matrix. between 0 and 15.
  71942. * @param value the value to be added
  71943. * @returns the current updated matrix
  71944. */
  71945. multiplyAtIndex(index: number, value: number): Matrix;
  71946. /**
  71947. * Inserts the translation vector (using 3 floats) in the current matrix
  71948. * @param x defines the 1st component of the translation
  71949. * @param y defines the 2nd component of the translation
  71950. * @param z defines the 3rd component of the translation
  71951. * @returns the current updated matrix
  71952. */
  71953. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  71954. /**
  71955. * Adds the translation vector (using 3 floats) in the current matrix
  71956. * @param x defines the 1st component of the translation
  71957. * @param y defines the 2nd component of the translation
  71958. * @param z defines the 3rd component of the translation
  71959. * @returns the current updated matrix
  71960. */
  71961. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  71962. /**
  71963. * Inserts the translation vector in the current matrix
  71964. * @param vector3 defines the translation to insert
  71965. * @returns the current updated matrix
  71966. */
  71967. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  71968. /**
  71969. * Gets the translation value of the current matrix
  71970. * @returns a new Vector3 as the extracted translation from the matrix
  71971. */
  71972. getTranslation(): Vector3;
  71973. /**
  71974. * Fill a Vector3 with the extracted translation from the matrix
  71975. * @param result defines the Vector3 where to store the translation
  71976. * @returns the current matrix
  71977. */
  71978. getTranslationToRef(result: Vector3): Matrix;
  71979. /**
  71980. * Remove rotation and scaling part from the matrix
  71981. * @returns the updated matrix
  71982. */
  71983. removeRotationAndScaling(): Matrix;
  71984. /**
  71985. * Multiply two matrices
  71986. * @param other defines the second operand
  71987. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  71988. */
  71989. multiply(other: DeepImmutable<Matrix>): Matrix;
  71990. /**
  71991. * Copy the current matrix from the given one
  71992. * @param other defines the source matrix
  71993. * @returns the current updated matrix
  71994. */
  71995. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  71996. /**
  71997. * Populates the given array from the starting index with the current matrix values
  71998. * @param array defines the target array
  71999. * @param offset defines the offset in the target array where to start storing values
  72000. * @returns the current matrix
  72001. */
  72002. copyToArray(array: Float32Array, offset?: number): Matrix;
  72003. /**
  72004. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  72005. * @param other defines the second operand
  72006. * @param result defines the matrix where to store the multiplication
  72007. * @returns the current matrix
  72008. */
  72009. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  72010. /**
  72011. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  72012. * @param other defines the second operand
  72013. * @param result defines the array where to store the multiplication
  72014. * @param offset defines the offset in the target array where to start storing values
  72015. * @returns the current matrix
  72016. */
  72017. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  72018. /**
  72019. * Check equality between this matrix and a second one
  72020. * @param value defines the second matrix to compare
  72021. * @returns true is the current matrix and the given one values are strictly equal
  72022. */
  72023. equals(value: DeepImmutable<Matrix>): boolean;
  72024. /**
  72025. * Clone the current matrix
  72026. * @returns a new matrix from the current matrix
  72027. */
  72028. clone(): Matrix;
  72029. /**
  72030. * Returns the name of the current matrix class
  72031. * @returns the string "Matrix"
  72032. */
  72033. getClassName(): string;
  72034. /**
  72035. * Gets the hash code of the current matrix
  72036. * @returns the hash code
  72037. */
  72038. getHashCode(): number;
  72039. /**
  72040. * Decomposes the current Matrix into a translation, rotation and scaling components
  72041. * @param scale defines the scale vector3 given as a reference to update
  72042. * @param rotation defines the rotation quaternion given as a reference to update
  72043. * @param translation defines the translation vector3 given as a reference to update
  72044. * @returns true if operation was successful
  72045. */
  72046. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  72047. /**
  72048. * Gets specific row of the matrix
  72049. * @param index defines the number of the row to get
  72050. * @returns the index-th row of the current matrix as a new Vector4
  72051. */
  72052. getRow(index: number): Nullable<Vector4>;
  72053. /**
  72054. * Sets the index-th row of the current matrix to the vector4 values
  72055. * @param index defines the number of the row to set
  72056. * @param row defines the target vector4
  72057. * @returns the updated current matrix
  72058. */
  72059. setRow(index: number, row: Vector4): Matrix;
  72060. /**
  72061. * Compute the transpose of the matrix
  72062. * @returns the new transposed matrix
  72063. */
  72064. transpose(): Matrix;
  72065. /**
  72066. * Compute the transpose of the matrix and store it in a given matrix
  72067. * @param result defines the target matrix
  72068. * @returns the current matrix
  72069. */
  72070. transposeToRef(result: Matrix): Matrix;
  72071. /**
  72072. * Sets the index-th row of the current matrix with the given 4 x float values
  72073. * @param index defines the row index
  72074. * @param x defines the x component to set
  72075. * @param y defines the y component to set
  72076. * @param z defines the z component to set
  72077. * @param w defines the w component to set
  72078. * @returns the updated current matrix
  72079. */
  72080. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  72081. /**
  72082. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  72083. * @param scale defines the scale factor
  72084. * @returns a new matrix
  72085. */
  72086. scale(scale: number): Matrix;
  72087. /**
  72088. * Scale the current matrix values by a factor to a given result matrix
  72089. * @param scale defines the scale factor
  72090. * @param result defines the matrix to store the result
  72091. * @returns the current matrix
  72092. */
  72093. scaleToRef(scale: number, result: Matrix): Matrix;
  72094. /**
  72095. * Scale the current matrix values by a factor and add the result to a given matrix
  72096. * @param scale defines the scale factor
  72097. * @param result defines the Matrix to store the result
  72098. * @returns the current matrix
  72099. */
  72100. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  72101. /**
  72102. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  72103. * @param ref matrix to store the result
  72104. */
  72105. toNormalMatrix(ref: Matrix): void;
  72106. /**
  72107. * Gets only rotation part of the current matrix
  72108. * @returns a new matrix sets to the extracted rotation matrix from the current one
  72109. */
  72110. getRotationMatrix(): Matrix;
  72111. /**
  72112. * Extracts the rotation matrix from the current one and sets it as the given "result"
  72113. * @param result defines the target matrix to store data to
  72114. * @returns the current matrix
  72115. */
  72116. getRotationMatrixToRef(result: Matrix): Matrix;
  72117. /**
  72118. * Toggles model matrix from being right handed to left handed in place and vice versa
  72119. */
  72120. toggleModelMatrixHandInPlace(): void;
  72121. /**
  72122. * Toggles projection matrix from being right handed to left handed in place and vice versa
  72123. */
  72124. toggleProjectionMatrixHandInPlace(): void;
  72125. /**
  72126. * Creates a matrix from an array
  72127. * @param array defines the source array
  72128. * @param offset defines an offset in the source array
  72129. * @returns a new Matrix set from the starting index of the given array
  72130. */
  72131. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  72132. /**
  72133. * Copy the content of an array into a given matrix
  72134. * @param array defines the source array
  72135. * @param offset defines an offset in the source array
  72136. * @param result defines the target matrix
  72137. */
  72138. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  72139. /**
  72140. * Stores an array into a matrix after having multiplied each component by a given factor
  72141. * @param array defines the source array
  72142. * @param offset defines the offset in the source array
  72143. * @param scale defines the scaling factor
  72144. * @param result defines the target matrix
  72145. */
  72146. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  72147. /**
  72148. * Gets an identity matrix that must not be updated
  72149. */
  72150. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  72151. /**
  72152. * Stores a list of values (16) inside a given matrix
  72153. * @param initialM11 defines 1st value of 1st row
  72154. * @param initialM12 defines 2nd value of 1st row
  72155. * @param initialM13 defines 3rd value of 1st row
  72156. * @param initialM14 defines 4th value of 1st row
  72157. * @param initialM21 defines 1st value of 2nd row
  72158. * @param initialM22 defines 2nd value of 2nd row
  72159. * @param initialM23 defines 3rd value of 2nd row
  72160. * @param initialM24 defines 4th value of 2nd row
  72161. * @param initialM31 defines 1st value of 3rd row
  72162. * @param initialM32 defines 2nd value of 3rd row
  72163. * @param initialM33 defines 3rd value of 3rd row
  72164. * @param initialM34 defines 4th value of 3rd row
  72165. * @param initialM41 defines 1st value of 4th row
  72166. * @param initialM42 defines 2nd value of 4th row
  72167. * @param initialM43 defines 3rd value of 4th row
  72168. * @param initialM44 defines 4th value of 4th row
  72169. * @param result defines the target matrix
  72170. */
  72171. 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;
  72172. /**
  72173. * Creates new matrix from a list of values (16)
  72174. * @param initialM11 defines 1st value of 1st row
  72175. * @param initialM12 defines 2nd value of 1st row
  72176. * @param initialM13 defines 3rd value of 1st row
  72177. * @param initialM14 defines 4th value of 1st row
  72178. * @param initialM21 defines 1st value of 2nd row
  72179. * @param initialM22 defines 2nd value of 2nd row
  72180. * @param initialM23 defines 3rd value of 2nd row
  72181. * @param initialM24 defines 4th value of 2nd row
  72182. * @param initialM31 defines 1st value of 3rd row
  72183. * @param initialM32 defines 2nd value of 3rd row
  72184. * @param initialM33 defines 3rd value of 3rd row
  72185. * @param initialM34 defines 4th value of 3rd row
  72186. * @param initialM41 defines 1st value of 4th row
  72187. * @param initialM42 defines 2nd value of 4th row
  72188. * @param initialM43 defines 3rd value of 4th row
  72189. * @param initialM44 defines 4th value of 4th row
  72190. * @returns the new matrix
  72191. */
  72192. 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;
  72193. /**
  72194. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  72195. * @param scale defines the scale vector3
  72196. * @param rotation defines the rotation quaternion
  72197. * @param translation defines the translation vector3
  72198. * @returns a new matrix
  72199. */
  72200. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  72201. /**
  72202. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  72203. * @param scale defines the scale vector3
  72204. * @param rotation defines the rotation quaternion
  72205. * @param translation defines the translation vector3
  72206. * @param result defines the target matrix
  72207. */
  72208. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  72209. /**
  72210. * Creates a new identity matrix
  72211. * @returns a new identity matrix
  72212. */
  72213. static Identity(): Matrix;
  72214. /**
  72215. * Creates a new identity matrix and stores the result in a given matrix
  72216. * @param result defines the target matrix
  72217. */
  72218. static IdentityToRef(result: Matrix): void;
  72219. /**
  72220. * Creates a new zero matrix
  72221. * @returns a new zero matrix
  72222. */
  72223. static Zero(): Matrix;
  72224. /**
  72225. * Creates a new rotation matrix for "angle" radians around the X axis
  72226. * @param angle defines the angle (in radians) to use
  72227. * @return the new matrix
  72228. */
  72229. static RotationX(angle: number): Matrix;
  72230. /**
  72231. * Creates a new matrix as the invert of a given matrix
  72232. * @param source defines the source matrix
  72233. * @returns the new matrix
  72234. */
  72235. static Invert(source: DeepImmutable<Matrix>): Matrix;
  72236. /**
  72237. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  72238. * @param angle defines the angle (in radians) to use
  72239. * @param result defines the target matrix
  72240. */
  72241. static RotationXToRef(angle: number, result: Matrix): void;
  72242. /**
  72243. * Creates a new rotation matrix for "angle" radians around the Y axis
  72244. * @param angle defines the angle (in radians) to use
  72245. * @return the new matrix
  72246. */
  72247. static RotationY(angle: number): Matrix;
  72248. /**
  72249. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  72250. * @param angle defines the angle (in radians) to use
  72251. * @param result defines the target matrix
  72252. */
  72253. static RotationYToRef(angle: number, result: Matrix): void;
  72254. /**
  72255. * Creates a new rotation matrix for "angle" radians around the Z axis
  72256. * @param angle defines the angle (in radians) to use
  72257. * @return the new matrix
  72258. */
  72259. static RotationZ(angle: number): Matrix;
  72260. /**
  72261. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  72262. * @param angle defines the angle (in radians) to use
  72263. * @param result defines the target matrix
  72264. */
  72265. static RotationZToRef(angle: number, result: Matrix): void;
  72266. /**
  72267. * Creates a new rotation matrix for "angle" radians around the given axis
  72268. * @param axis defines the axis to use
  72269. * @param angle defines the angle (in radians) to use
  72270. * @return the new matrix
  72271. */
  72272. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  72273. /**
  72274. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  72275. * @param axis defines the axis to use
  72276. * @param angle defines the angle (in radians) to use
  72277. * @param result defines the target matrix
  72278. */
  72279. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  72280. /**
  72281. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  72282. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  72283. * @param from defines the vector to align
  72284. * @param to defines the vector to align to
  72285. * @param result defines the target matrix
  72286. */
  72287. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  72288. /**
  72289. * Creates a rotation matrix
  72290. * @param yaw defines the yaw angle in radians (Y axis)
  72291. * @param pitch defines the pitch angle in radians (X axis)
  72292. * @param roll defines the roll angle in radians (X axis)
  72293. * @returns the new rotation matrix
  72294. */
  72295. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  72296. /**
  72297. * Creates a rotation matrix and stores it in a given matrix
  72298. * @param yaw defines the yaw angle in radians (Y axis)
  72299. * @param pitch defines the pitch angle in radians (X axis)
  72300. * @param roll defines the roll angle in radians (X axis)
  72301. * @param result defines the target matrix
  72302. */
  72303. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  72304. /**
  72305. * Creates a scaling matrix
  72306. * @param x defines the scale factor on X axis
  72307. * @param y defines the scale factor on Y axis
  72308. * @param z defines the scale factor on Z axis
  72309. * @returns the new matrix
  72310. */
  72311. static Scaling(x: number, y: number, z: number): Matrix;
  72312. /**
  72313. * Creates a scaling matrix and stores it in a given matrix
  72314. * @param x defines the scale factor on X axis
  72315. * @param y defines the scale factor on Y axis
  72316. * @param z defines the scale factor on Z axis
  72317. * @param result defines the target matrix
  72318. */
  72319. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  72320. /**
  72321. * Creates a translation matrix
  72322. * @param x defines the translation on X axis
  72323. * @param y defines the translation on Y axis
  72324. * @param z defines the translationon Z axis
  72325. * @returns the new matrix
  72326. */
  72327. static Translation(x: number, y: number, z: number): Matrix;
  72328. /**
  72329. * Creates a translation matrix and stores it in a given matrix
  72330. * @param x defines the translation on X axis
  72331. * @param y defines the translation on Y axis
  72332. * @param z defines the translationon Z axis
  72333. * @param result defines the target matrix
  72334. */
  72335. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  72336. /**
  72337. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72338. * @param startValue defines the start value
  72339. * @param endValue defines the end value
  72340. * @param gradient defines the gradient factor
  72341. * @returns the new matrix
  72342. */
  72343. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72344. /**
  72345. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72346. * @param startValue defines the start value
  72347. * @param endValue defines the end value
  72348. * @param gradient defines the gradient factor
  72349. * @param result defines the Matrix object where to store data
  72350. */
  72351. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72352. /**
  72353. * Builds a new matrix whose values are computed by:
  72354. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72355. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72356. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72357. * @param startValue defines the first matrix
  72358. * @param endValue defines the second matrix
  72359. * @param gradient defines the gradient between the two matrices
  72360. * @returns the new matrix
  72361. */
  72362. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72363. /**
  72364. * Update a matrix to values which are computed by:
  72365. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72366. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72367. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72368. * @param startValue defines the first matrix
  72369. * @param endValue defines the second matrix
  72370. * @param gradient defines the gradient between the two matrices
  72371. * @param result defines the target matrix
  72372. */
  72373. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72374. /**
  72375. * 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"
  72376. * This function works in left handed mode
  72377. * @param eye defines the final position of the entity
  72378. * @param target defines where the entity should look at
  72379. * @param up defines the up vector for the entity
  72380. * @returns the new matrix
  72381. */
  72382. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72383. /**
  72384. * 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".
  72385. * This function works in left handed mode
  72386. * @param eye defines the final position of the entity
  72387. * @param target defines where the entity should look at
  72388. * @param up defines the up vector for the entity
  72389. * @param result defines the target matrix
  72390. */
  72391. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72392. /**
  72393. * 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"
  72394. * This function works in right handed mode
  72395. * @param eye defines the final position of the entity
  72396. * @param target defines where the entity should look at
  72397. * @param up defines the up vector for the entity
  72398. * @returns the new matrix
  72399. */
  72400. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72401. /**
  72402. * 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".
  72403. * This function works in right handed mode
  72404. * @param eye defines the final position of the entity
  72405. * @param target defines where the entity should look at
  72406. * @param up defines the up vector for the entity
  72407. * @param result defines the target matrix
  72408. */
  72409. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72410. /**
  72411. * Create a left-handed orthographic projection matrix
  72412. * @param width defines the viewport width
  72413. * @param height defines the viewport height
  72414. * @param znear defines the near clip plane
  72415. * @param zfar defines the far clip plane
  72416. * @returns a new matrix as a left-handed orthographic projection matrix
  72417. */
  72418. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72419. /**
  72420. * Store a left-handed orthographic projection to a given matrix
  72421. * @param width defines the viewport width
  72422. * @param height defines the viewport height
  72423. * @param znear defines the near clip plane
  72424. * @param zfar defines the far clip plane
  72425. * @param result defines the target matrix
  72426. */
  72427. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  72428. /**
  72429. * Create a left-handed orthographic projection matrix
  72430. * @param left defines the viewport left coordinate
  72431. * @param right defines the viewport right coordinate
  72432. * @param bottom defines the viewport bottom coordinate
  72433. * @param top defines the viewport top coordinate
  72434. * @param znear defines the near clip plane
  72435. * @param zfar defines the far clip plane
  72436. * @returns a new matrix as a left-handed orthographic projection matrix
  72437. */
  72438. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72439. /**
  72440. * Stores a left-handed orthographic projection into a given matrix
  72441. * @param left defines the viewport left coordinate
  72442. * @param right defines the viewport right coordinate
  72443. * @param bottom defines the viewport bottom coordinate
  72444. * @param top defines the viewport top coordinate
  72445. * @param znear defines the near clip plane
  72446. * @param zfar defines the far clip plane
  72447. * @param result defines the target matrix
  72448. */
  72449. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72450. /**
  72451. * Creates a right-handed orthographic projection matrix
  72452. * @param left defines the viewport left coordinate
  72453. * @param right defines the viewport right coordinate
  72454. * @param bottom defines the viewport bottom coordinate
  72455. * @param top defines the viewport top coordinate
  72456. * @param znear defines the near clip plane
  72457. * @param zfar defines the far clip plane
  72458. * @returns a new matrix as a right-handed orthographic projection matrix
  72459. */
  72460. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72461. /**
  72462. * Stores a right-handed orthographic projection into a given matrix
  72463. * @param left defines the viewport left coordinate
  72464. * @param right defines the viewport right coordinate
  72465. * @param bottom defines the viewport bottom coordinate
  72466. * @param top defines the viewport top coordinate
  72467. * @param znear defines the near clip plane
  72468. * @param zfar defines the far clip plane
  72469. * @param result defines the target matrix
  72470. */
  72471. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72472. /**
  72473. * Creates a left-handed perspective projection matrix
  72474. * @param width defines the viewport width
  72475. * @param height defines the viewport height
  72476. * @param znear defines the near clip plane
  72477. * @param zfar defines the far clip plane
  72478. * @returns a new matrix as a left-handed perspective projection matrix
  72479. */
  72480. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72481. /**
  72482. * Creates a left-handed perspective projection matrix
  72483. * @param fov defines the horizontal field of view
  72484. * @param aspect defines the aspect ratio
  72485. * @param znear defines the near clip plane
  72486. * @param zfar defines the far clip plane
  72487. * @returns a new matrix as a left-handed perspective projection matrix
  72488. */
  72489. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72490. /**
  72491. * Stores a left-handed perspective projection into a given matrix
  72492. * @param fov defines the horizontal field of view
  72493. * @param aspect defines the aspect ratio
  72494. * @param znear defines the near clip plane
  72495. * @param zfar defines the far clip plane
  72496. * @param result defines the target matrix
  72497. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72498. */
  72499. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72500. /**
  72501. * Creates a right-handed perspective projection matrix
  72502. * @param fov defines the horizontal field of view
  72503. * @param aspect defines the aspect ratio
  72504. * @param znear defines the near clip plane
  72505. * @param zfar defines the far clip plane
  72506. * @returns a new matrix as a right-handed perspective projection matrix
  72507. */
  72508. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72509. /**
  72510. * Stores a right-handed perspective projection into a given matrix
  72511. * @param fov defines the horizontal field of view
  72512. * @param aspect defines the aspect ratio
  72513. * @param znear defines the near clip plane
  72514. * @param zfar defines the far clip plane
  72515. * @param result defines the target matrix
  72516. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72517. */
  72518. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72519. /**
  72520. * Stores a perspective projection for WebVR info a given matrix
  72521. * @param fov defines the field of view
  72522. * @param znear defines the near clip plane
  72523. * @param zfar defines the far clip plane
  72524. * @param result defines the target matrix
  72525. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  72526. */
  72527. static PerspectiveFovWebVRToRef(fov: {
  72528. upDegrees: number;
  72529. downDegrees: number;
  72530. leftDegrees: number;
  72531. rightDegrees: number;
  72532. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  72533. /**
  72534. * Computes a complete transformation matrix
  72535. * @param viewport defines the viewport to use
  72536. * @param world defines the world matrix
  72537. * @param view defines the view matrix
  72538. * @param projection defines the projection matrix
  72539. * @param zmin defines the near clip plane
  72540. * @param zmax defines the far clip plane
  72541. * @returns the transformation matrix
  72542. */
  72543. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  72544. /**
  72545. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  72546. * @param matrix defines the matrix to use
  72547. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  72548. */
  72549. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  72550. /**
  72551. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  72552. * @param matrix defines the matrix to use
  72553. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  72554. */
  72555. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  72556. /**
  72557. * Compute the transpose of a given matrix
  72558. * @param matrix defines the matrix to transpose
  72559. * @returns the new matrix
  72560. */
  72561. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  72562. /**
  72563. * Compute the transpose of a matrix and store it in a target matrix
  72564. * @param matrix defines the matrix to transpose
  72565. * @param result defines the target matrix
  72566. */
  72567. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  72568. /**
  72569. * Computes a reflection matrix from a plane
  72570. * @param plane defines the reflection plane
  72571. * @returns a new matrix
  72572. */
  72573. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  72574. /**
  72575. * Computes a reflection matrix from a plane
  72576. * @param plane defines the reflection plane
  72577. * @param result defines the target matrix
  72578. */
  72579. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  72580. /**
  72581. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  72582. * @param xaxis defines the value of the 1st axis
  72583. * @param yaxis defines the value of the 2nd axis
  72584. * @param zaxis defines the value of the 3rd axis
  72585. * @param result defines the target matrix
  72586. */
  72587. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  72588. /**
  72589. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  72590. * @param quat defines the quaternion to use
  72591. * @param result defines the target matrix
  72592. */
  72593. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  72594. }
  72595. /**
  72596. * @hidden
  72597. */
  72598. export class TmpVectors {
  72599. static Vector2: Vector2[];
  72600. static Vector3: Vector3[];
  72601. static Vector4: Vector4[];
  72602. static Quaternion: Quaternion[];
  72603. static Matrix: Matrix[];
  72604. }
  72605. }
  72606. declare module BABYLON {
  72607. /**
  72608. * Defines potential orientation for back face culling
  72609. */
  72610. export enum Orientation {
  72611. /**
  72612. * Clockwise
  72613. */
  72614. CW = 0,
  72615. /** Counter clockwise */
  72616. CCW = 1
  72617. }
  72618. /** Class used to represent a Bezier curve */
  72619. export class BezierCurve {
  72620. /**
  72621. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  72622. * @param t defines the time
  72623. * @param x1 defines the left coordinate on X axis
  72624. * @param y1 defines the left coordinate on Y axis
  72625. * @param x2 defines the right coordinate on X axis
  72626. * @param y2 defines the right coordinate on Y axis
  72627. * @returns the interpolated value
  72628. */
  72629. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  72630. }
  72631. /**
  72632. * Defines angle representation
  72633. */
  72634. export class Angle {
  72635. private _radians;
  72636. /**
  72637. * Creates an Angle object of "radians" radians (float).
  72638. * @param radians the angle in radians
  72639. */
  72640. constructor(radians: number);
  72641. /**
  72642. * Get value in degrees
  72643. * @returns the Angle value in degrees (float)
  72644. */
  72645. degrees(): number;
  72646. /**
  72647. * Get value in radians
  72648. * @returns the Angle value in radians (float)
  72649. */
  72650. radians(): number;
  72651. /**
  72652. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  72653. * @param a defines first vector
  72654. * @param b defines second vector
  72655. * @returns a new Angle
  72656. */
  72657. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  72658. /**
  72659. * Gets a new Angle object from the given float in radians
  72660. * @param radians defines the angle value in radians
  72661. * @returns a new Angle
  72662. */
  72663. static FromRadians(radians: number): Angle;
  72664. /**
  72665. * Gets a new Angle object from the given float in degrees
  72666. * @param degrees defines the angle value in degrees
  72667. * @returns a new Angle
  72668. */
  72669. static FromDegrees(degrees: number): Angle;
  72670. }
  72671. /**
  72672. * This represents an arc in a 2d space.
  72673. */
  72674. export class Arc2 {
  72675. /** Defines the start point of the arc */
  72676. startPoint: Vector2;
  72677. /** Defines the mid point of the arc */
  72678. midPoint: Vector2;
  72679. /** Defines the end point of the arc */
  72680. endPoint: Vector2;
  72681. /**
  72682. * Defines the center point of the arc.
  72683. */
  72684. centerPoint: Vector2;
  72685. /**
  72686. * Defines the radius of the arc.
  72687. */
  72688. radius: number;
  72689. /**
  72690. * Defines the angle of the arc (from mid point to end point).
  72691. */
  72692. angle: Angle;
  72693. /**
  72694. * Defines the start angle of the arc (from start point to middle point).
  72695. */
  72696. startAngle: Angle;
  72697. /**
  72698. * Defines the orientation of the arc (clock wise/counter clock wise).
  72699. */
  72700. orientation: Orientation;
  72701. /**
  72702. * Creates an Arc object from the three given points : start, middle and end.
  72703. * @param startPoint Defines the start point of the arc
  72704. * @param midPoint Defines the midlle point of the arc
  72705. * @param endPoint Defines the end point of the arc
  72706. */
  72707. constructor(
  72708. /** Defines the start point of the arc */
  72709. startPoint: Vector2,
  72710. /** Defines the mid point of the arc */
  72711. midPoint: Vector2,
  72712. /** Defines the end point of the arc */
  72713. endPoint: Vector2);
  72714. }
  72715. /**
  72716. * Represents a 2D path made up of multiple 2D points
  72717. */
  72718. export class Path2 {
  72719. private _points;
  72720. private _length;
  72721. /**
  72722. * If the path start and end point are the same
  72723. */
  72724. closed: boolean;
  72725. /**
  72726. * Creates a Path2 object from the starting 2D coordinates x and y.
  72727. * @param x the starting points x value
  72728. * @param y the starting points y value
  72729. */
  72730. constructor(x: number, y: number);
  72731. /**
  72732. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  72733. * @param x the added points x value
  72734. * @param y the added points y value
  72735. * @returns the updated Path2.
  72736. */
  72737. addLineTo(x: number, y: number): Path2;
  72738. /**
  72739. * 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.
  72740. * @param midX middle point x value
  72741. * @param midY middle point y value
  72742. * @param endX end point x value
  72743. * @param endY end point y value
  72744. * @param numberOfSegments (default: 36)
  72745. * @returns the updated Path2.
  72746. */
  72747. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  72748. /**
  72749. * Closes the Path2.
  72750. * @returns the Path2.
  72751. */
  72752. close(): Path2;
  72753. /**
  72754. * Gets the sum of the distance between each sequential point in the path
  72755. * @returns the Path2 total length (float).
  72756. */
  72757. length(): number;
  72758. /**
  72759. * Gets the points which construct the path
  72760. * @returns the Path2 internal array of points.
  72761. */
  72762. getPoints(): Vector2[];
  72763. /**
  72764. * Retreives the point at the distance aways from the starting point
  72765. * @param normalizedLengthPosition the length along the path to retreive the point from
  72766. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  72767. */
  72768. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  72769. /**
  72770. * Creates a new path starting from an x and y position
  72771. * @param x starting x value
  72772. * @param y starting y value
  72773. * @returns a new Path2 starting at the coordinates (x, y).
  72774. */
  72775. static StartingAt(x: number, y: number): Path2;
  72776. }
  72777. /**
  72778. * Represents a 3D path made up of multiple 3D points
  72779. */
  72780. export class Path3D {
  72781. /**
  72782. * an array of Vector3, the curve axis of the Path3D
  72783. */
  72784. path: Vector3[];
  72785. private _curve;
  72786. private _distances;
  72787. private _tangents;
  72788. private _normals;
  72789. private _binormals;
  72790. private _raw;
  72791. /**
  72792. * new Path3D(path, normal, raw)
  72793. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  72794. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  72795. * @param path an array of Vector3, the curve axis of the Path3D
  72796. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  72797. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  72798. */
  72799. constructor(
  72800. /**
  72801. * an array of Vector3, the curve axis of the Path3D
  72802. */
  72803. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  72804. /**
  72805. * Returns the Path3D array of successive Vector3 designing its curve.
  72806. * @returns the Path3D array of successive Vector3 designing its curve.
  72807. */
  72808. getCurve(): Vector3[];
  72809. /**
  72810. * Returns an array populated with tangent vectors on each Path3D curve point.
  72811. * @returns an array populated with tangent vectors on each Path3D curve point.
  72812. */
  72813. getTangents(): Vector3[];
  72814. /**
  72815. * Returns an array populated with normal vectors on each Path3D curve point.
  72816. * @returns an array populated with normal vectors on each Path3D curve point.
  72817. */
  72818. getNormals(): Vector3[];
  72819. /**
  72820. * Returns an array populated with binormal vectors on each Path3D curve point.
  72821. * @returns an array populated with binormal vectors on each Path3D curve point.
  72822. */
  72823. getBinormals(): Vector3[];
  72824. /**
  72825. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  72826. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  72827. */
  72828. getDistances(): number[];
  72829. /**
  72830. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  72831. * @param path path which all values are copied into the curves points
  72832. * @param firstNormal which should be projected onto the curve
  72833. * @returns the same object updated.
  72834. */
  72835. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  72836. private _compute;
  72837. private _getFirstNonNullVector;
  72838. private _getLastNonNullVector;
  72839. private _normalVector;
  72840. }
  72841. /**
  72842. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  72843. * A Curve3 is designed from a series of successive Vector3.
  72844. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  72845. */
  72846. export class Curve3 {
  72847. private _points;
  72848. private _length;
  72849. /**
  72850. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  72851. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  72852. * @param v1 (Vector3) the control point
  72853. * @param v2 (Vector3) the end point of the Quadratic Bezier
  72854. * @param nbPoints (integer) the wanted number of points in the curve
  72855. * @returns the created Curve3
  72856. */
  72857. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72858. /**
  72859. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  72860. * @param v0 (Vector3) the origin point of the Cubic Bezier
  72861. * @param v1 (Vector3) the first control point
  72862. * @param v2 (Vector3) the second control point
  72863. * @param v3 (Vector3) the end point of the Cubic Bezier
  72864. * @param nbPoints (integer) the wanted number of points in the curve
  72865. * @returns the created Curve3
  72866. */
  72867. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72868. /**
  72869. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  72870. * @param p1 (Vector3) the origin point of the Hermite Spline
  72871. * @param t1 (Vector3) the tangent vector at the origin point
  72872. * @param p2 (Vector3) the end point of the Hermite Spline
  72873. * @param t2 (Vector3) the tangent vector at the end point
  72874. * @param nbPoints (integer) the wanted number of points in the curve
  72875. * @returns the created Curve3
  72876. */
  72877. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72878. /**
  72879. * Returns a Curve3 object along a CatmullRom Spline curve :
  72880. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  72881. * @param nbPoints (integer) the wanted number of points between each curve control points
  72882. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  72883. * @returns the created Curve3
  72884. */
  72885. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  72886. /**
  72887. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  72888. * A Curve3 is designed from a series of successive Vector3.
  72889. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  72890. * @param points points which make up the curve
  72891. */
  72892. constructor(points: Vector3[]);
  72893. /**
  72894. * @returns the Curve3 stored array of successive Vector3
  72895. */
  72896. getPoints(): Vector3[];
  72897. /**
  72898. * @returns the computed length (float) of the curve.
  72899. */
  72900. length(): number;
  72901. /**
  72902. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  72903. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  72904. * curveA and curveB keep unchanged.
  72905. * @param curve the curve to continue from this curve
  72906. * @returns the newly constructed curve
  72907. */
  72908. continue(curve: DeepImmutable<Curve3>): Curve3;
  72909. private _computeLength;
  72910. }
  72911. }
  72912. declare module BABYLON {
  72913. /**
  72914. * This represents the main contract an easing function should follow.
  72915. * Easing functions are used throughout the animation system.
  72916. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72917. */
  72918. export interface IEasingFunction {
  72919. /**
  72920. * Given an input gradient between 0 and 1, this returns the corrseponding value
  72921. * of the easing function.
  72922. * The link below provides some of the most common examples of easing functions.
  72923. * @see https://easings.net/
  72924. * @param gradient Defines the value between 0 and 1 we want the easing value for
  72925. * @returns the corresponding value on the curve defined by the easing function
  72926. */
  72927. ease(gradient: number): number;
  72928. }
  72929. /**
  72930. * Base class used for every default easing function.
  72931. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72932. */
  72933. export class EasingFunction implements IEasingFunction {
  72934. /**
  72935. * Interpolation follows the mathematical formula associated with the easing function.
  72936. */
  72937. static readonly EASINGMODE_EASEIN: number;
  72938. /**
  72939. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  72940. */
  72941. static readonly EASINGMODE_EASEOUT: number;
  72942. /**
  72943. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  72944. */
  72945. static readonly EASINGMODE_EASEINOUT: number;
  72946. private _easingMode;
  72947. /**
  72948. * Sets the easing mode of the current function.
  72949. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  72950. */
  72951. setEasingMode(easingMode: number): void;
  72952. /**
  72953. * Gets the current easing mode.
  72954. * @returns the easing mode
  72955. */
  72956. getEasingMode(): number;
  72957. /**
  72958. * @hidden
  72959. */
  72960. easeInCore(gradient: number): number;
  72961. /**
  72962. * Given an input gradient between 0 and 1, this returns the corresponding value
  72963. * of the easing function.
  72964. * @param gradient Defines the value between 0 and 1 we want the easing value for
  72965. * @returns the corresponding value on the curve defined by the easing function
  72966. */
  72967. ease(gradient: number): number;
  72968. }
  72969. /**
  72970. * Easing function with a circle shape (see link below).
  72971. * @see https://easings.net/#easeInCirc
  72972. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72973. */
  72974. export class CircleEase extends EasingFunction implements IEasingFunction {
  72975. /** @hidden */
  72976. easeInCore(gradient: number): number;
  72977. }
  72978. /**
  72979. * Easing function with a ease back shape (see link below).
  72980. * @see https://easings.net/#easeInBack
  72981. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72982. */
  72983. export class BackEase extends EasingFunction implements IEasingFunction {
  72984. /** Defines the amplitude of the function */
  72985. amplitude: number;
  72986. /**
  72987. * Instantiates a back ease easing
  72988. * @see https://easings.net/#easeInBack
  72989. * @param amplitude Defines the amplitude of the function
  72990. */
  72991. constructor(
  72992. /** Defines the amplitude of the function */
  72993. amplitude?: number);
  72994. /** @hidden */
  72995. easeInCore(gradient: number): number;
  72996. }
  72997. /**
  72998. * Easing function with a bouncing shape (see link below).
  72999. * @see https://easings.net/#easeInBounce
  73000. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73001. */
  73002. export class BounceEase extends EasingFunction implements IEasingFunction {
  73003. /** Defines the number of bounces */
  73004. bounces: number;
  73005. /** Defines the amplitude of the bounce */
  73006. bounciness: number;
  73007. /**
  73008. * Instantiates a bounce easing
  73009. * @see https://easings.net/#easeInBounce
  73010. * @param bounces Defines the number of bounces
  73011. * @param bounciness Defines the amplitude of the bounce
  73012. */
  73013. constructor(
  73014. /** Defines the number of bounces */
  73015. bounces?: number,
  73016. /** Defines the amplitude of the bounce */
  73017. bounciness?: number);
  73018. /** @hidden */
  73019. easeInCore(gradient: number): number;
  73020. }
  73021. /**
  73022. * Easing function with a power of 3 shape (see link below).
  73023. * @see https://easings.net/#easeInCubic
  73024. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73025. */
  73026. export class CubicEase extends EasingFunction implements IEasingFunction {
  73027. /** @hidden */
  73028. easeInCore(gradient: number): number;
  73029. }
  73030. /**
  73031. * Easing function with an elastic shape (see link below).
  73032. * @see https://easings.net/#easeInElastic
  73033. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73034. */
  73035. export class ElasticEase extends EasingFunction implements IEasingFunction {
  73036. /** Defines the number of oscillations*/
  73037. oscillations: number;
  73038. /** Defines the amplitude of the oscillations*/
  73039. springiness: number;
  73040. /**
  73041. * Instantiates an elastic easing function
  73042. * @see https://easings.net/#easeInElastic
  73043. * @param oscillations Defines the number of oscillations
  73044. * @param springiness Defines the amplitude of the oscillations
  73045. */
  73046. constructor(
  73047. /** Defines the number of oscillations*/
  73048. oscillations?: number,
  73049. /** Defines the amplitude of the oscillations*/
  73050. springiness?: number);
  73051. /** @hidden */
  73052. easeInCore(gradient: number): number;
  73053. }
  73054. /**
  73055. * Easing function with an exponential shape (see link below).
  73056. * @see https://easings.net/#easeInExpo
  73057. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73058. */
  73059. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  73060. /** Defines the exponent of the function */
  73061. exponent: number;
  73062. /**
  73063. * Instantiates an exponential easing function
  73064. * @see https://easings.net/#easeInExpo
  73065. * @param exponent Defines the exponent of the function
  73066. */
  73067. constructor(
  73068. /** Defines the exponent of the function */
  73069. exponent?: number);
  73070. /** @hidden */
  73071. easeInCore(gradient: number): number;
  73072. }
  73073. /**
  73074. * Easing function with a power shape (see link below).
  73075. * @see https://easings.net/#easeInQuad
  73076. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73077. */
  73078. export class PowerEase extends EasingFunction implements IEasingFunction {
  73079. /** Defines the power of the function */
  73080. power: number;
  73081. /**
  73082. * Instantiates an power base easing function
  73083. * @see https://easings.net/#easeInQuad
  73084. * @param power Defines the power of the function
  73085. */
  73086. constructor(
  73087. /** Defines the power of the function */
  73088. power?: number);
  73089. /** @hidden */
  73090. easeInCore(gradient: number): number;
  73091. }
  73092. /**
  73093. * Easing function with a power of 2 shape (see link below).
  73094. * @see https://easings.net/#easeInQuad
  73095. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73096. */
  73097. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  73098. /** @hidden */
  73099. easeInCore(gradient: number): number;
  73100. }
  73101. /**
  73102. * Easing function with a power of 4 shape (see link below).
  73103. * @see https://easings.net/#easeInQuart
  73104. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73105. */
  73106. export class QuarticEase extends EasingFunction implements IEasingFunction {
  73107. /** @hidden */
  73108. easeInCore(gradient: number): number;
  73109. }
  73110. /**
  73111. * Easing function with a power of 5 shape (see link below).
  73112. * @see https://easings.net/#easeInQuint
  73113. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73114. */
  73115. export class QuinticEase extends EasingFunction implements IEasingFunction {
  73116. /** @hidden */
  73117. easeInCore(gradient: number): number;
  73118. }
  73119. /**
  73120. * Easing function with a sin shape (see link below).
  73121. * @see https://easings.net/#easeInSine
  73122. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73123. */
  73124. export class SineEase extends EasingFunction implements IEasingFunction {
  73125. /** @hidden */
  73126. easeInCore(gradient: number): number;
  73127. }
  73128. /**
  73129. * Easing function with a bezier shape (see link below).
  73130. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  73131. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73132. */
  73133. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  73134. /** Defines the x component of the start tangent in the bezier curve */
  73135. x1: number;
  73136. /** Defines the y component of the start tangent in the bezier curve */
  73137. y1: number;
  73138. /** Defines the x component of the end tangent in the bezier curve */
  73139. x2: number;
  73140. /** Defines the y component of the end tangent in the bezier curve */
  73141. y2: number;
  73142. /**
  73143. * Instantiates a bezier function
  73144. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  73145. * @param x1 Defines the x component of the start tangent in the bezier curve
  73146. * @param y1 Defines the y component of the start tangent in the bezier curve
  73147. * @param x2 Defines the x component of the end tangent in the bezier curve
  73148. * @param y2 Defines the y component of the end tangent in the bezier curve
  73149. */
  73150. constructor(
  73151. /** Defines the x component of the start tangent in the bezier curve */
  73152. x1?: number,
  73153. /** Defines the y component of the start tangent in the bezier curve */
  73154. y1?: number,
  73155. /** Defines the x component of the end tangent in the bezier curve */
  73156. x2?: number,
  73157. /** Defines the y component of the end tangent in the bezier curve */
  73158. y2?: number);
  73159. /** @hidden */
  73160. easeInCore(gradient: number): number;
  73161. }
  73162. }
  73163. declare module BABYLON {
  73164. /**
  73165. * Class used to hold a RBG color
  73166. */
  73167. export class Color3 {
  73168. /**
  73169. * Defines the red component (between 0 and 1, default is 0)
  73170. */
  73171. r: number;
  73172. /**
  73173. * Defines the green component (between 0 and 1, default is 0)
  73174. */
  73175. g: number;
  73176. /**
  73177. * Defines the blue component (between 0 and 1, default is 0)
  73178. */
  73179. b: number;
  73180. /**
  73181. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  73182. * @param r defines the red component (between 0 and 1, default is 0)
  73183. * @param g defines the green component (between 0 and 1, default is 0)
  73184. * @param b defines the blue component (between 0 and 1, default is 0)
  73185. */
  73186. constructor(
  73187. /**
  73188. * Defines the red component (between 0 and 1, default is 0)
  73189. */
  73190. r?: number,
  73191. /**
  73192. * Defines the green component (between 0 and 1, default is 0)
  73193. */
  73194. g?: number,
  73195. /**
  73196. * Defines the blue component (between 0 and 1, default is 0)
  73197. */
  73198. b?: number);
  73199. /**
  73200. * Creates a string with the Color3 current values
  73201. * @returns the string representation of the Color3 object
  73202. */
  73203. toString(): string;
  73204. /**
  73205. * Returns the string "Color3"
  73206. * @returns "Color3"
  73207. */
  73208. getClassName(): string;
  73209. /**
  73210. * Compute the Color3 hash code
  73211. * @returns an unique number that can be used to hash Color3 objects
  73212. */
  73213. getHashCode(): number;
  73214. /**
  73215. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  73216. * @param array defines the array where to store the r,g,b components
  73217. * @param index defines an optional index in the target array to define where to start storing values
  73218. * @returns the current Color3 object
  73219. */
  73220. toArray(array: FloatArray, index?: number): Color3;
  73221. /**
  73222. * Returns a new Color4 object from the current Color3 and the given alpha
  73223. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  73224. * @returns a new Color4 object
  73225. */
  73226. toColor4(alpha?: number): Color4;
  73227. /**
  73228. * Returns a new array populated with 3 numeric elements : red, green and blue values
  73229. * @returns the new array
  73230. */
  73231. asArray(): number[];
  73232. /**
  73233. * Returns the luminance value
  73234. * @returns a float value
  73235. */
  73236. toLuminance(): number;
  73237. /**
  73238. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  73239. * @param otherColor defines the second operand
  73240. * @returns the new Color3 object
  73241. */
  73242. multiply(otherColor: DeepImmutable<Color3>): Color3;
  73243. /**
  73244. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  73245. * @param otherColor defines the second operand
  73246. * @param result defines the Color3 object where to store the result
  73247. * @returns the current Color3
  73248. */
  73249. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73250. /**
  73251. * Determines equality between Color3 objects
  73252. * @param otherColor defines the second operand
  73253. * @returns true if the rgb values are equal to the given ones
  73254. */
  73255. equals(otherColor: DeepImmutable<Color3>): boolean;
  73256. /**
  73257. * Determines equality between the current Color3 object and a set of r,b,g values
  73258. * @param r defines the red component to check
  73259. * @param g defines the green component to check
  73260. * @param b defines the blue component to check
  73261. * @returns true if the rgb values are equal to the given ones
  73262. */
  73263. equalsFloats(r: number, g: number, b: number): boolean;
  73264. /**
  73265. * Multiplies in place each rgb value by scale
  73266. * @param scale defines the scaling factor
  73267. * @returns the updated Color3
  73268. */
  73269. scale(scale: number): Color3;
  73270. /**
  73271. * Multiplies the rgb values by scale and stores the result into "result"
  73272. * @param scale defines the scaling factor
  73273. * @param result defines the Color3 object where to store the result
  73274. * @returns the unmodified current Color3
  73275. */
  73276. scaleToRef(scale: number, result: Color3): Color3;
  73277. /**
  73278. * Scale the current Color3 values by a factor and add the result to a given Color3
  73279. * @param scale defines the scale factor
  73280. * @param result defines color to store the result into
  73281. * @returns the unmodified current Color3
  73282. */
  73283. scaleAndAddToRef(scale: number, result: Color3): Color3;
  73284. /**
  73285. * Clamps the rgb values by the min and max values and stores the result into "result"
  73286. * @param min defines minimum clamping value (default is 0)
  73287. * @param max defines maximum clamping value (default is 1)
  73288. * @param result defines color to store the result into
  73289. * @returns the original Color3
  73290. */
  73291. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  73292. /**
  73293. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  73294. * @param otherColor defines the second operand
  73295. * @returns the new Color3
  73296. */
  73297. add(otherColor: DeepImmutable<Color3>): Color3;
  73298. /**
  73299. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  73300. * @param otherColor defines the second operand
  73301. * @param result defines Color3 object to store the result into
  73302. * @returns the unmodified current Color3
  73303. */
  73304. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73305. /**
  73306. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  73307. * @param otherColor defines the second operand
  73308. * @returns the new Color3
  73309. */
  73310. subtract(otherColor: DeepImmutable<Color3>): Color3;
  73311. /**
  73312. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  73313. * @param otherColor defines the second operand
  73314. * @param result defines Color3 object to store the result into
  73315. * @returns the unmodified current Color3
  73316. */
  73317. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73318. /**
  73319. * Copy the current object
  73320. * @returns a new Color3 copied the current one
  73321. */
  73322. clone(): Color3;
  73323. /**
  73324. * Copies the rgb values from the source in the current Color3
  73325. * @param source defines the source Color3 object
  73326. * @returns the updated Color3 object
  73327. */
  73328. copyFrom(source: DeepImmutable<Color3>): Color3;
  73329. /**
  73330. * Updates the Color3 rgb values from the given floats
  73331. * @param r defines the red component to read from
  73332. * @param g defines the green component to read from
  73333. * @param b defines the blue component to read from
  73334. * @returns the current Color3 object
  73335. */
  73336. copyFromFloats(r: number, g: number, b: number): Color3;
  73337. /**
  73338. * Updates the Color3 rgb values from the given floats
  73339. * @param r defines the red component to read from
  73340. * @param g defines the green component to read from
  73341. * @param b defines the blue component to read from
  73342. * @returns the current Color3 object
  73343. */
  73344. set(r: number, g: number, b: number): Color3;
  73345. /**
  73346. * Compute the Color3 hexadecimal code as a string
  73347. * @returns a string containing the hexadecimal representation of the Color3 object
  73348. */
  73349. toHexString(): string;
  73350. /**
  73351. * Computes a new Color3 converted from the current one to linear space
  73352. * @returns a new Color3 object
  73353. */
  73354. toLinearSpace(): Color3;
  73355. /**
  73356. * Converts current color in rgb space to HSV values
  73357. * @returns a new color3 representing the HSV values
  73358. */
  73359. toHSV(): Color3;
  73360. /**
  73361. * Converts current color in rgb space to HSV values
  73362. * @param result defines the Color3 where to store the HSV values
  73363. */
  73364. toHSVToRef(result: Color3): void;
  73365. /**
  73366. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  73367. * @param convertedColor defines the Color3 object where to store the linear space version
  73368. * @returns the unmodified Color3
  73369. */
  73370. toLinearSpaceToRef(convertedColor: Color3): Color3;
  73371. /**
  73372. * Computes a new Color3 converted from the current one to gamma space
  73373. * @returns a new Color3 object
  73374. */
  73375. toGammaSpace(): Color3;
  73376. /**
  73377. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  73378. * @param convertedColor defines the Color3 object where to store the gamma space version
  73379. * @returns the unmodified Color3
  73380. */
  73381. toGammaSpaceToRef(convertedColor: Color3): Color3;
  73382. private static _BlackReadOnly;
  73383. /**
  73384. * Convert Hue, saturation and value to a Color3 (RGB)
  73385. * @param hue defines the hue
  73386. * @param saturation defines the saturation
  73387. * @param value defines the value
  73388. * @param result defines the Color3 where to store the RGB values
  73389. */
  73390. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  73391. /**
  73392. * Creates a new Color3 from the string containing valid hexadecimal values
  73393. * @param hex defines a string containing valid hexadecimal values
  73394. * @returns a new Color3 object
  73395. */
  73396. static FromHexString(hex: string): Color3;
  73397. /**
  73398. * Creates a new Color3 from the starting index of the given array
  73399. * @param array defines the source array
  73400. * @param offset defines an offset in the source array
  73401. * @returns a new Color3 object
  73402. */
  73403. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  73404. /**
  73405. * Creates a new Color3 from integer values (< 256)
  73406. * @param r defines the red component to read from (value between 0 and 255)
  73407. * @param g defines the green component to read from (value between 0 and 255)
  73408. * @param b defines the blue component to read from (value between 0 and 255)
  73409. * @returns a new Color3 object
  73410. */
  73411. static FromInts(r: number, g: number, b: number): Color3;
  73412. /**
  73413. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73414. * @param start defines the start Color3 value
  73415. * @param end defines the end Color3 value
  73416. * @param amount defines the gradient value between start and end
  73417. * @returns a new Color3 object
  73418. */
  73419. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  73420. /**
  73421. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73422. * @param left defines the start value
  73423. * @param right defines the end value
  73424. * @param amount defines the gradient factor
  73425. * @param result defines the Color3 object where to store the result
  73426. */
  73427. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  73428. /**
  73429. * Returns a Color3 value containing a red color
  73430. * @returns a new Color3 object
  73431. */
  73432. static Red(): Color3;
  73433. /**
  73434. * Returns a Color3 value containing a green color
  73435. * @returns a new Color3 object
  73436. */
  73437. static Green(): Color3;
  73438. /**
  73439. * Returns a Color3 value containing a blue color
  73440. * @returns a new Color3 object
  73441. */
  73442. static Blue(): Color3;
  73443. /**
  73444. * Returns a Color3 value containing a black color
  73445. * @returns a new Color3 object
  73446. */
  73447. static Black(): Color3;
  73448. /**
  73449. * Gets a Color3 value containing a black color that must not be updated
  73450. */
  73451. static readonly BlackReadOnly: DeepImmutable<Color3>;
  73452. /**
  73453. * Returns a Color3 value containing a white color
  73454. * @returns a new Color3 object
  73455. */
  73456. static White(): Color3;
  73457. /**
  73458. * Returns a Color3 value containing a purple color
  73459. * @returns a new Color3 object
  73460. */
  73461. static Purple(): Color3;
  73462. /**
  73463. * Returns a Color3 value containing a magenta color
  73464. * @returns a new Color3 object
  73465. */
  73466. static Magenta(): Color3;
  73467. /**
  73468. * Returns a Color3 value containing a yellow color
  73469. * @returns a new Color3 object
  73470. */
  73471. static Yellow(): Color3;
  73472. /**
  73473. * Returns a Color3 value containing a gray color
  73474. * @returns a new Color3 object
  73475. */
  73476. static Gray(): Color3;
  73477. /**
  73478. * Returns a Color3 value containing a teal color
  73479. * @returns a new Color3 object
  73480. */
  73481. static Teal(): Color3;
  73482. /**
  73483. * Returns a Color3 value containing a random color
  73484. * @returns a new Color3 object
  73485. */
  73486. static Random(): Color3;
  73487. }
  73488. /**
  73489. * Class used to hold a RBGA color
  73490. */
  73491. export class Color4 {
  73492. /**
  73493. * Defines the red component (between 0 and 1, default is 0)
  73494. */
  73495. r: number;
  73496. /**
  73497. * Defines the green component (between 0 and 1, default is 0)
  73498. */
  73499. g: number;
  73500. /**
  73501. * Defines the blue component (between 0 and 1, default is 0)
  73502. */
  73503. b: number;
  73504. /**
  73505. * Defines the alpha component (between 0 and 1, default is 1)
  73506. */
  73507. a: number;
  73508. /**
  73509. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  73510. * @param r defines the red component (between 0 and 1, default is 0)
  73511. * @param g defines the green component (between 0 and 1, default is 0)
  73512. * @param b defines the blue component (between 0 and 1, default is 0)
  73513. * @param a defines the alpha component (between 0 and 1, default is 1)
  73514. */
  73515. constructor(
  73516. /**
  73517. * Defines the red component (between 0 and 1, default is 0)
  73518. */
  73519. r?: number,
  73520. /**
  73521. * Defines the green component (between 0 and 1, default is 0)
  73522. */
  73523. g?: number,
  73524. /**
  73525. * Defines the blue component (between 0 and 1, default is 0)
  73526. */
  73527. b?: number,
  73528. /**
  73529. * Defines the alpha component (between 0 and 1, default is 1)
  73530. */
  73531. a?: number);
  73532. /**
  73533. * Adds in place the given Color4 values to the current Color4 object
  73534. * @param right defines the second operand
  73535. * @returns the current updated Color4 object
  73536. */
  73537. addInPlace(right: DeepImmutable<Color4>): Color4;
  73538. /**
  73539. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  73540. * @returns the new array
  73541. */
  73542. asArray(): number[];
  73543. /**
  73544. * Stores from the starting index in the given array the Color4 successive values
  73545. * @param array defines the array where to store the r,g,b components
  73546. * @param index defines an optional index in the target array to define where to start storing values
  73547. * @returns the current Color4 object
  73548. */
  73549. toArray(array: number[], index?: number): Color4;
  73550. /**
  73551. * Determines equality between Color4 objects
  73552. * @param otherColor defines the second operand
  73553. * @returns true if the rgba values are equal to the given ones
  73554. */
  73555. equals(otherColor: DeepImmutable<Color4>): boolean;
  73556. /**
  73557. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  73558. * @param right defines the second operand
  73559. * @returns a new Color4 object
  73560. */
  73561. add(right: DeepImmutable<Color4>): Color4;
  73562. /**
  73563. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  73564. * @param right defines the second operand
  73565. * @returns a new Color4 object
  73566. */
  73567. subtract(right: DeepImmutable<Color4>): Color4;
  73568. /**
  73569. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  73570. * @param right defines the second operand
  73571. * @param result defines the Color4 object where to store the result
  73572. * @returns the current Color4 object
  73573. */
  73574. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  73575. /**
  73576. * Creates a new Color4 with the current Color4 values multiplied by scale
  73577. * @param scale defines the scaling factor to apply
  73578. * @returns a new Color4 object
  73579. */
  73580. scale(scale: number): Color4;
  73581. /**
  73582. * Multiplies the current Color4 values by scale and stores the result in "result"
  73583. * @param scale defines the scaling factor to apply
  73584. * @param result defines the Color4 object where to store the result
  73585. * @returns the current unmodified Color4
  73586. */
  73587. scaleToRef(scale: number, result: Color4): Color4;
  73588. /**
  73589. * Scale the current Color4 values by a factor and add the result to a given Color4
  73590. * @param scale defines the scale factor
  73591. * @param result defines the Color4 object where to store the result
  73592. * @returns the unmodified current Color4
  73593. */
  73594. scaleAndAddToRef(scale: number, result: Color4): Color4;
  73595. /**
  73596. * Clamps the rgb values by the min and max values and stores the result into "result"
  73597. * @param min defines minimum clamping value (default is 0)
  73598. * @param max defines maximum clamping value (default is 1)
  73599. * @param result defines color to store the result into.
  73600. * @returns the cuurent Color4
  73601. */
  73602. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  73603. /**
  73604. * Multipy an Color4 value by another and return a new Color4 object
  73605. * @param color defines the Color4 value to multiply by
  73606. * @returns a new Color4 object
  73607. */
  73608. multiply(color: Color4): Color4;
  73609. /**
  73610. * Multipy a Color4 value by another and push the result in a reference value
  73611. * @param color defines the Color4 value to multiply by
  73612. * @param result defines the Color4 to fill the result in
  73613. * @returns the result Color4
  73614. */
  73615. multiplyToRef(color: Color4, result: Color4): Color4;
  73616. /**
  73617. * Creates a string with the Color4 current values
  73618. * @returns the string representation of the Color4 object
  73619. */
  73620. toString(): string;
  73621. /**
  73622. * Returns the string "Color4"
  73623. * @returns "Color4"
  73624. */
  73625. getClassName(): string;
  73626. /**
  73627. * Compute the Color4 hash code
  73628. * @returns an unique number that can be used to hash Color4 objects
  73629. */
  73630. getHashCode(): number;
  73631. /**
  73632. * Creates a new Color4 copied from the current one
  73633. * @returns a new Color4 object
  73634. */
  73635. clone(): Color4;
  73636. /**
  73637. * Copies the given Color4 values into the current one
  73638. * @param source defines the source Color4 object
  73639. * @returns the current updated Color4 object
  73640. */
  73641. copyFrom(source: Color4): Color4;
  73642. /**
  73643. * Copies the given float values into the current one
  73644. * @param r defines the red component to read from
  73645. * @param g defines the green component to read from
  73646. * @param b defines the blue component to read from
  73647. * @param a defines the alpha component to read from
  73648. * @returns the current updated Color4 object
  73649. */
  73650. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  73651. /**
  73652. * Copies the given float values into the current one
  73653. * @param r defines the red component to read from
  73654. * @param g defines the green component to read from
  73655. * @param b defines the blue component to read from
  73656. * @param a defines the alpha component to read from
  73657. * @returns the current updated Color4 object
  73658. */
  73659. set(r: number, g: number, b: number, a: number): Color4;
  73660. /**
  73661. * Compute the Color4 hexadecimal code as a string
  73662. * @returns a string containing the hexadecimal representation of the Color4 object
  73663. */
  73664. toHexString(): string;
  73665. /**
  73666. * Computes a new Color4 converted from the current one to linear space
  73667. * @returns a new Color4 object
  73668. */
  73669. toLinearSpace(): Color4;
  73670. /**
  73671. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  73672. * @param convertedColor defines the Color4 object where to store the linear space version
  73673. * @returns the unmodified Color4
  73674. */
  73675. toLinearSpaceToRef(convertedColor: Color4): Color4;
  73676. /**
  73677. * Computes a new Color4 converted from the current one to gamma space
  73678. * @returns a new Color4 object
  73679. */
  73680. toGammaSpace(): Color4;
  73681. /**
  73682. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  73683. * @param convertedColor defines the Color4 object where to store the gamma space version
  73684. * @returns the unmodified Color4
  73685. */
  73686. toGammaSpaceToRef(convertedColor: Color4): Color4;
  73687. /**
  73688. * Creates a new Color4 from the string containing valid hexadecimal values
  73689. * @param hex defines a string containing valid hexadecimal values
  73690. * @returns a new Color4 object
  73691. */
  73692. static FromHexString(hex: string): Color4;
  73693. /**
  73694. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  73695. * @param left defines the start value
  73696. * @param right defines the end value
  73697. * @param amount defines the gradient factor
  73698. * @returns a new Color4 object
  73699. */
  73700. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  73701. /**
  73702. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  73703. * @param left defines the start value
  73704. * @param right defines the end value
  73705. * @param amount defines the gradient factor
  73706. * @param result defines the Color4 object where to store data
  73707. */
  73708. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  73709. /**
  73710. * Creates a new Color4 from a Color3 and an alpha value
  73711. * @param color3 defines the source Color3 to read from
  73712. * @param alpha defines the alpha component (1.0 by default)
  73713. * @returns a new Color4 object
  73714. */
  73715. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  73716. /**
  73717. * Creates a new Color4 from the starting index element of the given array
  73718. * @param array defines the source array to read from
  73719. * @param offset defines the offset in the source array
  73720. * @returns a new Color4 object
  73721. */
  73722. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  73723. /**
  73724. * Creates a new Color3 from integer values (< 256)
  73725. * @param r defines the red component to read from (value between 0 and 255)
  73726. * @param g defines the green component to read from (value between 0 and 255)
  73727. * @param b defines the blue component to read from (value between 0 and 255)
  73728. * @param a defines the alpha component to read from (value between 0 and 255)
  73729. * @returns a new Color3 object
  73730. */
  73731. static FromInts(r: number, g: number, b: number, a: number): Color4;
  73732. /**
  73733. * Check the content of a given array and convert it to an array containing RGBA data
  73734. * If the original array was already containing count * 4 values then it is returned directly
  73735. * @param colors defines the array to check
  73736. * @param count defines the number of RGBA data to expect
  73737. * @returns an array containing count * 4 values (RGBA)
  73738. */
  73739. static CheckColors4(colors: number[], count: number): number[];
  73740. }
  73741. /**
  73742. * @hidden
  73743. */
  73744. export class TmpColors {
  73745. static Color3: Color3[];
  73746. static Color4: Color4[];
  73747. }
  73748. }
  73749. declare module BABYLON {
  73750. /**
  73751. * Defines an interface which represents an animation key frame
  73752. */
  73753. export interface IAnimationKey {
  73754. /**
  73755. * Frame of the key frame
  73756. */
  73757. frame: number;
  73758. /**
  73759. * Value at the specifies key frame
  73760. */
  73761. value: any;
  73762. /**
  73763. * The input tangent for the cubic hermite spline
  73764. */
  73765. inTangent?: any;
  73766. /**
  73767. * The output tangent for the cubic hermite spline
  73768. */
  73769. outTangent?: any;
  73770. /**
  73771. * The animation interpolation type
  73772. */
  73773. interpolation?: AnimationKeyInterpolation;
  73774. }
  73775. /**
  73776. * Enum for the animation key frame interpolation type
  73777. */
  73778. export enum AnimationKeyInterpolation {
  73779. /**
  73780. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  73781. */
  73782. STEP = 1
  73783. }
  73784. }
  73785. declare module BABYLON {
  73786. /**
  73787. * Represents the range of an animation
  73788. */
  73789. export class AnimationRange {
  73790. /**The name of the animation range**/
  73791. name: string;
  73792. /**The starting frame of the animation */
  73793. from: number;
  73794. /**The ending frame of the animation*/
  73795. to: number;
  73796. /**
  73797. * Initializes the range of an animation
  73798. * @param name The name of the animation range
  73799. * @param from The starting frame of the animation
  73800. * @param to The ending frame of the animation
  73801. */
  73802. constructor(
  73803. /**The name of the animation range**/
  73804. name: string,
  73805. /**The starting frame of the animation */
  73806. from: number,
  73807. /**The ending frame of the animation*/
  73808. to: number);
  73809. /**
  73810. * Makes a copy of the animation range
  73811. * @returns A copy of the animation range
  73812. */
  73813. clone(): AnimationRange;
  73814. }
  73815. }
  73816. declare module BABYLON {
  73817. /**
  73818. * Composed of a frame, and an action function
  73819. */
  73820. export class AnimationEvent {
  73821. /** The frame for which the event is triggered **/
  73822. frame: number;
  73823. /** The event to perform when triggered **/
  73824. action: (currentFrame: number) => void;
  73825. /** Specifies if the event should be triggered only once**/
  73826. onlyOnce?: boolean | undefined;
  73827. /**
  73828. * Specifies if the animation event is done
  73829. */
  73830. isDone: boolean;
  73831. /**
  73832. * Initializes the animation event
  73833. * @param frame The frame for which the event is triggered
  73834. * @param action The event to perform when triggered
  73835. * @param onlyOnce Specifies if the event should be triggered only once
  73836. */
  73837. constructor(
  73838. /** The frame for which the event is triggered **/
  73839. frame: number,
  73840. /** The event to perform when triggered **/
  73841. action: (currentFrame: number) => void,
  73842. /** Specifies if the event should be triggered only once**/
  73843. onlyOnce?: boolean | undefined);
  73844. /** @hidden */
  73845. _clone(): AnimationEvent;
  73846. }
  73847. }
  73848. declare module BABYLON {
  73849. /**
  73850. * Interface used to define a behavior
  73851. */
  73852. export interface Behavior<T> {
  73853. /** gets or sets behavior's name */
  73854. name: string;
  73855. /**
  73856. * Function called when the behavior needs to be initialized (after attaching it to a target)
  73857. */
  73858. init(): void;
  73859. /**
  73860. * Called when the behavior is attached to a target
  73861. * @param target defines the target where the behavior is attached to
  73862. */
  73863. attach(target: T): void;
  73864. /**
  73865. * Called when the behavior is detached from its target
  73866. */
  73867. detach(): void;
  73868. }
  73869. /**
  73870. * Interface implemented by classes supporting behaviors
  73871. */
  73872. export interface IBehaviorAware<T> {
  73873. /**
  73874. * Attach a behavior
  73875. * @param behavior defines the behavior to attach
  73876. * @returns the current host
  73877. */
  73878. addBehavior(behavior: Behavior<T>): T;
  73879. /**
  73880. * Remove a behavior from the current object
  73881. * @param behavior defines the behavior to detach
  73882. * @returns the current host
  73883. */
  73884. removeBehavior(behavior: Behavior<T>): T;
  73885. /**
  73886. * Gets a behavior using its name to search
  73887. * @param name defines the name to search
  73888. * @returns the behavior or null if not found
  73889. */
  73890. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  73891. }
  73892. }
  73893. declare module BABYLON {
  73894. /**
  73895. * Defines an array and its length.
  73896. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  73897. */
  73898. export interface ISmartArrayLike<T> {
  73899. /**
  73900. * The data of the array.
  73901. */
  73902. data: Array<T>;
  73903. /**
  73904. * The active length of the array.
  73905. */
  73906. length: number;
  73907. }
  73908. /**
  73909. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  73910. */
  73911. export class SmartArray<T> implements ISmartArrayLike<T> {
  73912. /**
  73913. * The full set of data from the array.
  73914. */
  73915. data: Array<T>;
  73916. /**
  73917. * The active length of the array.
  73918. */
  73919. length: number;
  73920. protected _id: number;
  73921. /**
  73922. * Instantiates a Smart Array.
  73923. * @param capacity defines the default capacity of the array.
  73924. */
  73925. constructor(capacity: number);
  73926. /**
  73927. * Pushes a value at the end of the active data.
  73928. * @param value defines the object to push in the array.
  73929. */
  73930. push(value: T): void;
  73931. /**
  73932. * Iterates over the active data and apply the lambda to them.
  73933. * @param func defines the action to apply on each value.
  73934. */
  73935. forEach(func: (content: T) => void): void;
  73936. /**
  73937. * Sorts the full sets of data.
  73938. * @param compareFn defines the comparison function to apply.
  73939. */
  73940. sort(compareFn: (a: T, b: T) => number): void;
  73941. /**
  73942. * Resets the active data to an empty array.
  73943. */
  73944. reset(): void;
  73945. /**
  73946. * Releases all the data from the array as well as the array.
  73947. */
  73948. dispose(): void;
  73949. /**
  73950. * Concats the active data with a given array.
  73951. * @param array defines the data to concatenate with.
  73952. */
  73953. concat(array: any): void;
  73954. /**
  73955. * Returns the position of a value in the active data.
  73956. * @param value defines the value to find the index for
  73957. * @returns the index if found in the active data otherwise -1
  73958. */
  73959. indexOf(value: T): number;
  73960. /**
  73961. * Returns whether an element is part of the active data.
  73962. * @param value defines the value to look for
  73963. * @returns true if found in the active data otherwise false
  73964. */
  73965. contains(value: T): boolean;
  73966. private static _GlobalId;
  73967. }
  73968. /**
  73969. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  73970. * The data in this array can only be present once
  73971. */
  73972. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  73973. private _duplicateId;
  73974. /**
  73975. * Pushes a value at the end of the active data.
  73976. * THIS DOES NOT PREVENT DUPPLICATE DATA
  73977. * @param value defines the object to push in the array.
  73978. */
  73979. push(value: T): void;
  73980. /**
  73981. * Pushes a value at the end of the active data.
  73982. * If the data is already present, it won t be added again
  73983. * @param value defines the object to push in the array.
  73984. * @returns true if added false if it was already present
  73985. */
  73986. pushNoDuplicate(value: T): boolean;
  73987. /**
  73988. * Resets the active data to an empty array.
  73989. */
  73990. reset(): void;
  73991. /**
  73992. * Concats the active data with a given array.
  73993. * This ensures no dupplicate will be present in the result.
  73994. * @param array defines the data to concatenate with.
  73995. */
  73996. concatWithNoDuplicate(array: any): void;
  73997. }
  73998. }
  73999. declare module BABYLON {
  74000. /**
  74001. * @ignore
  74002. * This is a list of all the different input types that are available in the application.
  74003. * Fo instance: ArcRotateCameraGamepadInput...
  74004. */
  74005. export var CameraInputTypes: {};
  74006. /**
  74007. * This is the contract to implement in order to create a new input class.
  74008. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  74009. */
  74010. export interface ICameraInput<TCamera extends Camera> {
  74011. /**
  74012. * Defines the camera the input is attached to.
  74013. */
  74014. camera: Nullable<TCamera>;
  74015. /**
  74016. * Gets the class name of the current intput.
  74017. * @returns the class name
  74018. */
  74019. getClassName(): string;
  74020. /**
  74021. * Get the friendly name associated with the input class.
  74022. * @returns the input friendly name
  74023. */
  74024. getSimpleName(): string;
  74025. /**
  74026. * Attach the input controls to a specific dom element to get the input from.
  74027. * @param element Defines the element the controls should be listened from
  74028. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74029. */
  74030. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  74031. /**
  74032. * Detach the current controls from the specified dom element.
  74033. * @param element Defines the element to stop listening the inputs from
  74034. */
  74035. detachControl(element: Nullable<HTMLElement>): void;
  74036. /**
  74037. * Update the current camera state depending on the inputs that have been used this frame.
  74038. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74039. */
  74040. checkInputs?: () => void;
  74041. }
  74042. /**
  74043. * Represents a map of input types to input instance or input index to input instance.
  74044. */
  74045. export interface CameraInputsMap<TCamera extends Camera> {
  74046. /**
  74047. * Accessor to the input by input type.
  74048. */
  74049. [name: string]: ICameraInput<TCamera>;
  74050. /**
  74051. * Accessor to the input by input index.
  74052. */
  74053. [idx: number]: ICameraInput<TCamera>;
  74054. }
  74055. /**
  74056. * This represents the input manager used within a camera.
  74057. * It helps dealing with all the different kind of input attached to a camera.
  74058. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74059. */
  74060. export class CameraInputsManager<TCamera extends Camera> {
  74061. /**
  74062. * Defines the list of inputs attahed to the camera.
  74063. */
  74064. attached: CameraInputsMap<TCamera>;
  74065. /**
  74066. * Defines the dom element the camera is collecting inputs from.
  74067. * This is null if the controls have not been attached.
  74068. */
  74069. attachedElement: Nullable<HTMLElement>;
  74070. /**
  74071. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74072. */
  74073. noPreventDefault: boolean;
  74074. /**
  74075. * Defined the camera the input manager belongs to.
  74076. */
  74077. camera: TCamera;
  74078. /**
  74079. * Update the current camera state depending on the inputs that have been used this frame.
  74080. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74081. */
  74082. checkInputs: () => void;
  74083. /**
  74084. * Instantiate a new Camera Input Manager.
  74085. * @param camera Defines the camera the input manager blongs to
  74086. */
  74087. constructor(camera: TCamera);
  74088. /**
  74089. * Add an input method to a camera
  74090. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74091. * @param input camera input method
  74092. */
  74093. add(input: ICameraInput<TCamera>): void;
  74094. /**
  74095. * Remove a specific input method from a camera
  74096. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  74097. * @param inputToRemove camera input method
  74098. */
  74099. remove(inputToRemove: ICameraInput<TCamera>): void;
  74100. /**
  74101. * Remove a specific input type from a camera
  74102. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  74103. * @param inputType the type of the input to remove
  74104. */
  74105. removeByType(inputType: string): void;
  74106. private _addCheckInputs;
  74107. /**
  74108. * Attach the input controls to the currently attached dom element to listen the events from.
  74109. * @param input Defines the input to attach
  74110. */
  74111. attachInput(input: ICameraInput<TCamera>): void;
  74112. /**
  74113. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  74114. * @param element Defines the dom element to collect the events from
  74115. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74116. */
  74117. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  74118. /**
  74119. * Detach the current manager inputs controls from a specific dom element.
  74120. * @param element Defines the dom element to collect the events from
  74121. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  74122. */
  74123. detachElement(element: HTMLElement, disconnect?: boolean): void;
  74124. /**
  74125. * Rebuild the dynamic inputCheck function from the current list of
  74126. * defined inputs in the manager.
  74127. */
  74128. rebuildInputCheck(): void;
  74129. /**
  74130. * Remove all attached input methods from a camera
  74131. */
  74132. clear(): void;
  74133. /**
  74134. * Serialize the current input manager attached to a camera.
  74135. * This ensures than once parsed,
  74136. * the input associated to the camera will be identical to the current ones
  74137. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  74138. */
  74139. serialize(serializedCamera: any): void;
  74140. /**
  74141. * Parses an input manager serialized JSON to restore the previous list of inputs
  74142. * and states associated to a camera.
  74143. * @param parsedCamera Defines the JSON to parse
  74144. */
  74145. parse(parsedCamera: any): void;
  74146. }
  74147. }
  74148. declare module BABYLON {
  74149. /**
  74150. * Class used to store data that will be store in GPU memory
  74151. */
  74152. export class Buffer {
  74153. private _engine;
  74154. private _buffer;
  74155. /** @hidden */
  74156. _data: Nullable<DataArray>;
  74157. private _updatable;
  74158. private _instanced;
  74159. private _divisor;
  74160. /**
  74161. * Gets the byte stride.
  74162. */
  74163. readonly byteStride: number;
  74164. /**
  74165. * Constructor
  74166. * @param engine the engine
  74167. * @param data the data to use for this buffer
  74168. * @param updatable whether the data is updatable
  74169. * @param stride the stride (optional)
  74170. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  74171. * @param instanced whether the buffer is instanced (optional)
  74172. * @param useBytes set to true if the stride in in bytes (optional)
  74173. * @param divisor sets an optional divisor for instances (1 by default)
  74174. */
  74175. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  74176. /**
  74177. * Create a new VertexBuffer based on the current buffer
  74178. * @param kind defines the vertex buffer kind (position, normal, etc.)
  74179. * @param offset defines offset in the buffer (0 by default)
  74180. * @param size defines the size in floats of attributes (position is 3 for instance)
  74181. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  74182. * @param instanced defines if the vertex buffer contains indexed data
  74183. * @param useBytes defines if the offset and stride are in bytes *
  74184. * @param divisor sets an optional divisor for instances (1 by default)
  74185. * @returns the new vertex buffer
  74186. */
  74187. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  74188. /**
  74189. * Gets a boolean indicating if the Buffer is updatable?
  74190. * @returns true if the buffer is updatable
  74191. */
  74192. isUpdatable(): boolean;
  74193. /**
  74194. * Gets current buffer's data
  74195. * @returns a DataArray or null
  74196. */
  74197. getData(): Nullable<DataArray>;
  74198. /**
  74199. * Gets underlying native buffer
  74200. * @returns underlying native buffer
  74201. */
  74202. getBuffer(): Nullable<DataBuffer>;
  74203. /**
  74204. * Gets the stride in float32 units (i.e. byte stride / 4).
  74205. * May not be an integer if the byte stride is not divisible by 4.
  74206. * DEPRECATED. Use byteStride instead.
  74207. * @returns the stride in float32 units
  74208. */
  74209. getStrideSize(): number;
  74210. /**
  74211. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74212. * @param data defines the data to store
  74213. */
  74214. create(data?: Nullable<DataArray>): void;
  74215. /** @hidden */
  74216. _rebuild(): void;
  74217. /**
  74218. * Update current buffer data
  74219. * @param data defines the data to store
  74220. */
  74221. update(data: DataArray): void;
  74222. /**
  74223. * Updates the data directly.
  74224. * @param data the new data
  74225. * @param offset the new offset
  74226. * @param vertexCount the vertex count (optional)
  74227. * @param useBytes set to true if the offset is in bytes
  74228. */
  74229. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  74230. /**
  74231. * Release all resources
  74232. */
  74233. dispose(): void;
  74234. }
  74235. /**
  74236. * Specialized buffer used to store vertex data
  74237. */
  74238. export class VertexBuffer {
  74239. /** @hidden */
  74240. _buffer: Buffer;
  74241. private _kind;
  74242. private _size;
  74243. private _ownsBuffer;
  74244. private _instanced;
  74245. private _instanceDivisor;
  74246. /**
  74247. * The byte type.
  74248. */
  74249. static readonly BYTE: number;
  74250. /**
  74251. * The unsigned byte type.
  74252. */
  74253. static readonly UNSIGNED_BYTE: number;
  74254. /**
  74255. * The short type.
  74256. */
  74257. static readonly SHORT: number;
  74258. /**
  74259. * The unsigned short type.
  74260. */
  74261. static readonly UNSIGNED_SHORT: number;
  74262. /**
  74263. * The integer type.
  74264. */
  74265. static readonly INT: number;
  74266. /**
  74267. * The unsigned integer type.
  74268. */
  74269. static readonly UNSIGNED_INT: number;
  74270. /**
  74271. * The float type.
  74272. */
  74273. static readonly FLOAT: number;
  74274. /**
  74275. * Gets or sets the instance divisor when in instanced mode
  74276. */
  74277. instanceDivisor: number;
  74278. /**
  74279. * Gets the byte stride.
  74280. */
  74281. readonly byteStride: number;
  74282. /**
  74283. * Gets the byte offset.
  74284. */
  74285. readonly byteOffset: number;
  74286. /**
  74287. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  74288. */
  74289. readonly normalized: boolean;
  74290. /**
  74291. * Gets the data type of each component in the array.
  74292. */
  74293. readonly type: number;
  74294. /**
  74295. * Constructor
  74296. * @param engine the engine
  74297. * @param data the data to use for this vertex buffer
  74298. * @param kind the vertex buffer kind
  74299. * @param updatable whether the data is updatable
  74300. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  74301. * @param stride the stride (optional)
  74302. * @param instanced whether the buffer is instanced (optional)
  74303. * @param offset the offset of the data (optional)
  74304. * @param size the number of components (optional)
  74305. * @param type the type of the component (optional)
  74306. * @param normalized whether the data contains normalized data (optional)
  74307. * @param useBytes set to true if stride and offset are in bytes (optional)
  74308. * @param divisor defines the instance divisor to use (1 by default)
  74309. */
  74310. 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);
  74311. /** @hidden */
  74312. _rebuild(): void;
  74313. /**
  74314. * Returns the kind of the VertexBuffer (string)
  74315. * @returns a string
  74316. */
  74317. getKind(): string;
  74318. /**
  74319. * Gets a boolean indicating if the VertexBuffer is updatable?
  74320. * @returns true if the buffer is updatable
  74321. */
  74322. isUpdatable(): boolean;
  74323. /**
  74324. * Gets current buffer's data
  74325. * @returns a DataArray or null
  74326. */
  74327. getData(): Nullable<DataArray>;
  74328. /**
  74329. * Gets underlying native buffer
  74330. * @returns underlying native buffer
  74331. */
  74332. getBuffer(): Nullable<DataBuffer>;
  74333. /**
  74334. * Gets the stride in float32 units (i.e. byte stride / 4).
  74335. * May not be an integer if the byte stride is not divisible by 4.
  74336. * DEPRECATED. Use byteStride instead.
  74337. * @returns the stride in float32 units
  74338. */
  74339. getStrideSize(): number;
  74340. /**
  74341. * Returns the offset as a multiple of the type byte length.
  74342. * DEPRECATED. Use byteOffset instead.
  74343. * @returns the offset in bytes
  74344. */
  74345. getOffset(): number;
  74346. /**
  74347. * Returns the number of components per vertex attribute (integer)
  74348. * @returns the size in float
  74349. */
  74350. getSize(): number;
  74351. /**
  74352. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  74353. * @returns true if this buffer is instanced
  74354. */
  74355. getIsInstanced(): boolean;
  74356. /**
  74357. * Returns the instancing divisor, zero for non-instanced (integer).
  74358. * @returns a number
  74359. */
  74360. getInstanceDivisor(): number;
  74361. /**
  74362. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74363. * @param data defines the data to store
  74364. */
  74365. create(data?: DataArray): void;
  74366. /**
  74367. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  74368. * This function will create a new buffer if the current one is not updatable
  74369. * @param data defines the data to store
  74370. */
  74371. update(data: DataArray): void;
  74372. /**
  74373. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  74374. * Returns the directly updated WebGLBuffer.
  74375. * @param data the new data
  74376. * @param offset the new offset
  74377. * @param useBytes set to true if the offset is in bytes
  74378. */
  74379. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  74380. /**
  74381. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  74382. */
  74383. dispose(): void;
  74384. /**
  74385. * Enumerates each value of this vertex buffer as numbers.
  74386. * @param count the number of values to enumerate
  74387. * @param callback the callback function called for each value
  74388. */
  74389. forEach(count: number, callback: (value: number, index: number) => void): void;
  74390. /**
  74391. * Positions
  74392. */
  74393. static readonly PositionKind: string;
  74394. /**
  74395. * Normals
  74396. */
  74397. static readonly NormalKind: string;
  74398. /**
  74399. * Tangents
  74400. */
  74401. static readonly TangentKind: string;
  74402. /**
  74403. * Texture coordinates
  74404. */
  74405. static readonly UVKind: string;
  74406. /**
  74407. * Texture coordinates 2
  74408. */
  74409. static readonly UV2Kind: string;
  74410. /**
  74411. * Texture coordinates 3
  74412. */
  74413. static readonly UV3Kind: string;
  74414. /**
  74415. * Texture coordinates 4
  74416. */
  74417. static readonly UV4Kind: string;
  74418. /**
  74419. * Texture coordinates 5
  74420. */
  74421. static readonly UV5Kind: string;
  74422. /**
  74423. * Texture coordinates 6
  74424. */
  74425. static readonly UV6Kind: string;
  74426. /**
  74427. * Colors
  74428. */
  74429. static readonly ColorKind: string;
  74430. /**
  74431. * Matrix indices (for bones)
  74432. */
  74433. static readonly MatricesIndicesKind: string;
  74434. /**
  74435. * Matrix weights (for bones)
  74436. */
  74437. static readonly MatricesWeightsKind: string;
  74438. /**
  74439. * Additional matrix indices (for bones)
  74440. */
  74441. static readonly MatricesIndicesExtraKind: string;
  74442. /**
  74443. * Additional matrix weights (for bones)
  74444. */
  74445. static readonly MatricesWeightsExtraKind: string;
  74446. /**
  74447. * Deduces the stride given a kind.
  74448. * @param kind The kind string to deduce
  74449. * @returns The deduced stride
  74450. */
  74451. static DeduceStride(kind: string): number;
  74452. /**
  74453. * Gets the byte length of the given type.
  74454. * @param type the type
  74455. * @returns the number of bytes
  74456. */
  74457. static GetTypeByteLength(type: number): number;
  74458. /**
  74459. * Enumerates each value of the given parameters as numbers.
  74460. * @param data the data to enumerate
  74461. * @param byteOffset the byte offset of the data
  74462. * @param byteStride the byte stride of the data
  74463. * @param componentCount the number of components per element
  74464. * @param componentType the type of the component
  74465. * @param count the number of values to enumerate
  74466. * @param normalized whether the data is normalized
  74467. * @param callback the callback function called for each value
  74468. */
  74469. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  74470. private static _GetFloatValue;
  74471. }
  74472. }
  74473. declare module BABYLON {
  74474. /**
  74475. * @hidden
  74476. */
  74477. export class IntersectionInfo {
  74478. bu: Nullable<number>;
  74479. bv: Nullable<number>;
  74480. distance: number;
  74481. faceId: number;
  74482. subMeshId: number;
  74483. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  74484. }
  74485. }
  74486. declare module BABYLON {
  74487. /**
  74488. * Represens a plane by the equation ax + by + cz + d = 0
  74489. */
  74490. export class Plane {
  74491. private static _TmpMatrix;
  74492. /**
  74493. * Normal of the plane (a,b,c)
  74494. */
  74495. normal: Vector3;
  74496. /**
  74497. * d component of the plane
  74498. */
  74499. d: number;
  74500. /**
  74501. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  74502. * @param a a component of the plane
  74503. * @param b b component of the plane
  74504. * @param c c component of the plane
  74505. * @param d d component of the plane
  74506. */
  74507. constructor(a: number, b: number, c: number, d: number);
  74508. /**
  74509. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  74510. */
  74511. asArray(): number[];
  74512. /**
  74513. * @returns a new plane copied from the current Plane.
  74514. */
  74515. clone(): Plane;
  74516. /**
  74517. * @returns the string "Plane".
  74518. */
  74519. getClassName(): string;
  74520. /**
  74521. * @returns the Plane hash code.
  74522. */
  74523. getHashCode(): number;
  74524. /**
  74525. * Normalize the current Plane in place.
  74526. * @returns the updated Plane.
  74527. */
  74528. normalize(): Plane;
  74529. /**
  74530. * Applies a transformation the plane and returns the result
  74531. * @param transformation the transformation matrix to be applied to the plane
  74532. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  74533. */
  74534. transform(transformation: DeepImmutable<Matrix>): Plane;
  74535. /**
  74536. * Calcualtte the dot product between the point and the plane normal
  74537. * @param point point to calculate the dot product with
  74538. * @returns the dot product (float) of the point coordinates and the plane normal.
  74539. */
  74540. dotCoordinate(point: DeepImmutable<Vector3>): number;
  74541. /**
  74542. * Updates the current Plane from the plane defined by the three given points.
  74543. * @param point1 one of the points used to contruct the plane
  74544. * @param point2 one of the points used to contruct the plane
  74545. * @param point3 one of the points used to contruct the plane
  74546. * @returns the updated Plane.
  74547. */
  74548. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  74549. /**
  74550. * Checks if the plane is facing a given direction
  74551. * @param direction the direction to check if the plane is facing
  74552. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  74553. * @returns True is the vector "direction" is the same side than the plane normal.
  74554. */
  74555. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  74556. /**
  74557. * Calculates the distance to a point
  74558. * @param point point to calculate distance to
  74559. * @returns the signed distance (float) from the given point to the Plane.
  74560. */
  74561. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  74562. /**
  74563. * Creates a plane from an array
  74564. * @param array the array to create a plane from
  74565. * @returns a new Plane from the given array.
  74566. */
  74567. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  74568. /**
  74569. * Creates a plane from three points
  74570. * @param point1 point used to create the plane
  74571. * @param point2 point used to create the plane
  74572. * @param point3 point used to create the plane
  74573. * @returns a new Plane defined by the three given points.
  74574. */
  74575. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  74576. /**
  74577. * Creates a plane from an origin point and a normal
  74578. * @param origin origin of the plane to be constructed
  74579. * @param normal normal of the plane to be constructed
  74580. * @returns a new Plane the normal vector to this plane at the given origin point.
  74581. * Note : the vector "normal" is updated because normalized.
  74582. */
  74583. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  74584. /**
  74585. * Calculates the distance from a plane and a point
  74586. * @param origin origin of the plane to be constructed
  74587. * @param normal normal of the plane to be constructed
  74588. * @param point point to calculate distance to
  74589. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  74590. */
  74591. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  74592. }
  74593. }
  74594. declare module BABYLON {
  74595. /**
  74596. * Class used to store bounding sphere information
  74597. */
  74598. export class BoundingSphere {
  74599. /**
  74600. * Gets the center of the bounding sphere in local space
  74601. */
  74602. readonly center: Vector3;
  74603. /**
  74604. * Radius of the bounding sphere in local space
  74605. */
  74606. radius: number;
  74607. /**
  74608. * Gets the center of the bounding sphere in world space
  74609. */
  74610. readonly centerWorld: Vector3;
  74611. /**
  74612. * Radius of the bounding sphere in world space
  74613. */
  74614. radiusWorld: number;
  74615. /**
  74616. * Gets the minimum vector in local space
  74617. */
  74618. readonly minimum: Vector3;
  74619. /**
  74620. * Gets the maximum vector in local space
  74621. */
  74622. readonly maximum: Vector3;
  74623. private _worldMatrix;
  74624. private static readonly TmpVector3;
  74625. /**
  74626. * Creates a new bounding sphere
  74627. * @param min defines the minimum vector (in local space)
  74628. * @param max defines the maximum vector (in local space)
  74629. * @param worldMatrix defines the new world matrix
  74630. */
  74631. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74632. /**
  74633. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  74634. * @param min defines the new minimum vector (in local space)
  74635. * @param max defines the new maximum vector (in local space)
  74636. * @param worldMatrix defines the new world matrix
  74637. */
  74638. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74639. /**
  74640. * Scale the current bounding sphere by applying a scale factor
  74641. * @param factor defines the scale factor to apply
  74642. * @returns the current bounding box
  74643. */
  74644. scale(factor: number): BoundingSphere;
  74645. /**
  74646. * Gets the world matrix of the bounding box
  74647. * @returns a matrix
  74648. */
  74649. getWorldMatrix(): DeepImmutable<Matrix>;
  74650. /** @hidden */
  74651. _update(worldMatrix: DeepImmutable<Matrix>): void;
  74652. /**
  74653. * Tests if the bounding sphere is intersecting the frustum planes
  74654. * @param frustumPlanes defines the frustum planes to test
  74655. * @returns true if there is an intersection
  74656. */
  74657. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74658. /**
  74659. * Tests if the bounding sphere center is in between the frustum planes.
  74660. * Used for optimistic fast inclusion.
  74661. * @param frustumPlanes defines the frustum planes to test
  74662. * @returns true if the sphere center is in between the frustum planes
  74663. */
  74664. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74665. /**
  74666. * Tests if a point is inside the bounding sphere
  74667. * @param point defines the point to test
  74668. * @returns true if the point is inside the bounding sphere
  74669. */
  74670. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74671. /**
  74672. * Checks if two sphere intersct
  74673. * @param sphere0 sphere 0
  74674. * @param sphere1 sphere 1
  74675. * @returns true if the speres intersect
  74676. */
  74677. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  74678. }
  74679. }
  74680. declare module BABYLON {
  74681. /**
  74682. * Class used to store bounding box information
  74683. */
  74684. export class BoundingBox implements ICullable {
  74685. /**
  74686. * Gets the 8 vectors representing the bounding box in local space
  74687. */
  74688. readonly vectors: Vector3[];
  74689. /**
  74690. * Gets the center of the bounding box in local space
  74691. */
  74692. readonly center: Vector3;
  74693. /**
  74694. * Gets the center of the bounding box in world space
  74695. */
  74696. readonly centerWorld: Vector3;
  74697. /**
  74698. * Gets the extend size in local space
  74699. */
  74700. readonly extendSize: Vector3;
  74701. /**
  74702. * Gets the extend size in world space
  74703. */
  74704. readonly extendSizeWorld: Vector3;
  74705. /**
  74706. * Gets the OBB (object bounding box) directions
  74707. */
  74708. readonly directions: Vector3[];
  74709. /**
  74710. * Gets the 8 vectors representing the bounding box in world space
  74711. */
  74712. readonly vectorsWorld: Vector3[];
  74713. /**
  74714. * Gets the minimum vector in world space
  74715. */
  74716. readonly minimumWorld: Vector3;
  74717. /**
  74718. * Gets the maximum vector in world space
  74719. */
  74720. readonly maximumWorld: Vector3;
  74721. /**
  74722. * Gets the minimum vector in local space
  74723. */
  74724. readonly minimum: Vector3;
  74725. /**
  74726. * Gets the maximum vector in local space
  74727. */
  74728. readonly maximum: Vector3;
  74729. private _worldMatrix;
  74730. private static readonly TmpVector3;
  74731. /**
  74732. * @hidden
  74733. */
  74734. _tag: number;
  74735. /**
  74736. * Creates a new bounding box
  74737. * @param min defines the minimum vector (in local space)
  74738. * @param max defines the maximum vector (in local space)
  74739. * @param worldMatrix defines the new world matrix
  74740. */
  74741. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74742. /**
  74743. * Recreates the entire bounding box from scratch as if we call the constructor in place
  74744. * @param min defines the new minimum vector (in local space)
  74745. * @param max defines the new maximum vector (in local space)
  74746. * @param worldMatrix defines the new world matrix
  74747. */
  74748. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74749. /**
  74750. * Scale the current bounding box by applying a scale factor
  74751. * @param factor defines the scale factor to apply
  74752. * @returns the current bounding box
  74753. */
  74754. scale(factor: number): BoundingBox;
  74755. /**
  74756. * Gets the world matrix of the bounding box
  74757. * @returns a matrix
  74758. */
  74759. getWorldMatrix(): DeepImmutable<Matrix>;
  74760. /** @hidden */
  74761. _update(world: DeepImmutable<Matrix>): void;
  74762. /**
  74763. * Tests if the bounding box is intersecting the frustum planes
  74764. * @param frustumPlanes defines the frustum planes to test
  74765. * @returns true if there is an intersection
  74766. */
  74767. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74768. /**
  74769. * Tests if the bounding box is entirely inside the frustum planes
  74770. * @param frustumPlanes defines the frustum planes to test
  74771. * @returns true if there is an inclusion
  74772. */
  74773. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74774. /**
  74775. * Tests if a point is inside the bounding box
  74776. * @param point defines the point to test
  74777. * @returns true if the point is inside the bounding box
  74778. */
  74779. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74780. /**
  74781. * Tests if the bounding box intersects with a bounding sphere
  74782. * @param sphere defines the sphere to test
  74783. * @returns true if there is an intersection
  74784. */
  74785. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  74786. /**
  74787. * Tests if the bounding box intersects with a box defined by a min and max vectors
  74788. * @param min defines the min vector to use
  74789. * @param max defines the max vector to use
  74790. * @returns true if there is an intersection
  74791. */
  74792. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  74793. /**
  74794. * Tests if two bounding boxes are intersections
  74795. * @param box0 defines the first box to test
  74796. * @param box1 defines the second box to test
  74797. * @returns true if there is an intersection
  74798. */
  74799. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  74800. /**
  74801. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  74802. * @param minPoint defines the minimum vector of the bounding box
  74803. * @param maxPoint defines the maximum vector of the bounding box
  74804. * @param sphereCenter defines the sphere center
  74805. * @param sphereRadius defines the sphere radius
  74806. * @returns true if there is an intersection
  74807. */
  74808. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  74809. /**
  74810. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  74811. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  74812. * @param frustumPlanes defines the frustum planes to test
  74813. * @return true if there is an inclusion
  74814. */
  74815. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74816. /**
  74817. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  74818. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  74819. * @param frustumPlanes defines the frustum planes to test
  74820. * @return true if there is an intersection
  74821. */
  74822. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74823. }
  74824. }
  74825. declare module BABYLON {
  74826. /** @hidden */
  74827. export class Collider {
  74828. /** Define if a collision was found */
  74829. collisionFound: boolean;
  74830. /**
  74831. * Define last intersection point in local space
  74832. */
  74833. intersectionPoint: Vector3;
  74834. /**
  74835. * Define last collided mesh
  74836. */
  74837. collidedMesh: Nullable<AbstractMesh>;
  74838. private _collisionPoint;
  74839. private _planeIntersectionPoint;
  74840. private _tempVector;
  74841. private _tempVector2;
  74842. private _tempVector3;
  74843. private _tempVector4;
  74844. private _edge;
  74845. private _baseToVertex;
  74846. private _destinationPoint;
  74847. private _slidePlaneNormal;
  74848. private _displacementVector;
  74849. /** @hidden */
  74850. _radius: Vector3;
  74851. /** @hidden */
  74852. _retry: number;
  74853. private _velocity;
  74854. private _basePoint;
  74855. private _epsilon;
  74856. /** @hidden */
  74857. _velocityWorldLength: number;
  74858. /** @hidden */
  74859. _basePointWorld: Vector3;
  74860. private _velocityWorld;
  74861. private _normalizedVelocity;
  74862. /** @hidden */
  74863. _initialVelocity: Vector3;
  74864. /** @hidden */
  74865. _initialPosition: Vector3;
  74866. private _nearestDistance;
  74867. private _collisionMask;
  74868. collisionMask: number;
  74869. /**
  74870. * Gets the plane normal used to compute the sliding response (in local space)
  74871. */
  74872. readonly slidePlaneNormal: Vector3;
  74873. /** @hidden */
  74874. _initialize(source: Vector3, dir: Vector3, e: number): void;
  74875. /** @hidden */
  74876. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  74877. /** @hidden */
  74878. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  74879. /** @hidden */
  74880. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  74881. /** @hidden */
  74882. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  74883. /** @hidden */
  74884. _getResponse(pos: Vector3, vel: Vector3): void;
  74885. }
  74886. }
  74887. declare module BABYLON {
  74888. /**
  74889. * Interface for cullable objects
  74890. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  74891. */
  74892. export interface ICullable {
  74893. /**
  74894. * Checks if the object or part of the object is in the frustum
  74895. * @param frustumPlanes Camera near/planes
  74896. * @returns true if the object is in frustum otherwise false
  74897. */
  74898. isInFrustum(frustumPlanes: Plane[]): boolean;
  74899. /**
  74900. * Checks if a cullable object (mesh...) is in the camera frustum
  74901. * Unlike isInFrustum this cheks the full bounding box
  74902. * @param frustumPlanes Camera near/planes
  74903. * @returns true if the object is in frustum otherwise false
  74904. */
  74905. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  74906. }
  74907. /**
  74908. * Info for a bounding data of a mesh
  74909. */
  74910. export class BoundingInfo implements ICullable {
  74911. /**
  74912. * Bounding box for the mesh
  74913. */
  74914. readonly boundingBox: BoundingBox;
  74915. /**
  74916. * Bounding sphere for the mesh
  74917. */
  74918. readonly boundingSphere: BoundingSphere;
  74919. private _isLocked;
  74920. private static readonly TmpVector3;
  74921. /**
  74922. * Constructs bounding info
  74923. * @param minimum min vector of the bounding box/sphere
  74924. * @param maximum max vector of the bounding box/sphere
  74925. * @param worldMatrix defines the new world matrix
  74926. */
  74927. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74928. /**
  74929. * Recreates the entire bounding info from scratch as if we call the constructor in place
  74930. * @param min defines the new minimum vector (in local space)
  74931. * @param max defines the new maximum vector (in local space)
  74932. * @param worldMatrix defines the new world matrix
  74933. */
  74934. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74935. /**
  74936. * min vector of the bounding box/sphere
  74937. */
  74938. readonly minimum: Vector3;
  74939. /**
  74940. * max vector of the bounding box/sphere
  74941. */
  74942. readonly maximum: Vector3;
  74943. /**
  74944. * If the info is locked and won't be updated to avoid perf overhead
  74945. */
  74946. isLocked: boolean;
  74947. /**
  74948. * Updates the bounding sphere and box
  74949. * @param world world matrix to be used to update
  74950. */
  74951. update(world: DeepImmutable<Matrix>): void;
  74952. /**
  74953. * Recreate the bounding info to be centered around a specific point given a specific extend.
  74954. * @param center New center of the bounding info
  74955. * @param extend New extend of the bounding info
  74956. * @returns the current bounding info
  74957. */
  74958. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  74959. /**
  74960. * Scale the current bounding info by applying a scale factor
  74961. * @param factor defines the scale factor to apply
  74962. * @returns the current bounding info
  74963. */
  74964. scale(factor: number): BoundingInfo;
  74965. /**
  74966. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  74967. * @param frustumPlanes defines the frustum to test
  74968. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  74969. * @returns true if the bounding info is in the frustum planes
  74970. */
  74971. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  74972. /**
  74973. * Gets the world distance between the min and max points of the bounding box
  74974. */
  74975. readonly diagonalLength: number;
  74976. /**
  74977. * Checks if a cullable object (mesh...) is in the camera frustum
  74978. * Unlike isInFrustum this cheks the full bounding box
  74979. * @param frustumPlanes Camera near/planes
  74980. * @returns true if the object is in frustum otherwise false
  74981. */
  74982. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74983. /** @hidden */
  74984. _checkCollision(collider: Collider): boolean;
  74985. /**
  74986. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  74987. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  74988. * @param point the point to check intersection with
  74989. * @returns if the point intersects
  74990. */
  74991. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74992. /**
  74993. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  74994. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  74995. * @param boundingInfo the bounding info to check intersection with
  74996. * @param precise if the intersection should be done using OBB
  74997. * @returns if the bounding info intersects
  74998. */
  74999. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  75000. }
  75001. }
  75002. declare module BABYLON {
  75003. /**
  75004. * Extracts minimum and maximum values from a list of indexed positions
  75005. * @param positions defines the positions to use
  75006. * @param indices defines the indices to the positions
  75007. * @param indexStart defines the start index
  75008. * @param indexCount defines the end index
  75009. * @param bias defines bias value to add to the result
  75010. * @return minimum and maximum values
  75011. */
  75012. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  75013. minimum: Vector3;
  75014. maximum: Vector3;
  75015. };
  75016. /**
  75017. * Extracts minimum and maximum values from a list of positions
  75018. * @param positions defines the positions to use
  75019. * @param start defines the start index in the positions array
  75020. * @param count defines the number of positions to handle
  75021. * @param bias defines bias value to add to the result
  75022. * @param stride defines the stride size to use (distance between two positions in the positions array)
  75023. * @return minimum and maximum values
  75024. */
  75025. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  75026. minimum: Vector3;
  75027. maximum: Vector3;
  75028. };
  75029. }
  75030. declare module BABYLON {
  75031. /** @hidden */
  75032. export class WebGLDataBuffer extends DataBuffer {
  75033. private _buffer;
  75034. constructor(resource: WebGLBuffer);
  75035. readonly underlyingResource: any;
  75036. }
  75037. }
  75038. declare module BABYLON {
  75039. /** @hidden */
  75040. export class WebGLPipelineContext implements IPipelineContext {
  75041. engine: ThinEngine;
  75042. program: Nullable<WebGLProgram>;
  75043. context?: WebGLRenderingContext;
  75044. vertexShader?: WebGLShader;
  75045. fragmentShader?: WebGLShader;
  75046. isParallelCompiled: boolean;
  75047. onCompiled?: () => void;
  75048. transformFeedback?: WebGLTransformFeedback | null;
  75049. readonly isAsync: boolean;
  75050. readonly isReady: boolean;
  75051. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  75052. }
  75053. }
  75054. declare module BABYLON {
  75055. interface ThinEngine {
  75056. /**
  75057. * Create an uniform buffer
  75058. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75059. * @param elements defines the content of the uniform buffer
  75060. * @returns the webGL uniform buffer
  75061. */
  75062. createUniformBuffer(elements: FloatArray): DataBuffer;
  75063. /**
  75064. * Create a dynamic uniform buffer
  75065. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75066. * @param elements defines the content of the uniform buffer
  75067. * @returns the webGL uniform buffer
  75068. */
  75069. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  75070. /**
  75071. * Update an existing uniform buffer
  75072. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75073. * @param uniformBuffer defines the target uniform buffer
  75074. * @param elements defines the content to update
  75075. * @param offset defines the offset in the uniform buffer where update should start
  75076. * @param count defines the size of the data to update
  75077. */
  75078. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  75079. /**
  75080. * Bind an uniform buffer to the current webGL context
  75081. * @param buffer defines the buffer to bind
  75082. */
  75083. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  75084. /**
  75085. * Bind a buffer to the current webGL context at a given location
  75086. * @param buffer defines the buffer to bind
  75087. * @param location defines the index where to bind the buffer
  75088. */
  75089. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  75090. /**
  75091. * Bind a specific block at a given index in a specific shader program
  75092. * @param pipelineContext defines the pipeline context to use
  75093. * @param blockName defines the block name
  75094. * @param index defines the index where to bind the block
  75095. */
  75096. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  75097. }
  75098. }
  75099. declare module BABYLON {
  75100. /**
  75101. * Uniform buffer objects.
  75102. *
  75103. * Handles blocks of uniform on the GPU.
  75104. *
  75105. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  75106. *
  75107. * For more information, please refer to :
  75108. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  75109. */
  75110. export class UniformBuffer {
  75111. private _engine;
  75112. private _buffer;
  75113. private _data;
  75114. private _bufferData;
  75115. private _dynamic?;
  75116. private _uniformLocations;
  75117. private _uniformSizes;
  75118. private _uniformLocationPointer;
  75119. private _needSync;
  75120. private _noUBO;
  75121. private _currentEffect;
  75122. /** @hidden */
  75123. _alreadyBound: boolean;
  75124. private static _MAX_UNIFORM_SIZE;
  75125. private static _tempBuffer;
  75126. /**
  75127. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  75128. * This is dynamic to allow compat with webgl 1 and 2.
  75129. * You will need to pass the name of the uniform as well as the value.
  75130. */
  75131. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  75132. /**
  75133. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  75134. * This is dynamic to allow compat with webgl 1 and 2.
  75135. * You will need to pass the name of the uniform as well as the value.
  75136. */
  75137. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  75138. /**
  75139. * Lambda to Update a single float in a uniform buffer.
  75140. * This is dynamic to allow compat with webgl 1 and 2.
  75141. * You will need to pass the name of the uniform as well as the value.
  75142. */
  75143. updateFloat: (name: string, x: number) => void;
  75144. /**
  75145. * Lambda to Update a vec2 of float in a uniform buffer.
  75146. * This is dynamic to allow compat with webgl 1 and 2.
  75147. * You will need to pass the name of the uniform as well as the value.
  75148. */
  75149. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  75150. /**
  75151. * Lambda to Update a vec3 of float in a uniform buffer.
  75152. * This is dynamic to allow compat with webgl 1 and 2.
  75153. * You will need to pass the name of the uniform as well as the value.
  75154. */
  75155. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  75156. /**
  75157. * Lambda to Update a vec4 of float in a uniform buffer.
  75158. * This is dynamic to allow compat with webgl 1 and 2.
  75159. * You will need to pass the name of the uniform as well as the value.
  75160. */
  75161. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  75162. /**
  75163. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  75164. * This is dynamic to allow compat with webgl 1 and 2.
  75165. * You will need to pass the name of the uniform as well as the value.
  75166. */
  75167. updateMatrix: (name: string, mat: Matrix) => void;
  75168. /**
  75169. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  75170. * This is dynamic to allow compat with webgl 1 and 2.
  75171. * You will need to pass the name of the uniform as well as the value.
  75172. */
  75173. updateVector3: (name: string, vector: Vector3) => void;
  75174. /**
  75175. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  75176. * This is dynamic to allow compat with webgl 1 and 2.
  75177. * You will need to pass the name of the uniform as well as the value.
  75178. */
  75179. updateVector4: (name: string, vector: Vector4) => void;
  75180. /**
  75181. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  75182. * This is dynamic to allow compat with webgl 1 and 2.
  75183. * You will need to pass the name of the uniform as well as the value.
  75184. */
  75185. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  75186. /**
  75187. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  75188. * This is dynamic to allow compat with webgl 1 and 2.
  75189. * You will need to pass the name of the uniform as well as the value.
  75190. */
  75191. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  75192. /**
  75193. * Instantiates a new Uniform buffer objects.
  75194. *
  75195. * Handles blocks of uniform on the GPU.
  75196. *
  75197. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  75198. *
  75199. * For more information, please refer to :
  75200. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  75201. * @param engine Define the engine the buffer is associated with
  75202. * @param data Define the data contained in the buffer
  75203. * @param dynamic Define if the buffer is updatable
  75204. */
  75205. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  75206. /**
  75207. * Indicates if the buffer is using the WebGL2 UBO implementation,
  75208. * or just falling back on setUniformXXX calls.
  75209. */
  75210. readonly useUbo: boolean;
  75211. /**
  75212. * Indicates if the WebGL underlying uniform buffer is in sync
  75213. * with the javascript cache data.
  75214. */
  75215. readonly isSync: boolean;
  75216. /**
  75217. * Indicates if the WebGL underlying uniform buffer is dynamic.
  75218. * Also, a dynamic UniformBuffer will disable cache verification and always
  75219. * update the underlying WebGL uniform buffer to the GPU.
  75220. * @returns if Dynamic, otherwise false
  75221. */
  75222. isDynamic(): boolean;
  75223. /**
  75224. * The data cache on JS side.
  75225. * @returns the underlying data as a float array
  75226. */
  75227. getData(): Float32Array;
  75228. /**
  75229. * The underlying WebGL Uniform buffer.
  75230. * @returns the webgl buffer
  75231. */
  75232. getBuffer(): Nullable<DataBuffer>;
  75233. /**
  75234. * std140 layout specifies how to align data within an UBO structure.
  75235. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  75236. * for specs.
  75237. */
  75238. private _fillAlignment;
  75239. /**
  75240. * Adds an uniform in the buffer.
  75241. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  75242. * for the layout to be correct !
  75243. * @param name Name of the uniform, as used in the uniform block in the shader.
  75244. * @param size Data size, or data directly.
  75245. */
  75246. addUniform(name: string, size: number | number[]): void;
  75247. /**
  75248. * Adds a Matrix 4x4 to the uniform buffer.
  75249. * @param name Name of the uniform, as used in the uniform block in the shader.
  75250. * @param mat A 4x4 matrix.
  75251. */
  75252. addMatrix(name: string, mat: Matrix): void;
  75253. /**
  75254. * Adds a vec2 to the uniform buffer.
  75255. * @param name Name of the uniform, as used in the uniform block in the shader.
  75256. * @param x Define the x component value of the vec2
  75257. * @param y Define the y component value of the vec2
  75258. */
  75259. addFloat2(name: string, x: number, y: number): void;
  75260. /**
  75261. * Adds a vec3 to the uniform buffer.
  75262. * @param name Name of the uniform, as used in the uniform block in the shader.
  75263. * @param x Define the x component value of the vec3
  75264. * @param y Define the y component value of the vec3
  75265. * @param z Define the z component value of the vec3
  75266. */
  75267. addFloat3(name: string, x: number, y: number, z: number): void;
  75268. /**
  75269. * Adds a vec3 to the uniform buffer.
  75270. * @param name Name of the uniform, as used in the uniform block in the shader.
  75271. * @param color Define the vec3 from a Color
  75272. */
  75273. addColor3(name: string, color: Color3): void;
  75274. /**
  75275. * Adds a vec4 to the uniform buffer.
  75276. * @param name Name of the uniform, as used in the uniform block in the shader.
  75277. * @param color Define the rgb components from a Color
  75278. * @param alpha Define the a component of the vec4
  75279. */
  75280. addColor4(name: string, color: Color3, alpha: number): void;
  75281. /**
  75282. * Adds a vec3 to the uniform buffer.
  75283. * @param name Name of the uniform, as used in the uniform block in the shader.
  75284. * @param vector Define the vec3 components from a Vector
  75285. */
  75286. addVector3(name: string, vector: Vector3): void;
  75287. /**
  75288. * Adds a Matrix 3x3 to the uniform buffer.
  75289. * @param name Name of the uniform, as used in the uniform block in the shader.
  75290. */
  75291. addMatrix3x3(name: string): void;
  75292. /**
  75293. * Adds a Matrix 2x2 to the uniform buffer.
  75294. * @param name Name of the uniform, as used in the uniform block in the shader.
  75295. */
  75296. addMatrix2x2(name: string): void;
  75297. /**
  75298. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  75299. */
  75300. create(): void;
  75301. /** @hidden */
  75302. _rebuild(): void;
  75303. /**
  75304. * Updates the WebGL Uniform Buffer on the GPU.
  75305. * If the `dynamic` flag is set to true, no cache comparison is done.
  75306. * Otherwise, the buffer will be updated only if the cache differs.
  75307. */
  75308. update(): void;
  75309. /**
  75310. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  75311. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75312. * @param data Define the flattened data
  75313. * @param size Define the size of the data.
  75314. */
  75315. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  75316. private _valueCache;
  75317. private _cacheMatrix;
  75318. private _updateMatrix3x3ForUniform;
  75319. private _updateMatrix3x3ForEffect;
  75320. private _updateMatrix2x2ForEffect;
  75321. private _updateMatrix2x2ForUniform;
  75322. private _updateFloatForEffect;
  75323. private _updateFloatForUniform;
  75324. private _updateFloat2ForEffect;
  75325. private _updateFloat2ForUniform;
  75326. private _updateFloat3ForEffect;
  75327. private _updateFloat3ForUniform;
  75328. private _updateFloat4ForEffect;
  75329. private _updateFloat4ForUniform;
  75330. private _updateMatrixForEffect;
  75331. private _updateMatrixForUniform;
  75332. private _updateVector3ForEffect;
  75333. private _updateVector3ForUniform;
  75334. private _updateVector4ForEffect;
  75335. private _updateVector4ForUniform;
  75336. private _updateColor3ForEffect;
  75337. private _updateColor3ForUniform;
  75338. private _updateColor4ForEffect;
  75339. private _updateColor4ForUniform;
  75340. /**
  75341. * Sets a sampler uniform on the effect.
  75342. * @param name Define the name of the sampler.
  75343. * @param texture Define the texture to set in the sampler
  75344. */
  75345. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  75346. /**
  75347. * Directly updates the value of the uniform in the cache AND on the GPU.
  75348. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75349. * @param data Define the flattened data
  75350. */
  75351. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  75352. /**
  75353. * Binds this uniform buffer to an effect.
  75354. * @param effect Define the effect to bind the buffer to
  75355. * @param name Name of the uniform block in the shader.
  75356. */
  75357. bindToEffect(effect: Effect, name: string): void;
  75358. /**
  75359. * Disposes the uniform buffer.
  75360. */
  75361. dispose(): void;
  75362. }
  75363. }
  75364. declare module BABYLON {
  75365. /**
  75366. * Enum that determines the text-wrapping mode to use.
  75367. */
  75368. export enum InspectableType {
  75369. /**
  75370. * Checkbox for booleans
  75371. */
  75372. Checkbox = 0,
  75373. /**
  75374. * Sliders for numbers
  75375. */
  75376. Slider = 1,
  75377. /**
  75378. * Vector3
  75379. */
  75380. Vector3 = 2,
  75381. /**
  75382. * Quaternions
  75383. */
  75384. Quaternion = 3,
  75385. /**
  75386. * Color3
  75387. */
  75388. Color3 = 4,
  75389. /**
  75390. * String
  75391. */
  75392. String = 5
  75393. }
  75394. /**
  75395. * Interface used to define custom inspectable properties.
  75396. * This interface is used by the inspector to display custom property grids
  75397. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  75398. */
  75399. export interface IInspectable {
  75400. /**
  75401. * Gets the label to display
  75402. */
  75403. label: string;
  75404. /**
  75405. * Gets the name of the property to edit
  75406. */
  75407. propertyName: string;
  75408. /**
  75409. * Gets the type of the editor to use
  75410. */
  75411. type: InspectableType;
  75412. /**
  75413. * Gets the minimum value of the property when using in "slider" mode
  75414. */
  75415. min?: number;
  75416. /**
  75417. * Gets the maximum value of the property when using in "slider" mode
  75418. */
  75419. max?: number;
  75420. /**
  75421. * Gets the setp to use when using in "slider" mode
  75422. */
  75423. step?: number;
  75424. }
  75425. }
  75426. declare module BABYLON {
  75427. /**
  75428. * Class used to provide helper for timing
  75429. */
  75430. export class TimingTools {
  75431. /**
  75432. * Polyfill for setImmediate
  75433. * @param action defines the action to execute after the current execution block
  75434. */
  75435. static SetImmediate(action: () => void): void;
  75436. }
  75437. }
  75438. declare module BABYLON {
  75439. /**
  75440. * Class used to enable instatition of objects by class name
  75441. */
  75442. export class InstantiationTools {
  75443. /**
  75444. * Use this object to register external classes like custom textures or material
  75445. * to allow the laoders to instantiate them
  75446. */
  75447. static RegisteredExternalClasses: {
  75448. [key: string]: Object;
  75449. };
  75450. /**
  75451. * Tries to instantiate a new object from a given class name
  75452. * @param className defines the class name to instantiate
  75453. * @returns the new object or null if the system was not able to do the instantiation
  75454. */
  75455. static Instantiate(className: string): any;
  75456. }
  75457. }
  75458. declare module BABYLON {
  75459. /**
  75460. * Define options used to create a depth texture
  75461. */
  75462. export class DepthTextureCreationOptions {
  75463. /** Specifies whether or not a stencil should be allocated in the texture */
  75464. generateStencil?: boolean;
  75465. /** Specifies whether or not bilinear filtering is enable on the texture */
  75466. bilinearFiltering?: boolean;
  75467. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  75468. comparisonFunction?: number;
  75469. /** Specifies if the created texture is a cube texture */
  75470. isCube?: boolean;
  75471. }
  75472. }
  75473. declare module BABYLON {
  75474. interface ThinEngine {
  75475. /**
  75476. * Creates a depth stencil cube texture.
  75477. * This is only available in WebGL 2.
  75478. * @param size The size of face edge in the cube texture.
  75479. * @param options The options defining the cube texture.
  75480. * @returns The cube texture
  75481. */
  75482. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  75483. /**
  75484. * Creates a cube texture
  75485. * @param rootUrl defines the url where the files to load is located
  75486. * @param scene defines the current scene
  75487. * @param files defines the list of files to load (1 per face)
  75488. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75489. * @param onLoad defines an optional callback raised when the texture is loaded
  75490. * @param onError defines an optional callback raised if there is an issue to load the texture
  75491. * @param format defines the format of the data
  75492. * @param forcedExtension defines the extension to use to pick the right loader
  75493. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  75494. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75495. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75496. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  75497. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  75498. * @returns the cube texture as an InternalTexture
  75499. */
  75500. 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;
  75501. /**
  75502. * Creates a cube texture
  75503. * @param rootUrl defines the url where the files to load is located
  75504. * @param scene defines the current scene
  75505. * @param files defines the list of files to load (1 per face)
  75506. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75507. * @param onLoad defines an optional callback raised when the texture is loaded
  75508. * @param onError defines an optional callback raised if there is an issue to load the texture
  75509. * @param format defines the format of the data
  75510. * @param forcedExtension defines the extension to use to pick the right loader
  75511. * @returns the cube texture as an InternalTexture
  75512. */
  75513. 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;
  75514. /**
  75515. * Creates a cube texture
  75516. * @param rootUrl defines the url where the files to load is located
  75517. * @param scene defines the current scene
  75518. * @param files defines the list of files to load (1 per face)
  75519. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75520. * @param onLoad defines an optional callback raised when the texture is loaded
  75521. * @param onError defines an optional callback raised if there is an issue to load the texture
  75522. * @param format defines the format of the data
  75523. * @param forcedExtension defines the extension to use to pick the right loader
  75524. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  75525. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75526. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75527. * @returns the cube texture as an InternalTexture
  75528. */
  75529. 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;
  75530. /** @hidden */
  75531. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  75532. /** @hidden */
  75533. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  75534. /** @hidden */
  75535. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  75536. /** @hidden */
  75537. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  75538. /**
  75539. * @hidden
  75540. */
  75541. _setCubeMapTextureParams(loadMipmap: boolean): void;
  75542. }
  75543. }
  75544. declare module BABYLON {
  75545. /**
  75546. * Class for creating a cube texture
  75547. */
  75548. export class CubeTexture extends BaseTexture {
  75549. private _delayedOnLoad;
  75550. /**
  75551. * The url of the texture
  75552. */
  75553. url: string;
  75554. /**
  75555. * Gets or sets the center of the bounding box associated with the cube texture.
  75556. * It must define where the camera used to render the texture was set
  75557. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  75558. */
  75559. boundingBoxPosition: Vector3;
  75560. private _boundingBoxSize;
  75561. /**
  75562. * Gets or sets the size of the bounding box associated with the cube texture
  75563. * When defined, the cubemap will switch to local mode
  75564. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  75565. * @example https://www.babylonjs-playground.com/#RNASML
  75566. */
  75567. /**
  75568. * Returns the bounding box size
  75569. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  75570. */
  75571. boundingBoxSize: Vector3;
  75572. protected _rotationY: number;
  75573. /**
  75574. * Sets texture matrix rotation angle around Y axis in radians.
  75575. */
  75576. /**
  75577. * Gets texture matrix rotation angle around Y axis radians.
  75578. */
  75579. rotationY: number;
  75580. /**
  75581. * Are mip maps generated for this texture or not.
  75582. */
  75583. readonly noMipmap: boolean;
  75584. private _noMipmap;
  75585. private _files;
  75586. protected _forcedExtension: Nullable<string>;
  75587. private _extensions;
  75588. private _textureMatrix;
  75589. private _format;
  75590. private _createPolynomials;
  75591. /** @hidden */
  75592. _prefiltered: boolean;
  75593. /**
  75594. * Creates a cube texture from an array of image urls
  75595. * @param files defines an array of image urls
  75596. * @param scene defines the hosting scene
  75597. * @param noMipmap specifies if mip maps are not used
  75598. * @returns a cube texture
  75599. */
  75600. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  75601. /**
  75602. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  75603. * @param url defines the url of the prefiltered texture
  75604. * @param scene defines the scene the texture is attached to
  75605. * @param forcedExtension defines the extension of the file if different from the url
  75606. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75607. * @return the prefiltered texture
  75608. */
  75609. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  75610. /**
  75611. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  75612. * as prefiltered data.
  75613. * @param rootUrl defines the url of the texture or the root name of the six images
  75614. * @param scene defines the scene the texture is attached to
  75615. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  75616. * @param noMipmap defines if mipmaps should be created or not
  75617. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  75618. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  75619. * @param onError defines a callback triggered in case of error during load
  75620. * @param format defines the internal format to use for the texture once loaded
  75621. * @param prefiltered defines whether or not the texture is created from prefiltered data
  75622. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  75623. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75624. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75625. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75626. * @return the cube texture
  75627. */
  75628. 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);
  75629. /**
  75630. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  75631. */
  75632. readonly isPrefiltered: boolean;
  75633. /**
  75634. * Get the current class name of the texture useful for serialization or dynamic coding.
  75635. * @returns "CubeTexture"
  75636. */
  75637. getClassName(): string;
  75638. /**
  75639. * Update the url (and optional buffer) of this texture if url was null during construction.
  75640. * @param url the url of the texture
  75641. * @param forcedExtension defines the extension to use
  75642. * @param onLoad callback called when the texture is loaded (defaults to null)
  75643. */
  75644. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  75645. /**
  75646. * Delays loading of the cube texture
  75647. * @param forcedExtension defines the extension to use
  75648. */
  75649. delayLoad(forcedExtension?: string): void;
  75650. /**
  75651. * Returns the reflection texture matrix
  75652. * @returns the reflection texture matrix
  75653. */
  75654. getReflectionTextureMatrix(): Matrix;
  75655. /**
  75656. * Sets the reflection texture matrix
  75657. * @param value Reflection texture matrix
  75658. */
  75659. setReflectionTextureMatrix(value: Matrix): void;
  75660. /**
  75661. * Parses text to create a cube texture
  75662. * @param parsedTexture define the serialized text to read from
  75663. * @param scene defines the hosting scene
  75664. * @param rootUrl defines the root url of the cube texture
  75665. * @returns a cube texture
  75666. */
  75667. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  75668. /**
  75669. * Makes a clone, or deep copy, of the cube texture
  75670. * @returns a new cube texture
  75671. */
  75672. clone(): CubeTexture;
  75673. }
  75674. }
  75675. declare module BABYLON {
  75676. /**
  75677. * Manages the defines for the Material
  75678. */
  75679. export class MaterialDefines {
  75680. /** @hidden */
  75681. protected _keys: string[];
  75682. private _isDirty;
  75683. /** @hidden */
  75684. _renderId: number;
  75685. /** @hidden */
  75686. _areLightsDirty: boolean;
  75687. /** @hidden */
  75688. _areLightsDisposed: boolean;
  75689. /** @hidden */
  75690. _areAttributesDirty: boolean;
  75691. /** @hidden */
  75692. _areTexturesDirty: boolean;
  75693. /** @hidden */
  75694. _areFresnelDirty: boolean;
  75695. /** @hidden */
  75696. _areMiscDirty: boolean;
  75697. /** @hidden */
  75698. _areImageProcessingDirty: boolean;
  75699. /** @hidden */
  75700. _normals: boolean;
  75701. /** @hidden */
  75702. _uvs: boolean;
  75703. /** @hidden */
  75704. _needNormals: boolean;
  75705. /** @hidden */
  75706. _needUVs: boolean;
  75707. [id: string]: any;
  75708. /**
  75709. * Specifies if the material needs to be re-calculated
  75710. */
  75711. readonly isDirty: boolean;
  75712. /**
  75713. * Marks the material to indicate that it has been re-calculated
  75714. */
  75715. markAsProcessed(): void;
  75716. /**
  75717. * Marks the material to indicate that it needs to be re-calculated
  75718. */
  75719. markAsUnprocessed(): void;
  75720. /**
  75721. * Marks the material to indicate all of its defines need to be re-calculated
  75722. */
  75723. markAllAsDirty(): void;
  75724. /**
  75725. * Marks the material to indicate that image processing needs to be re-calculated
  75726. */
  75727. markAsImageProcessingDirty(): void;
  75728. /**
  75729. * Marks the material to indicate the lights need to be re-calculated
  75730. * @param disposed Defines whether the light is dirty due to dispose or not
  75731. */
  75732. markAsLightDirty(disposed?: boolean): void;
  75733. /**
  75734. * Marks the attribute state as changed
  75735. */
  75736. markAsAttributesDirty(): void;
  75737. /**
  75738. * Marks the texture state as changed
  75739. */
  75740. markAsTexturesDirty(): void;
  75741. /**
  75742. * Marks the fresnel state as changed
  75743. */
  75744. markAsFresnelDirty(): void;
  75745. /**
  75746. * Marks the misc state as changed
  75747. */
  75748. markAsMiscDirty(): void;
  75749. /**
  75750. * Rebuilds the material defines
  75751. */
  75752. rebuild(): void;
  75753. /**
  75754. * Specifies if two material defines are equal
  75755. * @param other - A material define instance to compare to
  75756. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  75757. */
  75758. isEqual(other: MaterialDefines): boolean;
  75759. /**
  75760. * Clones this instance's defines to another instance
  75761. * @param other - material defines to clone values to
  75762. */
  75763. cloneTo(other: MaterialDefines): void;
  75764. /**
  75765. * Resets the material define values
  75766. */
  75767. reset(): void;
  75768. /**
  75769. * Converts the material define values to a string
  75770. * @returns - String of material define information
  75771. */
  75772. toString(): string;
  75773. }
  75774. }
  75775. declare module BABYLON {
  75776. /**
  75777. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  75778. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  75779. * 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;
  75780. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  75781. */
  75782. export class ColorCurves {
  75783. private _dirty;
  75784. private _tempColor;
  75785. private _globalCurve;
  75786. private _highlightsCurve;
  75787. private _midtonesCurve;
  75788. private _shadowsCurve;
  75789. private _positiveCurve;
  75790. private _negativeCurve;
  75791. private _globalHue;
  75792. private _globalDensity;
  75793. private _globalSaturation;
  75794. private _globalExposure;
  75795. /**
  75796. * Gets the global Hue value.
  75797. * 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).
  75798. */
  75799. /**
  75800. * Sets the global Hue value.
  75801. * 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).
  75802. */
  75803. globalHue: number;
  75804. /**
  75805. * Gets the global Density value.
  75806. * 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.
  75807. * Values less than zero provide a filter of opposite hue.
  75808. */
  75809. /**
  75810. * Sets the global Density value.
  75811. * 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.
  75812. * Values less than zero provide a filter of opposite hue.
  75813. */
  75814. globalDensity: number;
  75815. /**
  75816. * Gets the global Saturation value.
  75817. * 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.
  75818. */
  75819. /**
  75820. * Sets the global Saturation value.
  75821. * 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.
  75822. */
  75823. globalSaturation: number;
  75824. /**
  75825. * Gets the global Exposure value.
  75826. * 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.
  75827. */
  75828. /**
  75829. * Sets the global Exposure value.
  75830. * 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.
  75831. */
  75832. globalExposure: number;
  75833. private _highlightsHue;
  75834. private _highlightsDensity;
  75835. private _highlightsSaturation;
  75836. private _highlightsExposure;
  75837. /**
  75838. * Gets the highlights Hue value.
  75839. * 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).
  75840. */
  75841. /**
  75842. * Sets the highlights Hue value.
  75843. * 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).
  75844. */
  75845. highlightsHue: number;
  75846. /**
  75847. * Gets the highlights Density value.
  75848. * 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.
  75849. * Values less than zero provide a filter of opposite hue.
  75850. */
  75851. /**
  75852. * Sets the highlights Density value.
  75853. * 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.
  75854. * Values less than zero provide a filter of opposite hue.
  75855. */
  75856. highlightsDensity: number;
  75857. /**
  75858. * Gets the highlights Saturation value.
  75859. * 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.
  75860. */
  75861. /**
  75862. * Sets the highlights Saturation value.
  75863. * 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.
  75864. */
  75865. highlightsSaturation: number;
  75866. /**
  75867. * Gets the highlights Exposure value.
  75868. * 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.
  75869. */
  75870. /**
  75871. * Sets the highlights Exposure value.
  75872. * 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.
  75873. */
  75874. highlightsExposure: number;
  75875. private _midtonesHue;
  75876. private _midtonesDensity;
  75877. private _midtonesSaturation;
  75878. private _midtonesExposure;
  75879. /**
  75880. * Gets the midtones Hue value.
  75881. * 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).
  75882. */
  75883. /**
  75884. * Sets the midtones Hue value.
  75885. * 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).
  75886. */
  75887. midtonesHue: number;
  75888. /**
  75889. * Gets the midtones Density value.
  75890. * 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.
  75891. * Values less than zero provide a filter of opposite hue.
  75892. */
  75893. /**
  75894. * Sets the midtones Density value.
  75895. * 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.
  75896. * Values less than zero provide a filter of opposite hue.
  75897. */
  75898. midtonesDensity: number;
  75899. /**
  75900. * Gets the midtones Saturation value.
  75901. * 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.
  75902. */
  75903. /**
  75904. * Sets the midtones Saturation value.
  75905. * 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.
  75906. */
  75907. midtonesSaturation: number;
  75908. /**
  75909. * Gets the midtones Exposure value.
  75910. * 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.
  75911. */
  75912. /**
  75913. * Sets the midtones Exposure value.
  75914. * 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.
  75915. */
  75916. midtonesExposure: number;
  75917. private _shadowsHue;
  75918. private _shadowsDensity;
  75919. private _shadowsSaturation;
  75920. private _shadowsExposure;
  75921. /**
  75922. * Gets the shadows Hue value.
  75923. * 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).
  75924. */
  75925. /**
  75926. * Sets the shadows Hue value.
  75927. * 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).
  75928. */
  75929. shadowsHue: number;
  75930. /**
  75931. * Gets the shadows Density value.
  75932. * 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.
  75933. * Values less than zero provide a filter of opposite hue.
  75934. */
  75935. /**
  75936. * Sets the shadows Density value.
  75937. * 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.
  75938. * Values less than zero provide a filter of opposite hue.
  75939. */
  75940. shadowsDensity: number;
  75941. /**
  75942. * Gets the shadows Saturation value.
  75943. * 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.
  75944. */
  75945. /**
  75946. * Sets the shadows Saturation value.
  75947. * 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.
  75948. */
  75949. shadowsSaturation: number;
  75950. /**
  75951. * Gets the shadows Exposure value.
  75952. * 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.
  75953. */
  75954. /**
  75955. * Sets the shadows Exposure value.
  75956. * 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.
  75957. */
  75958. shadowsExposure: number;
  75959. /**
  75960. * Returns the class name
  75961. * @returns The class name
  75962. */
  75963. getClassName(): string;
  75964. /**
  75965. * Binds the color curves to the shader.
  75966. * @param colorCurves The color curve to bind
  75967. * @param effect The effect to bind to
  75968. * @param positiveUniform The positive uniform shader parameter
  75969. * @param neutralUniform The neutral uniform shader parameter
  75970. * @param negativeUniform The negative uniform shader parameter
  75971. */
  75972. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  75973. /**
  75974. * Prepare the list of uniforms associated with the ColorCurves effects.
  75975. * @param uniformsList The list of uniforms used in the effect
  75976. */
  75977. static PrepareUniforms(uniformsList: string[]): void;
  75978. /**
  75979. * Returns color grading data based on a hue, density, saturation and exposure value.
  75980. * @param filterHue The hue of the color filter.
  75981. * @param filterDensity The density of the color filter.
  75982. * @param saturation The saturation.
  75983. * @param exposure The exposure.
  75984. * @param result The result data container.
  75985. */
  75986. private getColorGradingDataToRef;
  75987. /**
  75988. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  75989. * @param value The input slider value in range [-100,100].
  75990. * @returns Adjusted value.
  75991. */
  75992. private static applyColorGradingSliderNonlinear;
  75993. /**
  75994. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  75995. * @param hue The hue (H) input.
  75996. * @param saturation The saturation (S) input.
  75997. * @param brightness The brightness (B) input.
  75998. * @result An RGBA color represented as Vector4.
  75999. */
  76000. private static fromHSBToRef;
  76001. /**
  76002. * Returns a value clamped between min and max
  76003. * @param value The value to clamp
  76004. * @param min The minimum of value
  76005. * @param max The maximum of value
  76006. * @returns The clamped value.
  76007. */
  76008. private static clamp;
  76009. /**
  76010. * Clones the current color curve instance.
  76011. * @return The cloned curves
  76012. */
  76013. clone(): ColorCurves;
  76014. /**
  76015. * Serializes the current color curve instance to a json representation.
  76016. * @return a JSON representation
  76017. */
  76018. serialize(): any;
  76019. /**
  76020. * Parses the color curve from a json representation.
  76021. * @param source the JSON source to parse
  76022. * @return The parsed curves
  76023. */
  76024. static Parse(source: any): ColorCurves;
  76025. }
  76026. }
  76027. declare module BABYLON {
  76028. /**
  76029. * Interface to follow in your material defines to integrate easily the
  76030. * Image proccessing functions.
  76031. * @hidden
  76032. */
  76033. export interface IImageProcessingConfigurationDefines {
  76034. IMAGEPROCESSING: boolean;
  76035. VIGNETTE: boolean;
  76036. VIGNETTEBLENDMODEMULTIPLY: boolean;
  76037. VIGNETTEBLENDMODEOPAQUE: boolean;
  76038. TONEMAPPING: boolean;
  76039. TONEMAPPING_ACES: boolean;
  76040. CONTRAST: boolean;
  76041. EXPOSURE: boolean;
  76042. COLORCURVES: boolean;
  76043. COLORGRADING: boolean;
  76044. COLORGRADING3D: boolean;
  76045. SAMPLER3DGREENDEPTH: boolean;
  76046. SAMPLER3DBGRMAP: boolean;
  76047. IMAGEPROCESSINGPOSTPROCESS: boolean;
  76048. }
  76049. /**
  76050. * @hidden
  76051. */
  76052. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  76053. IMAGEPROCESSING: boolean;
  76054. VIGNETTE: boolean;
  76055. VIGNETTEBLENDMODEMULTIPLY: boolean;
  76056. VIGNETTEBLENDMODEOPAQUE: boolean;
  76057. TONEMAPPING: boolean;
  76058. TONEMAPPING_ACES: boolean;
  76059. CONTRAST: boolean;
  76060. COLORCURVES: boolean;
  76061. COLORGRADING: boolean;
  76062. COLORGRADING3D: boolean;
  76063. SAMPLER3DGREENDEPTH: boolean;
  76064. SAMPLER3DBGRMAP: boolean;
  76065. IMAGEPROCESSINGPOSTPROCESS: boolean;
  76066. EXPOSURE: boolean;
  76067. constructor();
  76068. }
  76069. /**
  76070. * This groups together the common properties used for image processing either in direct forward pass
  76071. * or through post processing effect depending on the use of the image processing pipeline in your scene
  76072. * or not.
  76073. */
  76074. export class ImageProcessingConfiguration {
  76075. /**
  76076. * Default tone mapping applied in BabylonJS.
  76077. */
  76078. static readonly TONEMAPPING_STANDARD: number;
  76079. /**
  76080. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  76081. * to other engines rendering to increase portability.
  76082. */
  76083. static readonly TONEMAPPING_ACES: number;
  76084. /**
  76085. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  76086. */
  76087. colorCurves: Nullable<ColorCurves>;
  76088. private _colorCurvesEnabled;
  76089. /**
  76090. * Gets wether the color curves effect is enabled.
  76091. */
  76092. /**
  76093. * Sets wether the color curves effect is enabled.
  76094. */
  76095. colorCurvesEnabled: boolean;
  76096. private _colorGradingTexture;
  76097. /**
  76098. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  76099. */
  76100. /**
  76101. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  76102. */
  76103. colorGradingTexture: Nullable<BaseTexture>;
  76104. private _colorGradingEnabled;
  76105. /**
  76106. * Gets wether the color grading effect is enabled.
  76107. */
  76108. /**
  76109. * Sets wether the color grading effect is enabled.
  76110. */
  76111. colorGradingEnabled: boolean;
  76112. private _colorGradingWithGreenDepth;
  76113. /**
  76114. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  76115. */
  76116. /**
  76117. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  76118. */
  76119. colorGradingWithGreenDepth: boolean;
  76120. private _colorGradingBGR;
  76121. /**
  76122. * Gets wether the color grading texture contains BGR values.
  76123. */
  76124. /**
  76125. * Sets wether the color grading texture contains BGR values.
  76126. */
  76127. colorGradingBGR: boolean;
  76128. /** @hidden */
  76129. _exposure: number;
  76130. /**
  76131. * Gets the Exposure used in the effect.
  76132. */
  76133. /**
  76134. * Sets the Exposure used in the effect.
  76135. */
  76136. exposure: number;
  76137. private _toneMappingEnabled;
  76138. /**
  76139. * Gets wether the tone mapping effect is enabled.
  76140. */
  76141. /**
  76142. * Sets wether the tone mapping effect is enabled.
  76143. */
  76144. toneMappingEnabled: boolean;
  76145. private _toneMappingType;
  76146. /**
  76147. * Gets the type of tone mapping effect.
  76148. */
  76149. /**
  76150. * Sets the type of tone mapping effect used in BabylonJS.
  76151. */
  76152. toneMappingType: number;
  76153. protected _contrast: number;
  76154. /**
  76155. * Gets the contrast used in the effect.
  76156. */
  76157. /**
  76158. * Sets the contrast used in the effect.
  76159. */
  76160. contrast: number;
  76161. /**
  76162. * Vignette stretch size.
  76163. */
  76164. vignetteStretch: number;
  76165. /**
  76166. * Vignette centre X Offset.
  76167. */
  76168. vignetteCentreX: number;
  76169. /**
  76170. * Vignette centre Y Offset.
  76171. */
  76172. vignetteCentreY: number;
  76173. /**
  76174. * Vignette weight or intensity of the vignette effect.
  76175. */
  76176. vignetteWeight: number;
  76177. /**
  76178. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  76179. * if vignetteEnabled is set to true.
  76180. */
  76181. vignetteColor: Color4;
  76182. /**
  76183. * Camera field of view used by the Vignette effect.
  76184. */
  76185. vignetteCameraFov: number;
  76186. private _vignetteBlendMode;
  76187. /**
  76188. * Gets the vignette blend mode allowing different kind of effect.
  76189. */
  76190. /**
  76191. * Sets the vignette blend mode allowing different kind of effect.
  76192. */
  76193. vignetteBlendMode: number;
  76194. private _vignetteEnabled;
  76195. /**
  76196. * Gets wether the vignette effect is enabled.
  76197. */
  76198. /**
  76199. * Sets wether the vignette effect is enabled.
  76200. */
  76201. vignetteEnabled: boolean;
  76202. private _applyByPostProcess;
  76203. /**
  76204. * Gets wether the image processing is applied through a post process or not.
  76205. */
  76206. /**
  76207. * Sets wether the image processing is applied through a post process or not.
  76208. */
  76209. applyByPostProcess: boolean;
  76210. private _isEnabled;
  76211. /**
  76212. * Gets wether the image processing is enabled or not.
  76213. */
  76214. /**
  76215. * Sets wether the image processing is enabled or not.
  76216. */
  76217. isEnabled: boolean;
  76218. /**
  76219. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  76220. */
  76221. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  76222. /**
  76223. * Method called each time the image processing information changes requires to recompile the effect.
  76224. */
  76225. protected _updateParameters(): void;
  76226. /**
  76227. * Gets the current class name.
  76228. * @return "ImageProcessingConfiguration"
  76229. */
  76230. getClassName(): string;
  76231. /**
  76232. * Prepare the list of uniforms associated with the Image Processing effects.
  76233. * @param uniforms The list of uniforms used in the effect
  76234. * @param defines the list of defines currently in use
  76235. */
  76236. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  76237. /**
  76238. * Prepare the list of samplers associated with the Image Processing effects.
  76239. * @param samplersList The list of uniforms used in the effect
  76240. * @param defines the list of defines currently in use
  76241. */
  76242. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  76243. /**
  76244. * Prepare the list of defines associated to the shader.
  76245. * @param defines the list of defines to complete
  76246. * @param forPostProcess Define if we are currently in post process mode or not
  76247. */
  76248. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  76249. /**
  76250. * Returns true if all the image processing information are ready.
  76251. * @returns True if ready, otherwise, false
  76252. */
  76253. isReady(): boolean;
  76254. /**
  76255. * Binds the image processing to the shader.
  76256. * @param effect The effect to bind to
  76257. * @param overrideAspectRatio Override the aspect ratio of the effect
  76258. */
  76259. bind(effect: Effect, overrideAspectRatio?: number): void;
  76260. /**
  76261. * Clones the current image processing instance.
  76262. * @return The cloned image processing
  76263. */
  76264. clone(): ImageProcessingConfiguration;
  76265. /**
  76266. * Serializes the current image processing instance to a json representation.
  76267. * @return a JSON representation
  76268. */
  76269. serialize(): any;
  76270. /**
  76271. * Parses the image processing from a json representation.
  76272. * @param source the JSON source to parse
  76273. * @return The parsed image processing
  76274. */
  76275. static Parse(source: any): ImageProcessingConfiguration;
  76276. private static _VIGNETTEMODE_MULTIPLY;
  76277. private static _VIGNETTEMODE_OPAQUE;
  76278. /**
  76279. * Used to apply the vignette as a mix with the pixel color.
  76280. */
  76281. static readonly VIGNETTEMODE_MULTIPLY: number;
  76282. /**
  76283. * Used to apply the vignette as a replacement of the pixel color.
  76284. */
  76285. static readonly VIGNETTEMODE_OPAQUE: number;
  76286. }
  76287. }
  76288. declare module BABYLON {
  76289. /** @hidden */
  76290. export var postprocessVertexShader: {
  76291. name: string;
  76292. shader: string;
  76293. };
  76294. }
  76295. declare module BABYLON {
  76296. interface ThinEngine {
  76297. /**
  76298. * Creates a new render target texture
  76299. * @param size defines the size of the texture
  76300. * @param options defines the options used to create the texture
  76301. * @returns a new render target texture stored in an InternalTexture
  76302. */
  76303. createRenderTargetTexture(size: number | {
  76304. width: number;
  76305. height: number;
  76306. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  76307. /**
  76308. * Creates a depth stencil texture.
  76309. * This is only available in WebGL 2 or with the depth texture extension available.
  76310. * @param size The size of face edge in the texture.
  76311. * @param options The options defining the texture.
  76312. * @returns The texture
  76313. */
  76314. createDepthStencilTexture(size: number | {
  76315. width: number;
  76316. height: number;
  76317. }, options: DepthTextureCreationOptions): InternalTexture;
  76318. /** @hidden */
  76319. _createDepthStencilTexture(size: number | {
  76320. width: number;
  76321. height: number;
  76322. }, options: DepthTextureCreationOptions): InternalTexture;
  76323. }
  76324. }
  76325. declare module BABYLON {
  76326. /** Defines supported spaces */
  76327. export enum Space {
  76328. /** Local (object) space */
  76329. LOCAL = 0,
  76330. /** World space */
  76331. WORLD = 1,
  76332. /** Bone space */
  76333. BONE = 2
  76334. }
  76335. /** Defines the 3 main axes */
  76336. export class Axis {
  76337. /** X axis */
  76338. static X: Vector3;
  76339. /** Y axis */
  76340. static Y: Vector3;
  76341. /** Z axis */
  76342. static Z: Vector3;
  76343. }
  76344. }
  76345. declare module BABYLON {
  76346. /**
  76347. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  76348. * This is the base of the follow, arc rotate cameras and Free camera
  76349. * @see http://doc.babylonjs.com/features/cameras
  76350. */
  76351. export class TargetCamera extends Camera {
  76352. private static _RigCamTransformMatrix;
  76353. private static _TargetTransformMatrix;
  76354. private static _TargetFocalPoint;
  76355. /**
  76356. * Define the current direction the camera is moving to
  76357. */
  76358. cameraDirection: Vector3;
  76359. /**
  76360. * Define the current rotation the camera is rotating to
  76361. */
  76362. cameraRotation: Vector2;
  76363. /**
  76364. * When set, the up vector of the camera will be updated by the rotation of the camera
  76365. */
  76366. updateUpVectorFromRotation: boolean;
  76367. private _tmpQuaternion;
  76368. /**
  76369. * Define the current rotation of the camera
  76370. */
  76371. rotation: Vector3;
  76372. /**
  76373. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  76374. */
  76375. rotationQuaternion: Quaternion;
  76376. /**
  76377. * Define the current speed of the camera
  76378. */
  76379. speed: number;
  76380. /**
  76381. * Add cconstraint to the camera to prevent it to move freely in all directions and
  76382. * around all axis.
  76383. */
  76384. noRotationConstraint: boolean;
  76385. /**
  76386. * Define the current target of the camera as an object or a position.
  76387. */
  76388. lockedTarget: any;
  76389. /** @hidden */
  76390. _currentTarget: Vector3;
  76391. /** @hidden */
  76392. _initialFocalDistance: number;
  76393. /** @hidden */
  76394. _viewMatrix: Matrix;
  76395. /** @hidden */
  76396. _camMatrix: Matrix;
  76397. /** @hidden */
  76398. _cameraTransformMatrix: Matrix;
  76399. /** @hidden */
  76400. _cameraRotationMatrix: Matrix;
  76401. /** @hidden */
  76402. _referencePoint: Vector3;
  76403. /** @hidden */
  76404. _transformedReferencePoint: Vector3;
  76405. protected _globalCurrentTarget: Vector3;
  76406. protected _globalCurrentUpVector: Vector3;
  76407. /** @hidden */
  76408. _reset: () => void;
  76409. private _defaultUp;
  76410. /**
  76411. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  76412. * This is the base of the follow, arc rotate cameras and Free camera
  76413. * @see http://doc.babylonjs.com/features/cameras
  76414. * @param name Defines the name of the camera in the scene
  76415. * @param position Defines the start position of the camera in the scene
  76416. * @param scene Defines the scene the camera belongs to
  76417. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  76418. */
  76419. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  76420. /**
  76421. * Gets the position in front of the camera at a given distance.
  76422. * @param distance The distance from the camera we want the position to be
  76423. * @returns the position
  76424. */
  76425. getFrontPosition(distance: number): Vector3;
  76426. /** @hidden */
  76427. _getLockedTargetPosition(): Nullable<Vector3>;
  76428. private _storedPosition;
  76429. private _storedRotation;
  76430. private _storedRotationQuaternion;
  76431. /**
  76432. * Store current camera state of the camera (fov, position, rotation, etc..)
  76433. * @returns the camera
  76434. */
  76435. storeState(): Camera;
  76436. /**
  76437. * Restored camera state. You must call storeState() first
  76438. * @returns whether it was successful or not
  76439. * @hidden
  76440. */
  76441. _restoreStateValues(): boolean;
  76442. /** @hidden */
  76443. _initCache(): void;
  76444. /** @hidden */
  76445. _updateCache(ignoreParentClass?: boolean): void;
  76446. /** @hidden */
  76447. _isSynchronizedViewMatrix(): boolean;
  76448. /** @hidden */
  76449. _computeLocalCameraSpeed(): number;
  76450. /**
  76451. * Defines the target the camera should look at.
  76452. * @param target Defines the new target as a Vector or a mesh
  76453. */
  76454. setTarget(target: Vector3): void;
  76455. /**
  76456. * Return the current target position of the camera. This value is expressed in local space.
  76457. * @returns the target position
  76458. */
  76459. getTarget(): Vector3;
  76460. /** @hidden */
  76461. _decideIfNeedsToMove(): boolean;
  76462. /** @hidden */
  76463. _updatePosition(): void;
  76464. /** @hidden */
  76465. _checkInputs(): void;
  76466. protected _updateCameraRotationMatrix(): void;
  76467. /**
  76468. * 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)
  76469. * @returns the current camera
  76470. */
  76471. private _rotateUpVectorWithCameraRotationMatrix;
  76472. private _cachedRotationZ;
  76473. private _cachedQuaternionRotationZ;
  76474. /** @hidden */
  76475. _getViewMatrix(): Matrix;
  76476. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  76477. /**
  76478. * @hidden
  76479. */
  76480. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  76481. /**
  76482. * @hidden
  76483. */
  76484. _updateRigCameras(): void;
  76485. private _getRigCamPositionAndTarget;
  76486. /**
  76487. * Gets the current object class name.
  76488. * @return the class name
  76489. */
  76490. getClassName(): string;
  76491. }
  76492. }
  76493. declare module BABYLON {
  76494. /**
  76495. * Gather the list of keyboard event types as constants.
  76496. */
  76497. export class KeyboardEventTypes {
  76498. /**
  76499. * The keydown event is fired when a key becomes active (pressed).
  76500. */
  76501. static readonly KEYDOWN: number;
  76502. /**
  76503. * The keyup event is fired when a key has been released.
  76504. */
  76505. static readonly KEYUP: number;
  76506. }
  76507. /**
  76508. * This class is used to store keyboard related info for the onKeyboardObservable event.
  76509. */
  76510. export class KeyboardInfo {
  76511. /**
  76512. * Defines the type of event (KeyboardEventTypes)
  76513. */
  76514. type: number;
  76515. /**
  76516. * Defines the related dom event
  76517. */
  76518. event: KeyboardEvent;
  76519. /**
  76520. * Instantiates a new keyboard info.
  76521. * This class is used to store keyboard related info for the onKeyboardObservable event.
  76522. * @param type Defines the type of event (KeyboardEventTypes)
  76523. * @param event Defines the related dom event
  76524. */
  76525. constructor(
  76526. /**
  76527. * Defines the type of event (KeyboardEventTypes)
  76528. */
  76529. type: number,
  76530. /**
  76531. * Defines the related dom event
  76532. */
  76533. event: KeyboardEvent);
  76534. }
  76535. /**
  76536. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  76537. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  76538. */
  76539. export class KeyboardInfoPre extends KeyboardInfo {
  76540. /**
  76541. * Defines the type of event (KeyboardEventTypes)
  76542. */
  76543. type: number;
  76544. /**
  76545. * Defines the related dom event
  76546. */
  76547. event: KeyboardEvent;
  76548. /**
  76549. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  76550. */
  76551. skipOnPointerObservable: boolean;
  76552. /**
  76553. * Instantiates a new keyboard pre info.
  76554. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  76555. * @param type Defines the type of event (KeyboardEventTypes)
  76556. * @param event Defines the related dom event
  76557. */
  76558. constructor(
  76559. /**
  76560. * Defines the type of event (KeyboardEventTypes)
  76561. */
  76562. type: number,
  76563. /**
  76564. * Defines the related dom event
  76565. */
  76566. event: KeyboardEvent);
  76567. }
  76568. }
  76569. declare module BABYLON {
  76570. /**
  76571. * Manage the keyboard inputs to control the movement of a free camera.
  76572. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76573. */
  76574. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  76575. /**
  76576. * Defines the camera the input is attached to.
  76577. */
  76578. camera: FreeCamera;
  76579. /**
  76580. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  76581. */
  76582. keysUp: number[];
  76583. /**
  76584. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  76585. */
  76586. keysDown: number[];
  76587. /**
  76588. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  76589. */
  76590. keysLeft: number[];
  76591. /**
  76592. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  76593. */
  76594. keysRight: number[];
  76595. private _keys;
  76596. private _onCanvasBlurObserver;
  76597. private _onKeyboardObserver;
  76598. private _engine;
  76599. private _scene;
  76600. /**
  76601. * Attach the input controls to a specific dom element to get the input from.
  76602. * @param element Defines the element the controls should be listened from
  76603. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76604. */
  76605. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76606. /**
  76607. * Detach the current controls from the specified dom element.
  76608. * @param element Defines the element to stop listening the inputs from
  76609. */
  76610. detachControl(element: Nullable<HTMLElement>): void;
  76611. /**
  76612. * Update the current camera state depending on the inputs that have been used this frame.
  76613. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  76614. */
  76615. checkInputs(): void;
  76616. /**
  76617. * Gets the class name of the current intput.
  76618. * @returns the class name
  76619. */
  76620. getClassName(): string;
  76621. /** @hidden */
  76622. _onLostFocus(): void;
  76623. /**
  76624. * Get the friendly name associated with the input class.
  76625. * @returns the input friendly name
  76626. */
  76627. getSimpleName(): string;
  76628. }
  76629. }
  76630. declare module BABYLON {
  76631. /**
  76632. * Interface describing all the common properties and methods a shadow light needs to implement.
  76633. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  76634. * as well as binding the different shadow properties to the effects.
  76635. */
  76636. export interface IShadowLight extends Light {
  76637. /**
  76638. * The light id in the scene (used in scene.findLighById for instance)
  76639. */
  76640. id: string;
  76641. /**
  76642. * The position the shdow will be casted from.
  76643. */
  76644. position: Vector3;
  76645. /**
  76646. * In 2d mode (needCube being false), the direction used to cast the shadow.
  76647. */
  76648. direction: Vector3;
  76649. /**
  76650. * The transformed position. Position of the light in world space taking parenting in account.
  76651. */
  76652. transformedPosition: Vector3;
  76653. /**
  76654. * The transformed direction. Direction of the light in world space taking parenting in account.
  76655. */
  76656. transformedDirection: Vector3;
  76657. /**
  76658. * The friendly name of the light in the scene.
  76659. */
  76660. name: string;
  76661. /**
  76662. * Defines the shadow projection clipping minimum z value.
  76663. */
  76664. shadowMinZ: number;
  76665. /**
  76666. * Defines the shadow projection clipping maximum z value.
  76667. */
  76668. shadowMaxZ: number;
  76669. /**
  76670. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  76671. * @returns true if the information has been computed, false if it does not need to (no parenting)
  76672. */
  76673. computeTransformedInformation(): boolean;
  76674. /**
  76675. * Gets the scene the light belongs to.
  76676. * @returns The scene
  76677. */
  76678. getScene(): Scene;
  76679. /**
  76680. * Callback defining a custom Projection Matrix Builder.
  76681. * This can be used to override the default projection matrix computation.
  76682. */
  76683. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  76684. /**
  76685. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  76686. * @param matrix The materix to updated with the projection information
  76687. * @param viewMatrix The transform matrix of the light
  76688. * @param renderList The list of mesh to render in the map
  76689. * @returns The current light
  76690. */
  76691. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  76692. /**
  76693. * Gets the current depth scale used in ESM.
  76694. * @returns The scale
  76695. */
  76696. getDepthScale(): number;
  76697. /**
  76698. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  76699. * @returns true if a cube texture needs to be use
  76700. */
  76701. needCube(): boolean;
  76702. /**
  76703. * Detects if the projection matrix requires to be recomputed this frame.
  76704. * @returns true if it requires to be recomputed otherwise, false.
  76705. */
  76706. needProjectionMatrixCompute(): boolean;
  76707. /**
  76708. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  76709. */
  76710. forceProjectionMatrixCompute(): void;
  76711. /**
  76712. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  76713. * @param faceIndex The index of the face we are computed the direction to generate shadow
  76714. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  76715. */
  76716. getShadowDirection(faceIndex?: number): Vector3;
  76717. /**
  76718. * Gets the minZ used for shadow according to both the scene and the light.
  76719. * @param activeCamera The camera we are returning the min for
  76720. * @returns the depth min z
  76721. */
  76722. getDepthMinZ(activeCamera: Camera): number;
  76723. /**
  76724. * Gets the maxZ used for shadow according to both the scene and the light.
  76725. * @param activeCamera The camera we are returning the max for
  76726. * @returns the depth max z
  76727. */
  76728. getDepthMaxZ(activeCamera: Camera): number;
  76729. }
  76730. /**
  76731. * Base implementation IShadowLight
  76732. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  76733. */
  76734. export abstract class ShadowLight extends Light implements IShadowLight {
  76735. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  76736. protected _position: Vector3;
  76737. protected _setPosition(value: Vector3): void;
  76738. /**
  76739. * Sets the position the shadow will be casted from. Also use as the light position for both
  76740. * point and spot lights.
  76741. */
  76742. /**
  76743. * Sets the position the shadow will be casted from. Also use as the light position for both
  76744. * point and spot lights.
  76745. */
  76746. position: Vector3;
  76747. protected _direction: Vector3;
  76748. protected _setDirection(value: Vector3): void;
  76749. /**
  76750. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  76751. * Also use as the light direction on spot and directional lights.
  76752. */
  76753. /**
  76754. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  76755. * Also use as the light direction on spot and directional lights.
  76756. */
  76757. direction: Vector3;
  76758. private _shadowMinZ;
  76759. /**
  76760. * Gets the shadow projection clipping minimum z value.
  76761. */
  76762. /**
  76763. * Sets the shadow projection clipping minimum z value.
  76764. */
  76765. shadowMinZ: number;
  76766. private _shadowMaxZ;
  76767. /**
  76768. * Sets the shadow projection clipping maximum z value.
  76769. */
  76770. /**
  76771. * Gets the shadow projection clipping maximum z value.
  76772. */
  76773. shadowMaxZ: number;
  76774. /**
  76775. * Callback defining a custom Projection Matrix Builder.
  76776. * This can be used to override the default projection matrix computation.
  76777. */
  76778. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  76779. /**
  76780. * The transformed position. Position of the light in world space taking parenting in account.
  76781. */
  76782. transformedPosition: Vector3;
  76783. /**
  76784. * The transformed direction. Direction of the light in world space taking parenting in account.
  76785. */
  76786. transformedDirection: Vector3;
  76787. private _needProjectionMatrixCompute;
  76788. /**
  76789. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  76790. * @returns true if the information has been computed, false if it does not need to (no parenting)
  76791. */
  76792. computeTransformedInformation(): boolean;
  76793. /**
  76794. * Return the depth scale used for the shadow map.
  76795. * @returns the depth scale.
  76796. */
  76797. getDepthScale(): number;
  76798. /**
  76799. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  76800. * @param faceIndex The index of the face we are computed the direction to generate shadow
  76801. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  76802. */
  76803. getShadowDirection(faceIndex?: number): Vector3;
  76804. /**
  76805. * Returns the ShadowLight absolute position in the World.
  76806. * @returns the position vector in world space
  76807. */
  76808. getAbsolutePosition(): Vector3;
  76809. /**
  76810. * Sets the ShadowLight direction toward the passed target.
  76811. * @param target The point to target in local space
  76812. * @returns the updated ShadowLight direction
  76813. */
  76814. setDirectionToTarget(target: Vector3): Vector3;
  76815. /**
  76816. * Returns the light rotation in euler definition.
  76817. * @returns the x y z rotation in local space.
  76818. */
  76819. getRotation(): Vector3;
  76820. /**
  76821. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  76822. * @returns true if a cube texture needs to be use
  76823. */
  76824. needCube(): boolean;
  76825. /**
  76826. * Detects if the projection matrix requires to be recomputed this frame.
  76827. * @returns true if it requires to be recomputed otherwise, false.
  76828. */
  76829. needProjectionMatrixCompute(): boolean;
  76830. /**
  76831. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  76832. */
  76833. forceProjectionMatrixCompute(): void;
  76834. /** @hidden */
  76835. _initCache(): void;
  76836. /** @hidden */
  76837. _isSynchronized(): boolean;
  76838. /**
  76839. * Computes the world matrix of the node
  76840. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  76841. * @returns the world matrix
  76842. */
  76843. computeWorldMatrix(force?: boolean): Matrix;
  76844. /**
  76845. * Gets the minZ used for shadow according to both the scene and the light.
  76846. * @param activeCamera The camera we are returning the min for
  76847. * @returns the depth min z
  76848. */
  76849. getDepthMinZ(activeCamera: Camera): number;
  76850. /**
  76851. * Gets the maxZ used for shadow according to both the scene and the light.
  76852. * @param activeCamera The camera we are returning the max for
  76853. * @returns the depth max z
  76854. */
  76855. getDepthMaxZ(activeCamera: Camera): number;
  76856. /**
  76857. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  76858. * @param matrix The materix to updated with the projection information
  76859. * @param viewMatrix The transform matrix of the light
  76860. * @param renderList The list of mesh to render in the map
  76861. * @returns The current light
  76862. */
  76863. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  76864. }
  76865. }
  76866. declare module BABYLON {
  76867. /**
  76868. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  76869. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  76870. */
  76871. export class EffectFallbacks implements IEffectFallbacks {
  76872. private _defines;
  76873. private _currentRank;
  76874. private _maxRank;
  76875. private _mesh;
  76876. /**
  76877. * Removes the fallback from the bound mesh.
  76878. */
  76879. unBindMesh(): void;
  76880. /**
  76881. * Adds a fallback on the specified property.
  76882. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  76883. * @param define The name of the define in the shader
  76884. */
  76885. addFallback(rank: number, define: string): void;
  76886. /**
  76887. * Sets the mesh to use CPU skinning when needing to fallback.
  76888. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  76889. * @param mesh The mesh to use the fallbacks.
  76890. */
  76891. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  76892. /**
  76893. * Checks to see if more fallbacks are still availible.
  76894. */
  76895. readonly hasMoreFallbacks: boolean;
  76896. /**
  76897. * Removes the defines that should be removed when falling back.
  76898. * @param currentDefines defines the current define statements for the shader.
  76899. * @param effect defines the current effect we try to compile
  76900. * @returns The resulting defines with defines of the current rank removed.
  76901. */
  76902. reduce(currentDefines: string, effect: Effect): string;
  76903. }
  76904. }
  76905. declare module BABYLON {
  76906. /**
  76907. * "Static Class" containing the most commonly used helper while dealing with material for
  76908. * rendering purpose.
  76909. *
  76910. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  76911. *
  76912. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  76913. */
  76914. export class MaterialHelper {
  76915. /**
  76916. * Bind the current view position to an effect.
  76917. * @param effect The effect to be bound
  76918. * @param scene The scene the eyes position is used from
  76919. */
  76920. static BindEyePosition(effect: Effect, scene: Scene): void;
  76921. /**
  76922. * Helps preparing the defines values about the UVs in used in the effect.
  76923. * UVs are shared as much as we can accross channels in the shaders.
  76924. * @param texture The texture we are preparing the UVs for
  76925. * @param defines The defines to update
  76926. * @param key The channel key "diffuse", "specular"... used in the shader
  76927. */
  76928. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  76929. /**
  76930. * Binds a texture matrix value to its corrsponding uniform
  76931. * @param texture The texture to bind the matrix for
  76932. * @param uniformBuffer The uniform buffer receivin the data
  76933. * @param key The channel key "diffuse", "specular"... used in the shader
  76934. */
  76935. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  76936. /**
  76937. * Gets the current status of the fog (should it be enabled?)
  76938. * @param mesh defines the mesh to evaluate for fog support
  76939. * @param scene defines the hosting scene
  76940. * @returns true if fog must be enabled
  76941. */
  76942. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  76943. /**
  76944. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  76945. * @param mesh defines the current mesh
  76946. * @param scene defines the current scene
  76947. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  76948. * @param pointsCloud defines if point cloud rendering has to be turned on
  76949. * @param fogEnabled defines if fog has to be turned on
  76950. * @param alphaTest defines if alpha testing has to be turned on
  76951. * @param defines defines the current list of defines
  76952. */
  76953. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  76954. /**
  76955. * Helper used to prepare the list of defines associated with frame values for shader compilation
  76956. * @param scene defines the current scene
  76957. * @param engine defines the current engine
  76958. * @param defines specifies the list of active defines
  76959. * @param useInstances defines if instances have to be turned on
  76960. * @param useClipPlane defines if clip plane have to be turned on
  76961. */
  76962. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  76963. /**
  76964. * Prepares the defines for bones
  76965. * @param mesh The mesh containing the geometry data we will draw
  76966. * @param defines The defines to update
  76967. */
  76968. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  76969. /**
  76970. * Prepares the defines for morph targets
  76971. * @param mesh The mesh containing the geometry data we will draw
  76972. * @param defines The defines to update
  76973. */
  76974. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  76975. /**
  76976. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  76977. * @param mesh The mesh containing the geometry data we will draw
  76978. * @param defines The defines to update
  76979. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  76980. * @param useBones Precise whether bones should be used or not (override mesh info)
  76981. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  76982. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  76983. * @returns false if defines are considered not dirty and have not been checked
  76984. */
  76985. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  76986. /**
  76987. * Prepares the defines related to multiview
  76988. * @param scene The scene we are intending to draw
  76989. * @param defines The defines to update
  76990. */
  76991. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  76992. /**
  76993. * Prepares the defines related to the light information passed in parameter
  76994. * @param scene The scene we are intending to draw
  76995. * @param mesh The mesh the effect is compiling for
  76996. * @param light The light the effect is compiling for
  76997. * @param lightIndex The index of the light
  76998. * @param defines The defines to update
  76999. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  77000. * @param state Defines the current state regarding what is needed (normals, etc...)
  77001. */
  77002. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  77003. needNormals: boolean;
  77004. needRebuild: boolean;
  77005. shadowEnabled: boolean;
  77006. specularEnabled: boolean;
  77007. lightmapMode: boolean;
  77008. }): void;
  77009. /**
  77010. * Prepares the defines related to the light information passed in parameter
  77011. * @param scene The scene we are intending to draw
  77012. * @param mesh The mesh the effect is compiling for
  77013. * @param defines The defines to update
  77014. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  77015. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  77016. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  77017. * @returns true if normals will be required for the rest of the effect
  77018. */
  77019. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  77020. /**
  77021. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  77022. * @param lightIndex defines the light index
  77023. * @param uniformsList The uniform list
  77024. * @param samplersList The sampler list
  77025. * @param projectedLightTexture defines if projected texture must be used
  77026. * @param uniformBuffersList defines an optional list of uniform buffers
  77027. */
  77028. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  77029. /**
  77030. * Prepares the uniforms and samplers list to be used in the effect
  77031. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  77032. * @param samplersList The sampler list
  77033. * @param defines The defines helping in the list generation
  77034. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  77035. */
  77036. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  77037. /**
  77038. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  77039. * @param defines The defines to update while falling back
  77040. * @param fallbacks The authorized effect fallbacks
  77041. * @param maxSimultaneousLights The maximum number of lights allowed
  77042. * @param rank the current rank of the Effect
  77043. * @returns The newly affected rank
  77044. */
  77045. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  77046. private static _TmpMorphInfluencers;
  77047. /**
  77048. * Prepares the list of attributes required for morph targets according to the effect defines.
  77049. * @param attribs The current list of supported attribs
  77050. * @param mesh The mesh to prepare the morph targets attributes for
  77051. * @param influencers The number of influencers
  77052. */
  77053. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  77054. /**
  77055. * Prepares the list of attributes required for morph targets according to the effect defines.
  77056. * @param attribs The current list of supported attribs
  77057. * @param mesh The mesh to prepare the morph targets attributes for
  77058. * @param defines The current Defines of the effect
  77059. */
  77060. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  77061. /**
  77062. * Prepares the list of attributes required for bones according to the effect defines.
  77063. * @param attribs The current list of supported attribs
  77064. * @param mesh The mesh to prepare the bones attributes for
  77065. * @param defines The current Defines of the effect
  77066. * @param fallbacks The current efffect fallback strategy
  77067. */
  77068. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  77069. /**
  77070. * Check and prepare the list of attributes required for instances according to the effect defines.
  77071. * @param attribs The current list of supported attribs
  77072. * @param defines The current MaterialDefines of the effect
  77073. */
  77074. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  77075. /**
  77076. * Add the list of attributes required for instances to the attribs array.
  77077. * @param attribs The current list of supported attribs
  77078. */
  77079. static PushAttributesForInstances(attribs: string[]): void;
  77080. /**
  77081. * Binds the light information to the effect.
  77082. * @param light The light containing the generator
  77083. * @param effect The effect we are binding the data to
  77084. * @param lightIndex The light index in the effect used to render
  77085. */
  77086. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  77087. /**
  77088. * Binds the lights information from the scene to the effect for the given mesh.
  77089. * @param light Light to bind
  77090. * @param lightIndex Light index
  77091. * @param scene The scene where the light belongs to
  77092. * @param effect The effect we are binding the data to
  77093. * @param useSpecular Defines if specular is supported
  77094. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  77095. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  77096. */
  77097. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  77098. /**
  77099. * Binds the lights information from the scene to the effect for the given mesh.
  77100. * @param scene The scene the lights belongs to
  77101. * @param mesh The mesh we are binding the information to render
  77102. * @param effect The effect we are binding the data to
  77103. * @param defines The generated defines for the effect
  77104. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  77105. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  77106. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  77107. */
  77108. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  77109. private static _tempFogColor;
  77110. /**
  77111. * Binds the fog information from the scene to the effect for the given mesh.
  77112. * @param scene The scene the lights belongs to
  77113. * @param mesh The mesh we are binding the information to render
  77114. * @param effect The effect we are binding the data to
  77115. * @param linearSpace Defines if the fog effect is applied in linear space
  77116. */
  77117. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  77118. /**
  77119. * Binds the bones information from the mesh to the effect.
  77120. * @param mesh The mesh we are binding the information to render
  77121. * @param effect The effect we are binding the data to
  77122. */
  77123. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  77124. /**
  77125. * Binds the morph targets information from the mesh to the effect.
  77126. * @param abstractMesh The mesh we are binding the information to render
  77127. * @param effect The effect we are binding the data to
  77128. */
  77129. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  77130. /**
  77131. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  77132. * @param defines The generated defines used in the effect
  77133. * @param effect The effect we are binding the data to
  77134. * @param scene The scene we are willing to render with logarithmic scale for
  77135. */
  77136. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  77137. /**
  77138. * Binds the clip plane information from the scene to the effect.
  77139. * @param scene The scene the clip plane information are extracted from
  77140. * @param effect The effect we are binding the data to
  77141. */
  77142. static BindClipPlane(effect: Effect, scene: Scene): void;
  77143. }
  77144. }
  77145. declare module BABYLON {
  77146. /** @hidden */
  77147. export var packingFunctions: {
  77148. name: string;
  77149. shader: string;
  77150. };
  77151. }
  77152. declare module BABYLON {
  77153. /** @hidden */
  77154. export var shadowMapPixelShader: {
  77155. name: string;
  77156. shader: string;
  77157. };
  77158. }
  77159. declare module BABYLON {
  77160. /** @hidden */
  77161. export var bonesDeclaration: {
  77162. name: string;
  77163. shader: string;
  77164. };
  77165. }
  77166. declare module BABYLON {
  77167. /** @hidden */
  77168. export var morphTargetsVertexGlobalDeclaration: {
  77169. name: string;
  77170. shader: string;
  77171. };
  77172. }
  77173. declare module BABYLON {
  77174. /** @hidden */
  77175. export var morphTargetsVertexDeclaration: {
  77176. name: string;
  77177. shader: string;
  77178. };
  77179. }
  77180. declare module BABYLON {
  77181. /** @hidden */
  77182. export var instancesDeclaration: {
  77183. name: string;
  77184. shader: string;
  77185. };
  77186. }
  77187. declare module BABYLON {
  77188. /** @hidden */
  77189. export var helperFunctions: {
  77190. name: string;
  77191. shader: string;
  77192. };
  77193. }
  77194. declare module BABYLON {
  77195. /** @hidden */
  77196. export var morphTargetsVertex: {
  77197. name: string;
  77198. shader: string;
  77199. };
  77200. }
  77201. declare module BABYLON {
  77202. /** @hidden */
  77203. export var instancesVertex: {
  77204. name: string;
  77205. shader: string;
  77206. };
  77207. }
  77208. declare module BABYLON {
  77209. /** @hidden */
  77210. export var bonesVertex: {
  77211. name: string;
  77212. shader: string;
  77213. };
  77214. }
  77215. declare module BABYLON {
  77216. /** @hidden */
  77217. export var shadowMapVertexShader: {
  77218. name: string;
  77219. shader: string;
  77220. };
  77221. }
  77222. declare module BABYLON {
  77223. /** @hidden */
  77224. export var depthBoxBlurPixelShader: {
  77225. name: string;
  77226. shader: string;
  77227. };
  77228. }
  77229. declare module BABYLON {
  77230. /**
  77231. * Defines the options associated with the creation of a custom shader for a shadow generator.
  77232. */
  77233. export interface ICustomShaderOptions {
  77234. /**
  77235. * Gets or sets the custom shader name to use
  77236. */
  77237. shaderName: string;
  77238. /**
  77239. * The list of attribute names used in the shader
  77240. */
  77241. attributes?: string[];
  77242. /**
  77243. * The list of unifrom names used in the shader
  77244. */
  77245. uniforms?: string[];
  77246. /**
  77247. * The list of sampler names used in the shader
  77248. */
  77249. samplers?: string[];
  77250. /**
  77251. * The list of defines used in the shader
  77252. */
  77253. defines?: string[];
  77254. }
  77255. /**
  77256. * Interface to implement to create a shadow generator compatible with BJS.
  77257. */
  77258. export interface IShadowGenerator {
  77259. /**
  77260. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77261. * @returns The render target texture if present otherwise, null
  77262. */
  77263. getShadowMap(): Nullable<RenderTargetTexture>;
  77264. /**
  77265. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77266. * @returns The render target texture if the shadow map is present otherwise, null
  77267. */
  77268. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77269. /**
  77270. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77271. * @param subMesh The submesh we want to render in the shadow map
  77272. * @param useInstances Defines wether will draw in the map using instances
  77273. * @returns true if ready otherwise, false
  77274. */
  77275. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  77276. /**
  77277. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77278. * @param defines Defines of the material we want to update
  77279. * @param lightIndex Index of the light in the enabled light list of the material
  77280. */
  77281. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  77282. /**
  77283. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77284. * defined in the generator but impacting the effect).
  77285. * It implies the unifroms available on the materials are the standard BJS ones.
  77286. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77287. * @param effect The effect we are binfing the information for
  77288. */
  77289. bindShadowLight(lightIndex: string, effect: Effect): void;
  77290. /**
  77291. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77292. * (eq to shadow prjection matrix * light transform matrix)
  77293. * @returns The transform matrix used to create the shadow map
  77294. */
  77295. getTransformMatrix(): Matrix;
  77296. /**
  77297. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77298. * Cube and 2D textures for instance.
  77299. */
  77300. recreateShadowMap(): void;
  77301. /**
  77302. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77303. * @param onCompiled Callback triggered at the and of the effects compilation
  77304. * @param options Sets of optional options forcing the compilation with different modes
  77305. */
  77306. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  77307. useInstances: boolean;
  77308. }>): void;
  77309. /**
  77310. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77311. * @param options Sets of optional options forcing the compilation with different modes
  77312. * @returns A promise that resolves when the compilation completes
  77313. */
  77314. forceCompilationAsync(options?: Partial<{
  77315. useInstances: boolean;
  77316. }>): Promise<void>;
  77317. /**
  77318. * Serializes the shadow generator setup to a json object.
  77319. * @returns The serialized JSON object
  77320. */
  77321. serialize(): any;
  77322. /**
  77323. * Disposes the Shadow map and related Textures and effects.
  77324. */
  77325. dispose(): void;
  77326. }
  77327. /**
  77328. * Default implementation IShadowGenerator.
  77329. * This is the main object responsible of generating shadows in the framework.
  77330. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  77331. */
  77332. export class ShadowGenerator implements IShadowGenerator {
  77333. /**
  77334. * Shadow generator mode None: no filtering applied.
  77335. */
  77336. static readonly FILTER_NONE: number;
  77337. /**
  77338. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77339. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77340. */
  77341. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  77342. /**
  77343. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77344. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77345. */
  77346. static readonly FILTER_POISSONSAMPLING: number;
  77347. /**
  77348. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77349. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77350. */
  77351. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  77352. /**
  77353. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77354. * edge artifacts on steep falloff.
  77355. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77356. */
  77357. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  77358. /**
  77359. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77360. * edge artifacts on steep falloff.
  77361. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77362. */
  77363. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  77364. /**
  77365. * Shadow generator mode PCF: Percentage Closer Filtering
  77366. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77367. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77368. */
  77369. static readonly FILTER_PCF: number;
  77370. /**
  77371. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77372. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77373. * Contact Hardening
  77374. */
  77375. static readonly FILTER_PCSS: number;
  77376. /**
  77377. * Reserved for PCF and PCSS
  77378. * Highest Quality.
  77379. *
  77380. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77381. *
  77382. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77383. */
  77384. static readonly QUALITY_HIGH: number;
  77385. /**
  77386. * Reserved for PCF and PCSS
  77387. * Good tradeoff for quality/perf cross devices
  77388. *
  77389. * Execute PCF on a 3*3 kernel.
  77390. *
  77391. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77392. */
  77393. static readonly QUALITY_MEDIUM: number;
  77394. /**
  77395. * Reserved for PCF and PCSS
  77396. * The lowest quality but the fastest.
  77397. *
  77398. * Execute PCF on a 1*1 kernel.
  77399. *
  77400. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77401. */
  77402. static readonly QUALITY_LOW: number;
  77403. /** Gets or sets the custom shader name to use */
  77404. customShaderOptions: ICustomShaderOptions;
  77405. /**
  77406. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  77407. */
  77408. onBeforeShadowMapRenderObservable: Observable<Effect>;
  77409. /**
  77410. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  77411. */
  77412. onAfterShadowMapRenderObservable: Observable<Effect>;
  77413. /**
  77414. * Observable triggered before a mesh is rendered in the shadow map.
  77415. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  77416. */
  77417. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  77418. /**
  77419. * Observable triggered after a mesh is rendered in the shadow map.
  77420. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  77421. */
  77422. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  77423. private _bias;
  77424. /**
  77425. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  77426. */
  77427. /**
  77428. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  77429. */
  77430. bias: number;
  77431. private _normalBias;
  77432. /**
  77433. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77434. */
  77435. /**
  77436. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77437. */
  77438. normalBias: number;
  77439. private _blurBoxOffset;
  77440. /**
  77441. * Gets the blur box offset: offset applied during the blur pass.
  77442. * Only useful if useKernelBlur = false
  77443. */
  77444. /**
  77445. * Sets the blur box offset: offset applied during the blur pass.
  77446. * Only useful if useKernelBlur = false
  77447. */
  77448. blurBoxOffset: number;
  77449. private _blurScale;
  77450. /**
  77451. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  77452. * 2 means half of the size.
  77453. */
  77454. /**
  77455. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  77456. * 2 means half of the size.
  77457. */
  77458. blurScale: number;
  77459. private _blurKernel;
  77460. /**
  77461. * Gets the blur kernel: kernel size of the blur pass.
  77462. * Only useful if useKernelBlur = true
  77463. */
  77464. /**
  77465. * Sets the blur kernel: kernel size of the blur pass.
  77466. * Only useful if useKernelBlur = true
  77467. */
  77468. blurKernel: number;
  77469. private _useKernelBlur;
  77470. /**
  77471. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  77472. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77473. */
  77474. /**
  77475. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  77476. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77477. */
  77478. useKernelBlur: boolean;
  77479. private _depthScale;
  77480. /**
  77481. * Gets the depth scale used in ESM mode.
  77482. */
  77483. /**
  77484. * Sets the depth scale used in ESM mode.
  77485. * This can override the scale stored on the light.
  77486. */
  77487. depthScale: number;
  77488. private _filter;
  77489. /**
  77490. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  77491. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77492. */
  77493. /**
  77494. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  77495. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77496. */
  77497. filter: number;
  77498. /**
  77499. * Gets if the current filter is set to Poisson Sampling.
  77500. */
  77501. /**
  77502. * Sets the current filter to Poisson Sampling.
  77503. */
  77504. usePoissonSampling: boolean;
  77505. /**
  77506. * Gets if the current filter is set to ESM.
  77507. */
  77508. /**
  77509. * Sets the current filter is to ESM.
  77510. */
  77511. useExponentialShadowMap: boolean;
  77512. /**
  77513. * Gets if the current filter is set to filtered ESM.
  77514. */
  77515. /**
  77516. * Gets if the current filter is set to filtered ESM.
  77517. */
  77518. useBlurExponentialShadowMap: boolean;
  77519. /**
  77520. * Gets if the current filter is set to "close ESM" (using the inverse of the
  77521. * exponential to prevent steep falloff artifacts).
  77522. */
  77523. /**
  77524. * Sets the current filter to "close ESM" (using the inverse of the
  77525. * exponential to prevent steep falloff artifacts).
  77526. */
  77527. useCloseExponentialShadowMap: boolean;
  77528. /**
  77529. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  77530. * exponential to prevent steep falloff artifacts).
  77531. */
  77532. /**
  77533. * Sets the current filter to filtered "close ESM" (using the inverse of the
  77534. * exponential to prevent steep falloff artifacts).
  77535. */
  77536. useBlurCloseExponentialShadowMap: boolean;
  77537. /**
  77538. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  77539. */
  77540. /**
  77541. * Sets the current filter to "PCF" (percentage closer filtering).
  77542. */
  77543. usePercentageCloserFiltering: boolean;
  77544. private _filteringQuality;
  77545. /**
  77546. * Gets the PCF or PCSS Quality.
  77547. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77548. */
  77549. /**
  77550. * Sets the PCF or PCSS Quality.
  77551. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77552. */
  77553. filteringQuality: number;
  77554. /**
  77555. * Gets if the current filter is set to "PCSS" (contact hardening).
  77556. */
  77557. /**
  77558. * Sets the current filter to "PCSS" (contact hardening).
  77559. */
  77560. useContactHardeningShadow: boolean;
  77561. private _contactHardeningLightSizeUVRatio;
  77562. /**
  77563. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77564. * Using a ratio helps keeping shape stability independently of the map size.
  77565. *
  77566. * It does not account for the light projection as it was having too much
  77567. * instability during the light setup or during light position changes.
  77568. *
  77569. * Only valid if useContactHardeningShadow is true.
  77570. */
  77571. /**
  77572. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77573. * Using a ratio helps keeping shape stability independently of the map size.
  77574. *
  77575. * It does not account for the light projection as it was having too much
  77576. * instability during the light setup or during light position changes.
  77577. *
  77578. * Only valid if useContactHardeningShadow is true.
  77579. */
  77580. contactHardeningLightSizeUVRatio: number;
  77581. private _darkness;
  77582. /** Gets or sets the actual darkness of a shadow */
  77583. darkness: number;
  77584. /**
  77585. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  77586. * 0 means strongest and 1 would means no shadow.
  77587. * @returns the darkness.
  77588. */
  77589. getDarkness(): number;
  77590. /**
  77591. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  77592. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  77593. * @returns the shadow generator allowing fluent coding.
  77594. */
  77595. setDarkness(darkness: number): ShadowGenerator;
  77596. private _transparencyShadow;
  77597. /** Gets or sets the ability to have transparent shadow */
  77598. transparencyShadow: boolean;
  77599. /**
  77600. * Sets the ability to have transparent shadow (boolean).
  77601. * @param transparent True if transparent else False
  77602. * @returns the shadow generator allowing fluent coding
  77603. */
  77604. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  77605. private _shadowMap;
  77606. private _shadowMap2;
  77607. /**
  77608. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77609. * @returns The render target texture if present otherwise, null
  77610. */
  77611. getShadowMap(): Nullable<RenderTargetTexture>;
  77612. /**
  77613. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77614. * @returns The render target texture if the shadow map is present otherwise, null
  77615. */
  77616. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77617. /**
  77618. * Gets the class name of that object
  77619. * @returns "ShadowGenerator"
  77620. */
  77621. getClassName(): string;
  77622. /**
  77623. * Helper function to add a mesh and its descendants to the list of shadow casters.
  77624. * @param mesh Mesh to add
  77625. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  77626. * @returns the Shadow Generator itself
  77627. */
  77628. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77629. /**
  77630. * Helper function to remove a mesh and its descendants from the list of shadow casters
  77631. * @param mesh Mesh to remove
  77632. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  77633. * @returns the Shadow Generator itself
  77634. */
  77635. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77636. /**
  77637. * Controls the extent to which the shadows fade out at the edge of the frustum
  77638. * Used only by directionals and spots
  77639. */
  77640. frustumEdgeFalloff: number;
  77641. private _light;
  77642. /**
  77643. * Returns the associated light object.
  77644. * @returns the light generating the shadow
  77645. */
  77646. getLight(): IShadowLight;
  77647. /**
  77648. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  77649. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  77650. * It might on the other hand introduce peter panning.
  77651. */
  77652. forceBackFacesOnly: boolean;
  77653. private _scene;
  77654. private _lightDirection;
  77655. private _effect;
  77656. private _viewMatrix;
  77657. private _projectionMatrix;
  77658. private _transformMatrix;
  77659. private _cachedPosition;
  77660. private _cachedDirection;
  77661. private _cachedDefines;
  77662. private _currentRenderID;
  77663. private _boxBlurPostprocess;
  77664. private _kernelBlurXPostprocess;
  77665. private _kernelBlurYPostprocess;
  77666. private _blurPostProcesses;
  77667. private _mapSize;
  77668. private _currentFaceIndex;
  77669. private _currentFaceIndexCache;
  77670. private _textureType;
  77671. private _defaultTextureMatrix;
  77672. private _storedUniqueId;
  77673. /** @hidden */
  77674. static _SceneComponentInitialization: (scene: Scene) => void;
  77675. /**
  77676. * Creates a ShadowGenerator object.
  77677. * A ShadowGenerator is the required tool to use the shadows.
  77678. * Each light casting shadows needs to use its own ShadowGenerator.
  77679. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  77680. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  77681. * @param light The light object generating the shadows.
  77682. * @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.
  77683. */
  77684. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  77685. private _initializeGenerator;
  77686. private _initializeShadowMap;
  77687. private _initializeBlurRTTAndPostProcesses;
  77688. private _renderForShadowMap;
  77689. private _renderSubMeshForShadowMap;
  77690. private _applyFilterValues;
  77691. /**
  77692. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77693. * @param onCompiled Callback triggered at the and of the effects compilation
  77694. * @param options Sets of optional options forcing the compilation with different modes
  77695. */
  77696. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  77697. useInstances: boolean;
  77698. }>): void;
  77699. /**
  77700. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77701. * @param options Sets of optional options forcing the compilation with different modes
  77702. * @returns A promise that resolves when the compilation completes
  77703. */
  77704. forceCompilationAsync(options?: Partial<{
  77705. useInstances: boolean;
  77706. }>): Promise<void>;
  77707. /**
  77708. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77709. * @param subMesh The submesh we want to render in the shadow map
  77710. * @param useInstances Defines wether will draw in the map using instances
  77711. * @returns true if ready otherwise, false
  77712. */
  77713. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  77714. /**
  77715. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77716. * @param defines Defines of the material we want to update
  77717. * @param lightIndex Index of the light in the enabled light list of the material
  77718. */
  77719. prepareDefines(defines: any, lightIndex: number): void;
  77720. /**
  77721. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77722. * defined in the generator but impacting the effect).
  77723. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77724. * @param effect The effect we are binfing the information for
  77725. */
  77726. bindShadowLight(lightIndex: string, effect: Effect): void;
  77727. /**
  77728. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77729. * (eq to shadow prjection matrix * light transform matrix)
  77730. * @returns The transform matrix used to create the shadow map
  77731. */
  77732. getTransformMatrix(): Matrix;
  77733. /**
  77734. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77735. * Cube and 2D textures for instance.
  77736. */
  77737. recreateShadowMap(): void;
  77738. private _disposeBlurPostProcesses;
  77739. private _disposeRTTandPostProcesses;
  77740. /**
  77741. * Disposes the ShadowGenerator.
  77742. * Returns nothing.
  77743. */
  77744. dispose(): void;
  77745. /**
  77746. * Serializes the shadow generator setup to a json object.
  77747. * @returns The serialized JSON object
  77748. */
  77749. serialize(): any;
  77750. /**
  77751. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77752. * @param parsedShadowGenerator The JSON object to parse
  77753. * @param scene The scene to create the shadow map for
  77754. * @returns The parsed shadow generator
  77755. */
  77756. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  77757. }
  77758. }
  77759. declare module BABYLON {
  77760. /**
  77761. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  77762. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  77763. * 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.
  77764. */
  77765. export abstract class Light extends Node {
  77766. /**
  77767. * Falloff Default: light is falling off following the material specification:
  77768. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  77769. */
  77770. static readonly FALLOFF_DEFAULT: number;
  77771. /**
  77772. * Falloff Physical: light is falling off following the inverse squared distance law.
  77773. */
  77774. static readonly FALLOFF_PHYSICAL: number;
  77775. /**
  77776. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  77777. * to enhance interoperability with other engines.
  77778. */
  77779. static readonly FALLOFF_GLTF: number;
  77780. /**
  77781. * Falloff Standard: light is falling off like in the standard material
  77782. * to enhance interoperability with other materials.
  77783. */
  77784. static readonly FALLOFF_STANDARD: number;
  77785. /**
  77786. * If every light affecting the material is in this lightmapMode,
  77787. * material.lightmapTexture adds or multiplies
  77788. * (depends on material.useLightmapAsShadowmap)
  77789. * after every other light calculations.
  77790. */
  77791. static readonly LIGHTMAP_DEFAULT: number;
  77792. /**
  77793. * material.lightmapTexture as only diffuse lighting from this light
  77794. * adds only specular lighting from this light
  77795. * adds dynamic shadows
  77796. */
  77797. static readonly LIGHTMAP_SPECULAR: number;
  77798. /**
  77799. * material.lightmapTexture as only lighting
  77800. * no light calculation from this light
  77801. * only adds dynamic shadows from this light
  77802. */
  77803. static readonly LIGHTMAP_SHADOWSONLY: number;
  77804. /**
  77805. * Each light type uses the default quantity according to its type:
  77806. * point/spot lights use luminous intensity
  77807. * directional lights use illuminance
  77808. */
  77809. static readonly INTENSITYMODE_AUTOMATIC: number;
  77810. /**
  77811. * lumen (lm)
  77812. */
  77813. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  77814. /**
  77815. * candela (lm/sr)
  77816. */
  77817. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  77818. /**
  77819. * lux (lm/m^2)
  77820. */
  77821. static readonly INTENSITYMODE_ILLUMINANCE: number;
  77822. /**
  77823. * nit (cd/m^2)
  77824. */
  77825. static readonly INTENSITYMODE_LUMINANCE: number;
  77826. /**
  77827. * Light type const id of the point light.
  77828. */
  77829. static readonly LIGHTTYPEID_POINTLIGHT: number;
  77830. /**
  77831. * Light type const id of the directional light.
  77832. */
  77833. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  77834. /**
  77835. * Light type const id of the spot light.
  77836. */
  77837. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  77838. /**
  77839. * Light type const id of the hemispheric light.
  77840. */
  77841. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  77842. /**
  77843. * Diffuse gives the basic color to an object.
  77844. */
  77845. diffuse: Color3;
  77846. /**
  77847. * Specular produces a highlight color on an object.
  77848. * Note: This is note affecting PBR materials.
  77849. */
  77850. specular: Color3;
  77851. /**
  77852. * Defines the falloff type for this light. This lets overrriding how punctual light are
  77853. * falling off base on range or angle.
  77854. * This can be set to any values in Light.FALLOFF_x.
  77855. *
  77856. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  77857. * other types of materials.
  77858. */
  77859. falloffType: number;
  77860. /**
  77861. * Strength of the light.
  77862. * Note: By default it is define in the framework own unit.
  77863. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  77864. */
  77865. intensity: number;
  77866. private _range;
  77867. protected _inverseSquaredRange: number;
  77868. /**
  77869. * Defines how far from the source the light is impacting in scene units.
  77870. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  77871. */
  77872. /**
  77873. * Defines how far from the source the light is impacting in scene units.
  77874. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  77875. */
  77876. range: number;
  77877. /**
  77878. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  77879. * of light.
  77880. */
  77881. private _photometricScale;
  77882. private _intensityMode;
  77883. /**
  77884. * Gets the photometric scale used to interpret the intensity.
  77885. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  77886. */
  77887. /**
  77888. * Sets the photometric scale used to interpret the intensity.
  77889. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  77890. */
  77891. intensityMode: number;
  77892. private _radius;
  77893. /**
  77894. * Gets the light radius used by PBR Materials to simulate soft area lights.
  77895. */
  77896. /**
  77897. * sets the light radius used by PBR Materials to simulate soft area lights.
  77898. */
  77899. radius: number;
  77900. private _renderPriority;
  77901. /**
  77902. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  77903. * exceeding the number allowed of the materials.
  77904. */
  77905. renderPriority: number;
  77906. private _shadowEnabled;
  77907. /**
  77908. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  77909. * the current shadow generator.
  77910. */
  77911. /**
  77912. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  77913. * the current shadow generator.
  77914. */
  77915. shadowEnabled: boolean;
  77916. private _includedOnlyMeshes;
  77917. /**
  77918. * Gets the only meshes impacted by this light.
  77919. */
  77920. /**
  77921. * Sets the only meshes impacted by this light.
  77922. */
  77923. includedOnlyMeshes: AbstractMesh[];
  77924. private _excludedMeshes;
  77925. /**
  77926. * Gets the meshes not impacted by this light.
  77927. */
  77928. /**
  77929. * Sets the meshes not impacted by this light.
  77930. */
  77931. excludedMeshes: AbstractMesh[];
  77932. private _excludeWithLayerMask;
  77933. /**
  77934. * Gets the layer id use to find what meshes are not impacted by the light.
  77935. * Inactive if 0
  77936. */
  77937. /**
  77938. * Sets the layer id use to find what meshes are not impacted by the light.
  77939. * Inactive if 0
  77940. */
  77941. excludeWithLayerMask: number;
  77942. private _includeOnlyWithLayerMask;
  77943. /**
  77944. * Gets the layer id use to find what meshes are impacted by the light.
  77945. * Inactive if 0
  77946. */
  77947. /**
  77948. * Sets the layer id use to find what meshes are impacted by the light.
  77949. * Inactive if 0
  77950. */
  77951. includeOnlyWithLayerMask: number;
  77952. private _lightmapMode;
  77953. /**
  77954. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  77955. */
  77956. /**
  77957. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  77958. */
  77959. lightmapMode: number;
  77960. /**
  77961. * Shadow generator associted to the light.
  77962. * @hidden Internal use only.
  77963. */
  77964. _shadowGenerator: Nullable<IShadowGenerator>;
  77965. /**
  77966. * @hidden Internal use only.
  77967. */
  77968. _excludedMeshesIds: string[];
  77969. /**
  77970. * @hidden Internal use only.
  77971. */
  77972. _includedOnlyMeshesIds: string[];
  77973. /**
  77974. * The current light unifom buffer.
  77975. * @hidden Internal use only.
  77976. */
  77977. _uniformBuffer: UniformBuffer;
  77978. /** @hidden */
  77979. _renderId: number;
  77980. /**
  77981. * Creates a Light object in the scene.
  77982. * Documentation : https://doc.babylonjs.com/babylon101/lights
  77983. * @param name The firendly name of the light
  77984. * @param scene The scene the light belongs too
  77985. */
  77986. constructor(name: string, scene: Scene);
  77987. protected abstract _buildUniformLayout(): void;
  77988. /**
  77989. * Sets the passed Effect "effect" with the Light information.
  77990. * @param effect The effect to update
  77991. * @param lightIndex The index of the light in the effect to update
  77992. * @returns The light
  77993. */
  77994. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  77995. /**
  77996. * Sets the passed Effect "effect" with the Light information.
  77997. * @param effect The effect to update
  77998. * @param lightDataUniformName The uniform used to store light data (position or direction)
  77999. * @returns The light
  78000. */
  78001. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  78002. /**
  78003. * Returns the string "Light".
  78004. * @returns the class name
  78005. */
  78006. getClassName(): string;
  78007. /** @hidden */
  78008. readonly _isLight: boolean;
  78009. /**
  78010. * Converts the light information to a readable string for debug purpose.
  78011. * @param fullDetails Supports for multiple levels of logging within scene loading
  78012. * @returns the human readable light info
  78013. */
  78014. toString(fullDetails?: boolean): string;
  78015. /** @hidden */
  78016. protected _syncParentEnabledState(): void;
  78017. /**
  78018. * Set the enabled state of this node.
  78019. * @param value - the new enabled state
  78020. */
  78021. setEnabled(value: boolean): void;
  78022. /**
  78023. * Returns the Light associated shadow generator if any.
  78024. * @return the associated shadow generator.
  78025. */
  78026. getShadowGenerator(): Nullable<IShadowGenerator>;
  78027. /**
  78028. * Returns a Vector3, the absolute light position in the World.
  78029. * @returns the world space position of the light
  78030. */
  78031. getAbsolutePosition(): Vector3;
  78032. /**
  78033. * Specifies if the light will affect the passed mesh.
  78034. * @param mesh The mesh to test against the light
  78035. * @return true the mesh is affected otherwise, false.
  78036. */
  78037. canAffectMesh(mesh: AbstractMesh): boolean;
  78038. /**
  78039. * Sort function to order lights for rendering.
  78040. * @param a First Light object to compare to second.
  78041. * @param b Second Light object to compare first.
  78042. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  78043. */
  78044. static CompareLightsPriority(a: Light, b: Light): number;
  78045. /**
  78046. * Releases resources associated with this node.
  78047. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  78048. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  78049. */
  78050. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  78051. /**
  78052. * Returns the light type ID (integer).
  78053. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  78054. */
  78055. getTypeID(): number;
  78056. /**
  78057. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  78058. * @returns the scaled intensity in intensity mode unit
  78059. */
  78060. getScaledIntensity(): number;
  78061. /**
  78062. * Returns a new Light object, named "name", from the current one.
  78063. * @param name The name of the cloned light
  78064. * @returns the new created light
  78065. */
  78066. clone(name: string): Nullable<Light>;
  78067. /**
  78068. * Serializes the current light into a Serialization object.
  78069. * @returns the serialized object.
  78070. */
  78071. serialize(): any;
  78072. /**
  78073. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  78074. * This new light is named "name" and added to the passed scene.
  78075. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  78076. * @param name The friendly name of the light
  78077. * @param scene The scene the new light will belong to
  78078. * @returns the constructor function
  78079. */
  78080. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  78081. /**
  78082. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  78083. * @param parsedLight The JSON representation of the light
  78084. * @param scene The scene to create the parsed light in
  78085. * @returns the created light after parsing
  78086. */
  78087. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  78088. private _hookArrayForExcluded;
  78089. private _hookArrayForIncludedOnly;
  78090. private _resyncMeshes;
  78091. /**
  78092. * Forces the meshes to update their light related information in their rendering used effects
  78093. * @hidden Internal Use Only
  78094. */
  78095. _markMeshesAsLightDirty(): void;
  78096. /**
  78097. * Recomputes the cached photometric scale if needed.
  78098. */
  78099. private _computePhotometricScale;
  78100. /**
  78101. * Returns the Photometric Scale according to the light type and intensity mode.
  78102. */
  78103. private _getPhotometricScale;
  78104. /**
  78105. * Reorder the light in the scene according to their defined priority.
  78106. * @hidden Internal Use Only
  78107. */
  78108. _reorderLightsInScene(): void;
  78109. /**
  78110. * Prepares the list of defines specific to the light type.
  78111. * @param defines the list of defines
  78112. * @param lightIndex defines the index of the light for the effect
  78113. */
  78114. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  78115. }
  78116. }
  78117. declare module BABYLON {
  78118. /**
  78119. * Interface used to define Action
  78120. */
  78121. export interface IAction {
  78122. /**
  78123. * Trigger for the action
  78124. */
  78125. trigger: number;
  78126. /** Options of the trigger */
  78127. triggerOptions: any;
  78128. /**
  78129. * Gets the trigger parameters
  78130. * @returns the trigger parameters
  78131. */
  78132. getTriggerParameter(): any;
  78133. /**
  78134. * Internal only - executes current action event
  78135. * @hidden
  78136. */
  78137. _executeCurrent(evt?: ActionEvent): void;
  78138. /**
  78139. * Serialize placeholder for child classes
  78140. * @param parent of child
  78141. * @returns the serialized object
  78142. */
  78143. serialize(parent: any): any;
  78144. /**
  78145. * Internal only
  78146. * @hidden
  78147. */
  78148. _prepare(): void;
  78149. /**
  78150. * Internal only - manager for action
  78151. * @hidden
  78152. */
  78153. _actionManager: AbstractActionManager;
  78154. /**
  78155. * Adds action to chain of actions, may be a DoNothingAction
  78156. * @param action defines the next action to execute
  78157. * @returns The action passed in
  78158. * @see https://www.babylonjs-playground.com/#1T30HR#0
  78159. */
  78160. then(action: IAction): IAction;
  78161. }
  78162. /**
  78163. * The action to be carried out following a trigger
  78164. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  78165. */
  78166. export class Action implements IAction {
  78167. /** the trigger, with or without parameters, for the action */
  78168. triggerOptions: any;
  78169. /**
  78170. * Trigger for the action
  78171. */
  78172. trigger: number;
  78173. /**
  78174. * Internal only - manager for action
  78175. * @hidden
  78176. */
  78177. _actionManager: ActionManager;
  78178. private _nextActiveAction;
  78179. private _child;
  78180. private _condition?;
  78181. private _triggerParameter;
  78182. /**
  78183. * An event triggered prior to action being executed.
  78184. */
  78185. onBeforeExecuteObservable: Observable<Action>;
  78186. /**
  78187. * Creates a new Action
  78188. * @param triggerOptions the trigger, with or without parameters, for the action
  78189. * @param condition an optional determinant of action
  78190. */
  78191. constructor(
  78192. /** the trigger, with or without parameters, for the action */
  78193. triggerOptions: any, condition?: Condition);
  78194. /**
  78195. * Internal only
  78196. * @hidden
  78197. */
  78198. _prepare(): void;
  78199. /**
  78200. * Gets the trigger parameters
  78201. * @returns the trigger parameters
  78202. */
  78203. getTriggerParameter(): any;
  78204. /**
  78205. * Internal only - executes current action event
  78206. * @hidden
  78207. */
  78208. _executeCurrent(evt?: ActionEvent): void;
  78209. /**
  78210. * Execute placeholder for child classes
  78211. * @param evt optional action event
  78212. */
  78213. execute(evt?: ActionEvent): void;
  78214. /**
  78215. * Skips to next active action
  78216. */
  78217. skipToNextActiveAction(): void;
  78218. /**
  78219. * Adds action to chain of actions, may be a DoNothingAction
  78220. * @param action defines the next action to execute
  78221. * @returns The action passed in
  78222. * @see https://www.babylonjs-playground.com/#1T30HR#0
  78223. */
  78224. then(action: Action): Action;
  78225. /**
  78226. * Internal only
  78227. * @hidden
  78228. */
  78229. _getProperty(propertyPath: string): string;
  78230. /**
  78231. * Internal only
  78232. * @hidden
  78233. */
  78234. _getEffectiveTarget(target: any, propertyPath: string): any;
  78235. /**
  78236. * Serialize placeholder for child classes
  78237. * @param parent of child
  78238. * @returns the serialized object
  78239. */
  78240. serialize(parent: any): any;
  78241. /**
  78242. * Internal only called by serialize
  78243. * @hidden
  78244. */
  78245. protected _serialize(serializedAction: any, parent?: any): any;
  78246. /**
  78247. * Internal only
  78248. * @hidden
  78249. */
  78250. static _SerializeValueAsString: (value: any) => string;
  78251. /**
  78252. * Internal only
  78253. * @hidden
  78254. */
  78255. static _GetTargetProperty: (target: Node | Scene) => {
  78256. name: string;
  78257. targetType: string;
  78258. value: string;
  78259. };
  78260. }
  78261. }
  78262. declare module BABYLON {
  78263. /**
  78264. * A Condition applied to an Action
  78265. */
  78266. export class Condition {
  78267. /**
  78268. * Internal only - manager for action
  78269. * @hidden
  78270. */
  78271. _actionManager: ActionManager;
  78272. /**
  78273. * Internal only
  78274. * @hidden
  78275. */
  78276. _evaluationId: number;
  78277. /**
  78278. * Internal only
  78279. * @hidden
  78280. */
  78281. _currentResult: boolean;
  78282. /**
  78283. * Creates a new Condition
  78284. * @param actionManager the manager of the action the condition is applied to
  78285. */
  78286. constructor(actionManager: ActionManager);
  78287. /**
  78288. * Check if the current condition is valid
  78289. * @returns a boolean
  78290. */
  78291. isValid(): boolean;
  78292. /**
  78293. * Internal only
  78294. * @hidden
  78295. */
  78296. _getProperty(propertyPath: string): string;
  78297. /**
  78298. * Internal only
  78299. * @hidden
  78300. */
  78301. _getEffectiveTarget(target: any, propertyPath: string): any;
  78302. /**
  78303. * Serialize placeholder for child classes
  78304. * @returns the serialized object
  78305. */
  78306. serialize(): any;
  78307. /**
  78308. * Internal only
  78309. * @hidden
  78310. */
  78311. protected _serialize(serializedCondition: any): any;
  78312. }
  78313. /**
  78314. * Defines specific conditional operators as extensions of Condition
  78315. */
  78316. export class ValueCondition extends Condition {
  78317. /** path to specify the property of the target the conditional operator uses */
  78318. propertyPath: string;
  78319. /** the value compared by the conditional operator against the current value of the property */
  78320. value: any;
  78321. /** the conditional operator, default ValueCondition.IsEqual */
  78322. operator: number;
  78323. /**
  78324. * Internal only
  78325. * @hidden
  78326. */
  78327. private static _IsEqual;
  78328. /**
  78329. * Internal only
  78330. * @hidden
  78331. */
  78332. private static _IsDifferent;
  78333. /**
  78334. * Internal only
  78335. * @hidden
  78336. */
  78337. private static _IsGreater;
  78338. /**
  78339. * Internal only
  78340. * @hidden
  78341. */
  78342. private static _IsLesser;
  78343. /**
  78344. * returns the number for IsEqual
  78345. */
  78346. static readonly IsEqual: number;
  78347. /**
  78348. * Returns the number for IsDifferent
  78349. */
  78350. static readonly IsDifferent: number;
  78351. /**
  78352. * Returns the number for IsGreater
  78353. */
  78354. static readonly IsGreater: number;
  78355. /**
  78356. * Returns the number for IsLesser
  78357. */
  78358. static readonly IsLesser: number;
  78359. /**
  78360. * Internal only The action manager for the condition
  78361. * @hidden
  78362. */
  78363. _actionManager: ActionManager;
  78364. /**
  78365. * Internal only
  78366. * @hidden
  78367. */
  78368. private _target;
  78369. /**
  78370. * Internal only
  78371. * @hidden
  78372. */
  78373. private _effectiveTarget;
  78374. /**
  78375. * Internal only
  78376. * @hidden
  78377. */
  78378. private _property;
  78379. /**
  78380. * Creates a new ValueCondition
  78381. * @param actionManager manager for the action the condition applies to
  78382. * @param target for the action
  78383. * @param propertyPath path to specify the property of the target the conditional operator uses
  78384. * @param value the value compared by the conditional operator against the current value of the property
  78385. * @param operator the conditional operator, default ValueCondition.IsEqual
  78386. */
  78387. constructor(actionManager: ActionManager, target: any,
  78388. /** path to specify the property of the target the conditional operator uses */
  78389. propertyPath: string,
  78390. /** the value compared by the conditional operator against the current value of the property */
  78391. value: any,
  78392. /** the conditional operator, default ValueCondition.IsEqual */
  78393. operator?: number);
  78394. /**
  78395. * Compares the given value with the property value for the specified conditional operator
  78396. * @returns the result of the comparison
  78397. */
  78398. isValid(): boolean;
  78399. /**
  78400. * Serialize the ValueCondition into a JSON compatible object
  78401. * @returns serialization object
  78402. */
  78403. serialize(): any;
  78404. /**
  78405. * Gets the name of the conditional operator for the ValueCondition
  78406. * @param operator the conditional operator
  78407. * @returns the name
  78408. */
  78409. static GetOperatorName(operator: number): string;
  78410. }
  78411. /**
  78412. * Defines a predicate condition as an extension of Condition
  78413. */
  78414. export class PredicateCondition extends Condition {
  78415. /** defines the predicate function used to validate the condition */
  78416. predicate: () => boolean;
  78417. /**
  78418. * Internal only - manager for action
  78419. * @hidden
  78420. */
  78421. _actionManager: ActionManager;
  78422. /**
  78423. * Creates a new PredicateCondition
  78424. * @param actionManager manager for the action the condition applies to
  78425. * @param predicate defines the predicate function used to validate the condition
  78426. */
  78427. constructor(actionManager: ActionManager,
  78428. /** defines the predicate function used to validate the condition */
  78429. predicate: () => boolean);
  78430. /**
  78431. * @returns the validity of the predicate condition
  78432. */
  78433. isValid(): boolean;
  78434. }
  78435. /**
  78436. * Defines a state condition as an extension of Condition
  78437. */
  78438. export class StateCondition extends Condition {
  78439. /** Value to compare with target state */
  78440. value: string;
  78441. /**
  78442. * Internal only - manager for action
  78443. * @hidden
  78444. */
  78445. _actionManager: ActionManager;
  78446. /**
  78447. * Internal only
  78448. * @hidden
  78449. */
  78450. private _target;
  78451. /**
  78452. * Creates a new StateCondition
  78453. * @param actionManager manager for the action the condition applies to
  78454. * @param target of the condition
  78455. * @param value to compare with target state
  78456. */
  78457. constructor(actionManager: ActionManager, target: any,
  78458. /** Value to compare with target state */
  78459. value: string);
  78460. /**
  78461. * Gets a boolean indicating if the current condition is met
  78462. * @returns the validity of the state
  78463. */
  78464. isValid(): boolean;
  78465. /**
  78466. * Serialize the StateCondition into a JSON compatible object
  78467. * @returns serialization object
  78468. */
  78469. serialize(): any;
  78470. }
  78471. }
  78472. declare module BABYLON {
  78473. /**
  78474. * This defines an action responsible to toggle a boolean once triggered.
  78475. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78476. */
  78477. export class SwitchBooleanAction extends Action {
  78478. /**
  78479. * The path to the boolean property in the target object
  78480. */
  78481. propertyPath: string;
  78482. private _target;
  78483. private _effectiveTarget;
  78484. private _property;
  78485. /**
  78486. * Instantiate the action
  78487. * @param triggerOptions defines the trigger options
  78488. * @param target defines the object containing the boolean
  78489. * @param propertyPath defines the path to the boolean property in the target object
  78490. * @param condition defines the trigger related conditions
  78491. */
  78492. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  78493. /** @hidden */
  78494. _prepare(): void;
  78495. /**
  78496. * Execute the action toggle the boolean value.
  78497. */
  78498. execute(): void;
  78499. /**
  78500. * Serializes the actions and its related information.
  78501. * @param parent defines the object to serialize in
  78502. * @returns the serialized object
  78503. */
  78504. serialize(parent: any): any;
  78505. }
  78506. /**
  78507. * This defines an action responsible to set a the state field of the target
  78508. * to a desired value once triggered.
  78509. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78510. */
  78511. export class SetStateAction extends Action {
  78512. /**
  78513. * The value to store in the state field.
  78514. */
  78515. value: string;
  78516. private _target;
  78517. /**
  78518. * Instantiate the action
  78519. * @param triggerOptions defines the trigger options
  78520. * @param target defines the object containing the state property
  78521. * @param value defines the value to store in the state field
  78522. * @param condition defines the trigger related conditions
  78523. */
  78524. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  78525. /**
  78526. * Execute the action and store the value on the target state property.
  78527. */
  78528. execute(): void;
  78529. /**
  78530. * Serializes the actions and its related information.
  78531. * @param parent defines the object to serialize in
  78532. * @returns the serialized object
  78533. */
  78534. serialize(parent: any): any;
  78535. }
  78536. /**
  78537. * This defines an action responsible to set a property of the target
  78538. * to a desired value once triggered.
  78539. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78540. */
  78541. export class SetValueAction extends Action {
  78542. /**
  78543. * The path of the property to set in the target.
  78544. */
  78545. propertyPath: string;
  78546. /**
  78547. * The value to set in the property
  78548. */
  78549. value: any;
  78550. private _target;
  78551. private _effectiveTarget;
  78552. private _property;
  78553. /**
  78554. * Instantiate the action
  78555. * @param triggerOptions defines the trigger options
  78556. * @param target defines the object containing the property
  78557. * @param propertyPath defines the path of the property to set in the target
  78558. * @param value defines the value to set in the property
  78559. * @param condition defines the trigger related conditions
  78560. */
  78561. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  78562. /** @hidden */
  78563. _prepare(): void;
  78564. /**
  78565. * Execute the action and set the targetted property to the desired value.
  78566. */
  78567. execute(): void;
  78568. /**
  78569. * Serializes the actions and its related information.
  78570. * @param parent defines the object to serialize in
  78571. * @returns the serialized object
  78572. */
  78573. serialize(parent: any): any;
  78574. }
  78575. /**
  78576. * This defines an action responsible to increment the target value
  78577. * to a desired value once triggered.
  78578. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78579. */
  78580. export class IncrementValueAction extends Action {
  78581. /**
  78582. * The path of the property to increment in the target.
  78583. */
  78584. propertyPath: string;
  78585. /**
  78586. * The value we should increment the property by.
  78587. */
  78588. value: any;
  78589. private _target;
  78590. private _effectiveTarget;
  78591. private _property;
  78592. /**
  78593. * Instantiate the action
  78594. * @param triggerOptions defines the trigger options
  78595. * @param target defines the object containing the property
  78596. * @param propertyPath defines the path of the property to increment in the target
  78597. * @param value defines the value value we should increment the property by
  78598. * @param condition defines the trigger related conditions
  78599. */
  78600. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  78601. /** @hidden */
  78602. _prepare(): void;
  78603. /**
  78604. * Execute the action and increment the target of the value amount.
  78605. */
  78606. execute(): void;
  78607. /**
  78608. * Serializes the actions and its related information.
  78609. * @param parent defines the object to serialize in
  78610. * @returns the serialized object
  78611. */
  78612. serialize(parent: any): any;
  78613. }
  78614. /**
  78615. * This defines an action responsible to start an animation once triggered.
  78616. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78617. */
  78618. export class PlayAnimationAction extends Action {
  78619. /**
  78620. * Where the animation should start (animation frame)
  78621. */
  78622. from: number;
  78623. /**
  78624. * Where the animation should stop (animation frame)
  78625. */
  78626. to: number;
  78627. /**
  78628. * Define if the animation should loop or stop after the first play.
  78629. */
  78630. loop?: boolean;
  78631. private _target;
  78632. /**
  78633. * Instantiate the action
  78634. * @param triggerOptions defines the trigger options
  78635. * @param target defines the target animation or animation name
  78636. * @param from defines from where the animation should start (animation frame)
  78637. * @param end defines where the animation should stop (animation frame)
  78638. * @param loop defines if the animation should loop or stop after the first play
  78639. * @param condition defines the trigger related conditions
  78640. */
  78641. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  78642. /** @hidden */
  78643. _prepare(): void;
  78644. /**
  78645. * Execute the action and play the animation.
  78646. */
  78647. execute(): void;
  78648. /**
  78649. * Serializes the actions and its related information.
  78650. * @param parent defines the object to serialize in
  78651. * @returns the serialized object
  78652. */
  78653. serialize(parent: any): any;
  78654. }
  78655. /**
  78656. * This defines an action responsible to stop an animation once triggered.
  78657. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78658. */
  78659. export class StopAnimationAction extends Action {
  78660. private _target;
  78661. /**
  78662. * Instantiate the action
  78663. * @param triggerOptions defines the trigger options
  78664. * @param target defines the target animation or animation name
  78665. * @param condition defines the trigger related conditions
  78666. */
  78667. constructor(triggerOptions: any, target: any, condition?: Condition);
  78668. /** @hidden */
  78669. _prepare(): void;
  78670. /**
  78671. * Execute the action and stop the animation.
  78672. */
  78673. execute(): void;
  78674. /**
  78675. * Serializes the actions and its related information.
  78676. * @param parent defines the object to serialize in
  78677. * @returns the serialized object
  78678. */
  78679. serialize(parent: any): any;
  78680. }
  78681. /**
  78682. * This defines an action responsible that does nothing once triggered.
  78683. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78684. */
  78685. export class DoNothingAction extends Action {
  78686. /**
  78687. * Instantiate the action
  78688. * @param triggerOptions defines the trigger options
  78689. * @param condition defines the trigger related conditions
  78690. */
  78691. constructor(triggerOptions?: any, condition?: Condition);
  78692. /**
  78693. * Execute the action and do nothing.
  78694. */
  78695. execute(): void;
  78696. /**
  78697. * Serializes the actions and its related information.
  78698. * @param parent defines the object to serialize in
  78699. * @returns the serialized object
  78700. */
  78701. serialize(parent: any): any;
  78702. }
  78703. /**
  78704. * This defines an action responsible to trigger several actions once triggered.
  78705. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78706. */
  78707. export class CombineAction extends Action {
  78708. /**
  78709. * The list of aggregated animations to run.
  78710. */
  78711. children: Action[];
  78712. /**
  78713. * Instantiate the action
  78714. * @param triggerOptions defines the trigger options
  78715. * @param children defines the list of aggregated animations to run
  78716. * @param condition defines the trigger related conditions
  78717. */
  78718. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  78719. /** @hidden */
  78720. _prepare(): void;
  78721. /**
  78722. * Execute the action and executes all the aggregated actions.
  78723. */
  78724. execute(evt: ActionEvent): void;
  78725. /**
  78726. * Serializes the actions and its related information.
  78727. * @param parent defines the object to serialize in
  78728. * @returns the serialized object
  78729. */
  78730. serialize(parent: any): any;
  78731. }
  78732. /**
  78733. * This defines an action responsible to run code (external event) once triggered.
  78734. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78735. */
  78736. export class ExecuteCodeAction extends Action {
  78737. /**
  78738. * The callback function to run.
  78739. */
  78740. func: (evt: ActionEvent) => void;
  78741. /**
  78742. * Instantiate the action
  78743. * @param triggerOptions defines the trigger options
  78744. * @param func defines the callback function to run
  78745. * @param condition defines the trigger related conditions
  78746. */
  78747. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  78748. /**
  78749. * Execute the action and run the attached code.
  78750. */
  78751. execute(evt: ActionEvent): void;
  78752. }
  78753. /**
  78754. * This defines an action responsible to set the parent property of the target once triggered.
  78755. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78756. */
  78757. export class SetParentAction extends Action {
  78758. private _parent;
  78759. private _target;
  78760. /**
  78761. * Instantiate the action
  78762. * @param triggerOptions defines the trigger options
  78763. * @param target defines the target containing the parent property
  78764. * @param parent defines from where the animation should start (animation frame)
  78765. * @param condition defines the trigger related conditions
  78766. */
  78767. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  78768. /** @hidden */
  78769. _prepare(): void;
  78770. /**
  78771. * Execute the action and set the parent property.
  78772. */
  78773. execute(): void;
  78774. /**
  78775. * Serializes the actions and its related information.
  78776. * @param parent defines the object to serialize in
  78777. * @returns the serialized object
  78778. */
  78779. serialize(parent: any): any;
  78780. }
  78781. }
  78782. declare module BABYLON {
  78783. /**
  78784. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  78785. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  78786. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78787. */
  78788. export class ActionManager extends AbstractActionManager {
  78789. /**
  78790. * Nothing
  78791. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78792. */
  78793. static readonly NothingTrigger: number;
  78794. /**
  78795. * On pick
  78796. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78797. */
  78798. static readonly OnPickTrigger: number;
  78799. /**
  78800. * On left pick
  78801. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78802. */
  78803. static readonly OnLeftPickTrigger: number;
  78804. /**
  78805. * On right pick
  78806. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78807. */
  78808. static readonly OnRightPickTrigger: number;
  78809. /**
  78810. * On center pick
  78811. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78812. */
  78813. static readonly OnCenterPickTrigger: number;
  78814. /**
  78815. * On pick down
  78816. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78817. */
  78818. static readonly OnPickDownTrigger: number;
  78819. /**
  78820. * On double pick
  78821. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78822. */
  78823. static readonly OnDoublePickTrigger: number;
  78824. /**
  78825. * On pick up
  78826. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78827. */
  78828. static readonly OnPickUpTrigger: number;
  78829. /**
  78830. * On pick out.
  78831. * This trigger will only be raised if you also declared a OnPickDown
  78832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78833. */
  78834. static readonly OnPickOutTrigger: number;
  78835. /**
  78836. * On long press
  78837. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78838. */
  78839. static readonly OnLongPressTrigger: number;
  78840. /**
  78841. * On pointer over
  78842. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78843. */
  78844. static readonly OnPointerOverTrigger: number;
  78845. /**
  78846. * On pointer out
  78847. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78848. */
  78849. static readonly OnPointerOutTrigger: number;
  78850. /**
  78851. * On every frame
  78852. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78853. */
  78854. static readonly OnEveryFrameTrigger: number;
  78855. /**
  78856. * On intersection enter
  78857. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78858. */
  78859. static readonly OnIntersectionEnterTrigger: number;
  78860. /**
  78861. * On intersection exit
  78862. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78863. */
  78864. static readonly OnIntersectionExitTrigger: number;
  78865. /**
  78866. * On key down
  78867. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78868. */
  78869. static readonly OnKeyDownTrigger: number;
  78870. /**
  78871. * On key up
  78872. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78873. */
  78874. static readonly OnKeyUpTrigger: number;
  78875. private _scene;
  78876. /**
  78877. * Creates a new action manager
  78878. * @param scene defines the hosting scene
  78879. */
  78880. constructor(scene: Scene);
  78881. /**
  78882. * Releases all associated resources
  78883. */
  78884. dispose(): void;
  78885. /**
  78886. * Gets hosting scene
  78887. * @returns the hosting scene
  78888. */
  78889. getScene(): Scene;
  78890. /**
  78891. * Does this action manager handles actions of any of the given triggers
  78892. * @param triggers defines the triggers to be tested
  78893. * @return a boolean indicating whether one (or more) of the triggers is handled
  78894. */
  78895. hasSpecificTriggers(triggers: number[]): boolean;
  78896. /**
  78897. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  78898. * speed.
  78899. * @param triggerA defines the trigger to be tested
  78900. * @param triggerB defines the trigger to be tested
  78901. * @return a boolean indicating whether one (or more) of the triggers is handled
  78902. */
  78903. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  78904. /**
  78905. * Does this action manager handles actions of a given trigger
  78906. * @param trigger defines the trigger to be tested
  78907. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  78908. * @return whether the trigger is handled
  78909. */
  78910. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  78911. /**
  78912. * Does this action manager has pointer triggers
  78913. */
  78914. readonly hasPointerTriggers: boolean;
  78915. /**
  78916. * Does this action manager has pick triggers
  78917. */
  78918. readonly hasPickTriggers: boolean;
  78919. /**
  78920. * Registers an action to this action manager
  78921. * @param action defines the action to be registered
  78922. * @return the action amended (prepared) after registration
  78923. */
  78924. registerAction(action: IAction): Nullable<IAction>;
  78925. /**
  78926. * Unregisters an action to this action manager
  78927. * @param action defines the action to be unregistered
  78928. * @return a boolean indicating whether the action has been unregistered
  78929. */
  78930. unregisterAction(action: IAction): Boolean;
  78931. /**
  78932. * Process a specific trigger
  78933. * @param trigger defines the trigger to process
  78934. * @param evt defines the event details to be processed
  78935. */
  78936. processTrigger(trigger: number, evt?: IActionEvent): void;
  78937. /** @hidden */
  78938. _getEffectiveTarget(target: any, propertyPath: string): any;
  78939. /** @hidden */
  78940. _getProperty(propertyPath: string): string;
  78941. /**
  78942. * Serialize this manager to a JSON object
  78943. * @param name defines the property name to store this manager
  78944. * @returns a JSON representation of this manager
  78945. */
  78946. serialize(name: string): any;
  78947. /**
  78948. * Creates a new ActionManager from a JSON data
  78949. * @param parsedActions defines the JSON data to read from
  78950. * @param object defines the hosting mesh
  78951. * @param scene defines the hosting scene
  78952. */
  78953. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  78954. /**
  78955. * Get a trigger name by index
  78956. * @param trigger defines the trigger index
  78957. * @returns a trigger name
  78958. */
  78959. static GetTriggerName(trigger: number): string;
  78960. }
  78961. }
  78962. declare module BABYLON {
  78963. /**
  78964. * Class representing a ray with position and direction
  78965. */
  78966. export class Ray {
  78967. /** origin point */
  78968. origin: Vector3;
  78969. /** direction */
  78970. direction: Vector3;
  78971. /** length of the ray */
  78972. length: number;
  78973. private static readonly TmpVector3;
  78974. private _tmpRay;
  78975. /**
  78976. * Creates a new ray
  78977. * @param origin origin point
  78978. * @param direction direction
  78979. * @param length length of the ray
  78980. */
  78981. constructor(
  78982. /** origin point */
  78983. origin: Vector3,
  78984. /** direction */
  78985. direction: Vector3,
  78986. /** length of the ray */
  78987. length?: number);
  78988. /**
  78989. * Checks if the ray intersects a box
  78990. * @param minimum bound of the box
  78991. * @param maximum bound of the box
  78992. * @param intersectionTreshold extra extend to be added to the box in all direction
  78993. * @returns if the box was hit
  78994. */
  78995. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  78996. /**
  78997. * Checks if the ray intersects a box
  78998. * @param box the bounding box to check
  78999. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  79000. * @returns if the box was hit
  79001. */
  79002. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  79003. /**
  79004. * If the ray hits a sphere
  79005. * @param sphere the bounding sphere to check
  79006. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  79007. * @returns true if it hits the sphere
  79008. */
  79009. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  79010. /**
  79011. * If the ray hits a triange
  79012. * @param vertex0 triangle vertex
  79013. * @param vertex1 triangle vertex
  79014. * @param vertex2 triangle vertex
  79015. * @returns intersection information if hit
  79016. */
  79017. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  79018. /**
  79019. * Checks if ray intersects a plane
  79020. * @param plane the plane to check
  79021. * @returns the distance away it was hit
  79022. */
  79023. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  79024. /**
  79025. * Calculate the intercept of a ray on a given axis
  79026. * @param axis to check 'x' | 'y' | 'z'
  79027. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  79028. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  79029. */
  79030. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  79031. /**
  79032. * Checks if ray intersects a mesh
  79033. * @param mesh the mesh to check
  79034. * @param fastCheck if only the bounding box should checked
  79035. * @returns picking info of the intersecton
  79036. */
  79037. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  79038. /**
  79039. * Checks if ray intersects a mesh
  79040. * @param meshes the meshes to check
  79041. * @param fastCheck if only the bounding box should checked
  79042. * @param results array to store result in
  79043. * @returns Array of picking infos
  79044. */
  79045. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  79046. private _comparePickingInfo;
  79047. private static smallnum;
  79048. private static rayl;
  79049. /**
  79050. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  79051. * @param sega the first point of the segment to test the intersection against
  79052. * @param segb the second point of the segment to test the intersection against
  79053. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  79054. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  79055. */
  79056. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  79057. /**
  79058. * Update the ray from viewport position
  79059. * @param x position
  79060. * @param y y position
  79061. * @param viewportWidth viewport width
  79062. * @param viewportHeight viewport height
  79063. * @param world world matrix
  79064. * @param view view matrix
  79065. * @param projection projection matrix
  79066. * @returns this ray updated
  79067. */
  79068. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  79069. /**
  79070. * Creates a ray with origin and direction of 0,0,0
  79071. * @returns the new ray
  79072. */
  79073. static Zero(): Ray;
  79074. /**
  79075. * Creates a new ray from screen space and viewport
  79076. * @param x position
  79077. * @param y y position
  79078. * @param viewportWidth viewport width
  79079. * @param viewportHeight viewport height
  79080. * @param world world matrix
  79081. * @param view view matrix
  79082. * @param projection projection matrix
  79083. * @returns new ray
  79084. */
  79085. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  79086. /**
  79087. * 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
  79088. * transformed to the given world matrix.
  79089. * @param origin The origin point
  79090. * @param end The end point
  79091. * @param world a matrix to transform the ray to. Default is the identity matrix.
  79092. * @returns the new ray
  79093. */
  79094. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  79095. /**
  79096. * Transforms a ray by a matrix
  79097. * @param ray ray to transform
  79098. * @param matrix matrix to apply
  79099. * @returns the resulting new ray
  79100. */
  79101. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  79102. /**
  79103. * Transforms a ray by a matrix
  79104. * @param ray ray to transform
  79105. * @param matrix matrix to apply
  79106. * @param result ray to store result in
  79107. */
  79108. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  79109. /**
  79110. * Unproject a ray from screen space to object space
  79111. * @param sourceX defines the screen space x coordinate to use
  79112. * @param sourceY defines the screen space y coordinate to use
  79113. * @param viewportWidth defines the current width of the viewport
  79114. * @param viewportHeight defines the current height of the viewport
  79115. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  79116. * @param view defines the view matrix to use
  79117. * @param projection defines the projection matrix to use
  79118. */
  79119. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  79120. }
  79121. /**
  79122. * Type used to define predicate used to select faces when a mesh intersection is detected
  79123. */
  79124. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  79125. interface Scene {
  79126. /** @hidden */
  79127. _tempPickingRay: Nullable<Ray>;
  79128. /** @hidden */
  79129. _cachedRayForTransform: Ray;
  79130. /** @hidden */
  79131. _pickWithRayInverseMatrix: Matrix;
  79132. /** @hidden */
  79133. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  79134. /** @hidden */
  79135. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  79136. }
  79137. }
  79138. declare module BABYLON {
  79139. /**
  79140. * Groups all the scene component constants in one place to ease maintenance.
  79141. * @hidden
  79142. */
  79143. export class SceneComponentConstants {
  79144. static readonly NAME_EFFECTLAYER: string;
  79145. static readonly NAME_LAYER: string;
  79146. static readonly NAME_LENSFLARESYSTEM: string;
  79147. static readonly NAME_BOUNDINGBOXRENDERER: string;
  79148. static readonly NAME_PARTICLESYSTEM: string;
  79149. static readonly NAME_GAMEPAD: string;
  79150. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  79151. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  79152. static readonly NAME_DEPTHRENDERER: string;
  79153. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  79154. static readonly NAME_SPRITE: string;
  79155. static readonly NAME_OUTLINERENDERER: string;
  79156. static readonly NAME_PROCEDURALTEXTURE: string;
  79157. static readonly NAME_SHADOWGENERATOR: string;
  79158. static readonly NAME_OCTREE: string;
  79159. static readonly NAME_PHYSICSENGINE: string;
  79160. static readonly NAME_AUDIO: string;
  79161. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  79162. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  79163. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  79164. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  79165. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  79166. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  79167. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  79168. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  79169. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  79170. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  79171. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  79172. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  79173. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  79174. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  79175. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  79176. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  79177. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  79178. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  79179. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  79180. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  79181. static readonly STEP_AFTERRENDER_AUDIO: number;
  79182. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  79183. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  79184. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  79185. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  79186. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  79187. static readonly STEP_POINTERMOVE_SPRITE: number;
  79188. static readonly STEP_POINTERDOWN_SPRITE: number;
  79189. static readonly STEP_POINTERUP_SPRITE: number;
  79190. }
  79191. /**
  79192. * This represents a scene component.
  79193. *
  79194. * This is used to decouple the dependency the scene is having on the different workloads like
  79195. * layers, post processes...
  79196. */
  79197. export interface ISceneComponent {
  79198. /**
  79199. * The name of the component. Each component must have a unique name.
  79200. */
  79201. name: string;
  79202. /**
  79203. * The scene the component belongs to.
  79204. */
  79205. scene: Scene;
  79206. /**
  79207. * Register the component to one instance of a scene.
  79208. */
  79209. register(): void;
  79210. /**
  79211. * Rebuilds the elements related to this component in case of
  79212. * context lost for instance.
  79213. */
  79214. rebuild(): void;
  79215. /**
  79216. * Disposes the component and the associated ressources.
  79217. */
  79218. dispose(): void;
  79219. }
  79220. /**
  79221. * This represents a SERIALIZABLE scene component.
  79222. *
  79223. * This extends Scene Component to add Serialization methods on top.
  79224. */
  79225. export interface ISceneSerializableComponent extends ISceneComponent {
  79226. /**
  79227. * Adds all the elements from the container to the scene
  79228. * @param container the container holding the elements
  79229. */
  79230. addFromContainer(container: AbstractScene): void;
  79231. /**
  79232. * Removes all the elements in the container from the scene
  79233. * @param container contains the elements to remove
  79234. * @param dispose if the removed element should be disposed (default: false)
  79235. */
  79236. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  79237. /**
  79238. * Serializes the component data to the specified json object
  79239. * @param serializationObject The object to serialize to
  79240. */
  79241. serialize(serializationObject: any): void;
  79242. }
  79243. /**
  79244. * Strong typing of a Mesh related stage step action
  79245. */
  79246. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  79247. /**
  79248. * Strong typing of a Evaluate Sub Mesh related stage step action
  79249. */
  79250. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  79251. /**
  79252. * Strong typing of a Active Mesh related stage step action
  79253. */
  79254. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  79255. /**
  79256. * Strong typing of a Camera related stage step action
  79257. */
  79258. export type CameraStageAction = (camera: Camera) => void;
  79259. /**
  79260. * Strong typing of a Camera Frame buffer related stage step action
  79261. */
  79262. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  79263. /**
  79264. * Strong typing of a Render Target related stage step action
  79265. */
  79266. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  79267. /**
  79268. * Strong typing of a RenderingGroup related stage step action
  79269. */
  79270. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  79271. /**
  79272. * Strong typing of a Mesh Render related stage step action
  79273. */
  79274. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  79275. /**
  79276. * Strong typing of a simple stage step action
  79277. */
  79278. export type SimpleStageAction = () => void;
  79279. /**
  79280. * Strong typing of a render target action.
  79281. */
  79282. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  79283. /**
  79284. * Strong typing of a pointer move action.
  79285. */
  79286. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  79287. /**
  79288. * Strong typing of a pointer up/down action.
  79289. */
  79290. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  79291. /**
  79292. * Representation of a stage in the scene (Basically a list of ordered steps)
  79293. * @hidden
  79294. */
  79295. export class Stage<T extends Function> extends Array<{
  79296. index: number;
  79297. component: ISceneComponent;
  79298. action: T;
  79299. }> {
  79300. /**
  79301. * Hide ctor from the rest of the world.
  79302. * @param items The items to add.
  79303. */
  79304. private constructor();
  79305. /**
  79306. * Creates a new Stage.
  79307. * @returns A new instance of a Stage
  79308. */
  79309. static Create<T extends Function>(): Stage<T>;
  79310. /**
  79311. * Registers a step in an ordered way in the targeted stage.
  79312. * @param index Defines the position to register the step in
  79313. * @param component Defines the component attached to the step
  79314. * @param action Defines the action to launch during the step
  79315. */
  79316. registerStep(index: number, component: ISceneComponent, action: T): void;
  79317. /**
  79318. * Clears all the steps from the stage.
  79319. */
  79320. clear(): void;
  79321. }
  79322. }
  79323. declare module BABYLON {
  79324. interface Scene {
  79325. /** @hidden */
  79326. _pointerOverSprite: Nullable<Sprite>;
  79327. /** @hidden */
  79328. _pickedDownSprite: Nullable<Sprite>;
  79329. /** @hidden */
  79330. _tempSpritePickingRay: Nullable<Ray>;
  79331. /**
  79332. * All of the sprite managers added to this scene
  79333. * @see http://doc.babylonjs.com/babylon101/sprites
  79334. */
  79335. spriteManagers: Array<ISpriteManager>;
  79336. /**
  79337. * An event triggered when sprites rendering is about to start
  79338. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79339. */
  79340. onBeforeSpritesRenderingObservable: Observable<Scene>;
  79341. /**
  79342. * An event triggered when sprites rendering is done
  79343. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79344. */
  79345. onAfterSpritesRenderingObservable: Observable<Scene>;
  79346. /** @hidden */
  79347. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79348. /** Launch a ray to try to pick a sprite in the scene
  79349. * @param x position on screen
  79350. * @param y position on screen
  79351. * @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
  79352. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79353. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79354. * @returns a PickingInfo
  79355. */
  79356. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79357. /** Use the given ray to pick a sprite in the scene
  79358. * @param ray The ray (in world space) to use to pick meshes
  79359. * @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
  79360. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79361. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79362. * @returns a PickingInfo
  79363. */
  79364. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79365. /** @hidden */
  79366. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79367. /** Launch a ray to try to pick sprites in the scene
  79368. * @param x position on screen
  79369. * @param y position on screen
  79370. * @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
  79371. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79372. * @returns a PickingInfo array
  79373. */
  79374. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79375. /** Use the given ray to pick sprites in the scene
  79376. * @param ray The ray (in world space) to use to pick meshes
  79377. * @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
  79378. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79379. * @returns a PickingInfo array
  79380. */
  79381. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79382. /**
  79383. * Force the sprite under the pointer
  79384. * @param sprite defines the sprite to use
  79385. */
  79386. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  79387. /**
  79388. * Gets the sprite under the pointer
  79389. * @returns a Sprite or null if no sprite is under the pointer
  79390. */
  79391. getPointerOverSprite(): Nullable<Sprite>;
  79392. }
  79393. /**
  79394. * Defines the sprite scene component responsible to manage sprites
  79395. * in a given scene.
  79396. */
  79397. export class SpriteSceneComponent implements ISceneComponent {
  79398. /**
  79399. * The component name helpfull to identify the component in the list of scene components.
  79400. */
  79401. readonly name: string;
  79402. /**
  79403. * The scene the component belongs to.
  79404. */
  79405. scene: Scene;
  79406. /** @hidden */
  79407. private _spritePredicate;
  79408. /**
  79409. * Creates a new instance of the component for the given scene
  79410. * @param scene Defines the scene to register the component in
  79411. */
  79412. constructor(scene: Scene);
  79413. /**
  79414. * Registers the component in a given scene
  79415. */
  79416. register(): void;
  79417. /**
  79418. * Rebuilds the elements related to this component in case of
  79419. * context lost for instance.
  79420. */
  79421. rebuild(): void;
  79422. /**
  79423. * Disposes the component and the associated ressources.
  79424. */
  79425. dispose(): void;
  79426. private _pickSpriteButKeepRay;
  79427. private _pointerMove;
  79428. private _pointerDown;
  79429. private _pointerUp;
  79430. }
  79431. }
  79432. declare module BABYLON {
  79433. /** @hidden */
  79434. export var fogFragmentDeclaration: {
  79435. name: string;
  79436. shader: string;
  79437. };
  79438. }
  79439. declare module BABYLON {
  79440. /** @hidden */
  79441. export var fogFragment: {
  79442. name: string;
  79443. shader: string;
  79444. };
  79445. }
  79446. declare module BABYLON {
  79447. /** @hidden */
  79448. export var spritesPixelShader: {
  79449. name: string;
  79450. shader: string;
  79451. };
  79452. }
  79453. declare module BABYLON {
  79454. /** @hidden */
  79455. export var fogVertexDeclaration: {
  79456. name: string;
  79457. shader: string;
  79458. };
  79459. }
  79460. declare module BABYLON {
  79461. /** @hidden */
  79462. export var spritesVertexShader: {
  79463. name: string;
  79464. shader: string;
  79465. };
  79466. }
  79467. declare module BABYLON {
  79468. /**
  79469. * Defines the minimum interface to fullfil in order to be a sprite manager.
  79470. */
  79471. export interface ISpriteManager extends IDisposable {
  79472. /**
  79473. * Restricts the camera to viewing objects with the same layerMask.
  79474. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  79475. */
  79476. layerMask: number;
  79477. /**
  79478. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  79479. */
  79480. isPickable: boolean;
  79481. /**
  79482. * Specifies the rendering group id for this mesh (0 by default)
  79483. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  79484. */
  79485. renderingGroupId: number;
  79486. /**
  79487. * Defines the list of sprites managed by the manager.
  79488. */
  79489. sprites: Array<Sprite>;
  79490. /**
  79491. * Tests the intersection of a sprite with a specific ray.
  79492. * @param ray The ray we are sending to test the collision
  79493. * @param camera The camera space we are sending rays in
  79494. * @param predicate A predicate allowing excluding sprites from the list of object to test
  79495. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  79496. * @returns picking info or null.
  79497. */
  79498. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  79499. /**
  79500. * Intersects the sprites with a ray
  79501. * @param ray defines the ray to intersect with
  79502. * @param camera defines the current active camera
  79503. * @param predicate defines a predicate used to select candidate sprites
  79504. * @returns null if no hit or a PickingInfo array
  79505. */
  79506. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  79507. /**
  79508. * Renders the list of sprites on screen.
  79509. */
  79510. render(): void;
  79511. }
  79512. /**
  79513. * Class used to manage multiple sprites on the same spritesheet
  79514. * @see http://doc.babylonjs.com/babylon101/sprites
  79515. */
  79516. export class SpriteManager implements ISpriteManager {
  79517. /** defines the manager's name */
  79518. name: string;
  79519. /** Gets the list of sprites */
  79520. sprites: Sprite[];
  79521. /** Gets or sets the rendering group id (0 by default) */
  79522. renderingGroupId: number;
  79523. /** Gets or sets camera layer mask */
  79524. layerMask: number;
  79525. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  79526. fogEnabled: boolean;
  79527. /** Gets or sets a boolean indicating if the sprites are pickable */
  79528. isPickable: boolean;
  79529. /** Defines the default width of a cell in the spritesheet */
  79530. cellWidth: number;
  79531. /** Defines the default height of a cell in the spritesheet */
  79532. cellHeight: number;
  79533. /** Associative array from JSON sprite data file */
  79534. private _cellData;
  79535. /** Array of sprite names from JSON sprite data file */
  79536. private _spriteMap;
  79537. /** True when packed cell data from JSON file is ready*/
  79538. private _packedAndReady;
  79539. /**
  79540. * An event triggered when the manager is disposed.
  79541. */
  79542. onDisposeObservable: Observable<SpriteManager>;
  79543. private _onDisposeObserver;
  79544. /**
  79545. * Callback called when the manager is disposed
  79546. */
  79547. onDispose: () => void;
  79548. private _capacity;
  79549. private _fromPacked;
  79550. private _spriteTexture;
  79551. private _epsilon;
  79552. private _scene;
  79553. private _vertexData;
  79554. private _buffer;
  79555. private _vertexBuffers;
  79556. private _indexBuffer;
  79557. private _effectBase;
  79558. private _effectFog;
  79559. /**
  79560. * Gets or sets the spritesheet texture
  79561. */
  79562. texture: Texture;
  79563. /**
  79564. * Creates a new sprite manager
  79565. * @param name defines the manager's name
  79566. * @param imgUrl defines the sprite sheet url
  79567. * @param capacity defines the maximum allowed number of sprites
  79568. * @param cellSize defines the size of a sprite cell
  79569. * @param scene defines the hosting scene
  79570. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  79571. * @param samplingMode defines the smapling mode to use with spritesheet
  79572. * @param fromPacked set to false; do not alter
  79573. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  79574. */
  79575. constructor(
  79576. /** defines the manager's name */
  79577. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  79578. private _makePacked;
  79579. private _appendSpriteVertex;
  79580. /**
  79581. * Intersects the sprites with a ray
  79582. * @param ray defines the ray to intersect with
  79583. * @param camera defines the current active camera
  79584. * @param predicate defines a predicate used to select candidate sprites
  79585. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  79586. * @returns null if no hit or a PickingInfo
  79587. */
  79588. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  79589. /**
  79590. * Intersects the sprites with a ray
  79591. * @param ray defines the ray to intersect with
  79592. * @param camera defines the current active camera
  79593. * @param predicate defines a predicate used to select candidate sprites
  79594. * @returns null if no hit or a PickingInfo array
  79595. */
  79596. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  79597. /**
  79598. * Render all child sprites
  79599. */
  79600. render(): void;
  79601. /**
  79602. * Release associated resources
  79603. */
  79604. dispose(): void;
  79605. }
  79606. }
  79607. declare module BABYLON {
  79608. /**
  79609. * Class used to represent a sprite
  79610. * @see http://doc.babylonjs.com/babylon101/sprites
  79611. */
  79612. export class Sprite {
  79613. /** defines the name */
  79614. name: string;
  79615. /** Gets or sets the current world position */
  79616. position: Vector3;
  79617. /** Gets or sets the main color */
  79618. color: Color4;
  79619. /** Gets or sets the width */
  79620. width: number;
  79621. /** Gets or sets the height */
  79622. height: number;
  79623. /** Gets or sets rotation angle */
  79624. angle: number;
  79625. /** Gets or sets the cell index in the sprite sheet */
  79626. cellIndex: number;
  79627. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  79628. cellRef: string;
  79629. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  79630. invertU: number;
  79631. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  79632. invertV: number;
  79633. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  79634. disposeWhenFinishedAnimating: boolean;
  79635. /** Gets the list of attached animations */
  79636. animations: Animation[];
  79637. /** Gets or sets a boolean indicating if the sprite can be picked */
  79638. isPickable: boolean;
  79639. /**
  79640. * Gets or sets the associated action manager
  79641. */
  79642. actionManager: Nullable<ActionManager>;
  79643. private _animationStarted;
  79644. private _loopAnimation;
  79645. private _fromIndex;
  79646. private _toIndex;
  79647. private _delay;
  79648. private _direction;
  79649. private _manager;
  79650. private _time;
  79651. private _onAnimationEnd;
  79652. /**
  79653. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  79654. */
  79655. isVisible: boolean;
  79656. /**
  79657. * Gets or sets the sprite size
  79658. */
  79659. size: number;
  79660. /**
  79661. * Creates a new Sprite
  79662. * @param name defines the name
  79663. * @param manager defines the manager
  79664. */
  79665. constructor(
  79666. /** defines the name */
  79667. name: string, manager: ISpriteManager);
  79668. /**
  79669. * Starts an animation
  79670. * @param from defines the initial key
  79671. * @param to defines the end key
  79672. * @param loop defines if the animation must loop
  79673. * @param delay defines the start delay (in ms)
  79674. * @param onAnimationEnd defines a callback to call when animation ends
  79675. */
  79676. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  79677. /** Stops current animation (if any) */
  79678. stopAnimation(): void;
  79679. /** @hidden */
  79680. _animate(deltaTime: number): void;
  79681. /** Release associated resources */
  79682. dispose(): void;
  79683. }
  79684. }
  79685. declare module BABYLON {
  79686. /**
  79687. * Information about the result of picking within a scene
  79688. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  79689. */
  79690. export class PickingInfo {
  79691. /** @hidden */
  79692. _pickingUnavailable: boolean;
  79693. /**
  79694. * If the pick collided with an object
  79695. */
  79696. hit: boolean;
  79697. /**
  79698. * Distance away where the pick collided
  79699. */
  79700. distance: number;
  79701. /**
  79702. * The location of pick collision
  79703. */
  79704. pickedPoint: Nullable<Vector3>;
  79705. /**
  79706. * The mesh corresponding the the pick collision
  79707. */
  79708. pickedMesh: Nullable<AbstractMesh>;
  79709. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  79710. bu: number;
  79711. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  79712. bv: number;
  79713. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  79714. faceId: number;
  79715. /** Id of the the submesh that was picked */
  79716. subMeshId: number;
  79717. /** If a sprite was picked, this will be the sprite the pick collided with */
  79718. pickedSprite: Nullable<Sprite>;
  79719. /**
  79720. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  79721. */
  79722. originMesh: Nullable<AbstractMesh>;
  79723. /**
  79724. * The ray that was used to perform the picking.
  79725. */
  79726. ray: Nullable<Ray>;
  79727. /**
  79728. * Gets the normal correspodning to the face the pick collided with
  79729. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  79730. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  79731. * @returns The normal correspodning to the face the pick collided with
  79732. */
  79733. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  79734. /**
  79735. * Gets the texture coordinates of where the pick occured
  79736. * @returns the vector containing the coordnates of the texture
  79737. */
  79738. getTextureCoordinates(): Nullable<Vector2>;
  79739. }
  79740. }
  79741. declare module BABYLON {
  79742. /**
  79743. * Gather the list of pointer event types as constants.
  79744. */
  79745. export class PointerEventTypes {
  79746. /**
  79747. * 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.
  79748. */
  79749. static readonly POINTERDOWN: number;
  79750. /**
  79751. * The pointerup event is fired when a pointer is no longer active.
  79752. */
  79753. static readonly POINTERUP: number;
  79754. /**
  79755. * The pointermove event is fired when a pointer changes coordinates.
  79756. */
  79757. static readonly POINTERMOVE: number;
  79758. /**
  79759. * The pointerwheel event is fired when a mouse wheel has been rotated.
  79760. */
  79761. static readonly POINTERWHEEL: number;
  79762. /**
  79763. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  79764. */
  79765. static readonly POINTERPICK: number;
  79766. /**
  79767. * The pointertap event is fired when a the object has been touched and released without drag.
  79768. */
  79769. static readonly POINTERTAP: number;
  79770. /**
  79771. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  79772. */
  79773. static readonly POINTERDOUBLETAP: number;
  79774. }
  79775. /**
  79776. * Base class of pointer info types.
  79777. */
  79778. export class PointerInfoBase {
  79779. /**
  79780. * Defines the type of event (PointerEventTypes)
  79781. */
  79782. type: number;
  79783. /**
  79784. * Defines the related dom event
  79785. */
  79786. event: PointerEvent | MouseWheelEvent;
  79787. /**
  79788. * Instantiates the base class of pointers info.
  79789. * @param type Defines the type of event (PointerEventTypes)
  79790. * @param event Defines the related dom event
  79791. */
  79792. constructor(
  79793. /**
  79794. * Defines the type of event (PointerEventTypes)
  79795. */
  79796. type: number,
  79797. /**
  79798. * Defines the related dom event
  79799. */
  79800. event: PointerEvent | MouseWheelEvent);
  79801. }
  79802. /**
  79803. * This class is used to store pointer related info for the onPrePointerObservable event.
  79804. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  79805. */
  79806. export class PointerInfoPre extends PointerInfoBase {
  79807. /**
  79808. * Ray from a pointer if availible (eg. 6dof controller)
  79809. */
  79810. ray: Nullable<Ray>;
  79811. /**
  79812. * Defines the local position of the pointer on the canvas.
  79813. */
  79814. localPosition: Vector2;
  79815. /**
  79816. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  79817. */
  79818. skipOnPointerObservable: boolean;
  79819. /**
  79820. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  79821. * @param type Defines the type of event (PointerEventTypes)
  79822. * @param event Defines the related dom event
  79823. * @param localX Defines the local x coordinates of the pointer when the event occured
  79824. * @param localY Defines the local y coordinates of the pointer when the event occured
  79825. */
  79826. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  79827. }
  79828. /**
  79829. * This type contains all the data related to a pointer event in Babylon.js.
  79830. * 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.
  79831. */
  79832. export class PointerInfo extends PointerInfoBase {
  79833. /**
  79834. * Defines the picking info associated to the info (if any)\
  79835. */
  79836. pickInfo: Nullable<PickingInfo>;
  79837. /**
  79838. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  79839. * @param type Defines the type of event (PointerEventTypes)
  79840. * @param event Defines the related dom event
  79841. * @param pickInfo Defines the picking info associated to the info (if any)\
  79842. */
  79843. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  79844. /**
  79845. * Defines the picking info associated to the info (if any)\
  79846. */
  79847. pickInfo: Nullable<PickingInfo>);
  79848. }
  79849. /**
  79850. * Data relating to a touch event on the screen.
  79851. */
  79852. export interface PointerTouch {
  79853. /**
  79854. * X coordinate of touch.
  79855. */
  79856. x: number;
  79857. /**
  79858. * Y coordinate of touch.
  79859. */
  79860. y: number;
  79861. /**
  79862. * Id of touch. Unique for each finger.
  79863. */
  79864. pointerId: number;
  79865. /**
  79866. * Event type passed from DOM.
  79867. */
  79868. type: any;
  79869. }
  79870. }
  79871. declare module BABYLON {
  79872. /**
  79873. * Manage the mouse inputs to control the movement of a free camera.
  79874. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79875. */
  79876. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  79877. /**
  79878. * Define if touch is enabled in the mouse input
  79879. */
  79880. touchEnabled: boolean;
  79881. /**
  79882. * Defines the camera the input is attached to.
  79883. */
  79884. camera: FreeCamera;
  79885. /**
  79886. * Defines the buttons associated with the input to handle camera move.
  79887. */
  79888. buttons: number[];
  79889. /**
  79890. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  79891. */
  79892. angularSensibility: number;
  79893. private _pointerInput;
  79894. private _onMouseMove;
  79895. private _observer;
  79896. private previousPosition;
  79897. /**
  79898. * Observable for when a pointer move event occurs containing the move offset
  79899. */
  79900. onPointerMovedObservable: Observable<{
  79901. offsetX: number;
  79902. offsetY: number;
  79903. }>;
  79904. /**
  79905. * @hidden
  79906. * If the camera should be rotated automatically based on pointer movement
  79907. */
  79908. _allowCameraRotation: boolean;
  79909. /**
  79910. * Manage the mouse inputs to control the movement of a free camera.
  79911. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79912. * @param touchEnabled Defines if touch is enabled or not
  79913. */
  79914. constructor(
  79915. /**
  79916. * Define if touch is enabled in the mouse input
  79917. */
  79918. touchEnabled?: boolean);
  79919. /**
  79920. * Attach the input controls to a specific dom element to get the input from.
  79921. * @param element Defines the element the controls should be listened from
  79922. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79923. */
  79924. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79925. /**
  79926. * Called on JS contextmenu event.
  79927. * Override this method to provide functionality.
  79928. */
  79929. protected onContextMenu(evt: PointerEvent): void;
  79930. /**
  79931. * Detach the current controls from the specified dom element.
  79932. * @param element Defines the element to stop listening the inputs from
  79933. */
  79934. detachControl(element: Nullable<HTMLElement>): void;
  79935. /**
  79936. * Gets the class name of the current intput.
  79937. * @returns the class name
  79938. */
  79939. getClassName(): string;
  79940. /**
  79941. * Get the friendly name associated with the input class.
  79942. * @returns the input friendly name
  79943. */
  79944. getSimpleName(): string;
  79945. }
  79946. }
  79947. declare module BABYLON {
  79948. /**
  79949. * Manage the touch inputs to control the movement of a free camera.
  79950. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79951. */
  79952. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  79953. /**
  79954. * Defines the camera the input is attached to.
  79955. */
  79956. camera: FreeCamera;
  79957. /**
  79958. * Defines the touch sensibility for rotation.
  79959. * The higher the faster.
  79960. */
  79961. touchAngularSensibility: number;
  79962. /**
  79963. * Defines the touch sensibility for move.
  79964. * The higher the faster.
  79965. */
  79966. touchMoveSensibility: number;
  79967. private _offsetX;
  79968. private _offsetY;
  79969. private _pointerPressed;
  79970. private _pointerInput;
  79971. private _observer;
  79972. private _onLostFocus;
  79973. /**
  79974. * Attach the input controls to a specific dom element to get the input from.
  79975. * @param element Defines the element the controls should be listened from
  79976. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79977. */
  79978. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79979. /**
  79980. * Detach the current controls from the specified dom element.
  79981. * @param element Defines the element to stop listening the inputs from
  79982. */
  79983. detachControl(element: Nullable<HTMLElement>): void;
  79984. /**
  79985. * Update the current camera state depending on the inputs that have been used this frame.
  79986. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  79987. */
  79988. checkInputs(): void;
  79989. /**
  79990. * Gets the class name of the current intput.
  79991. * @returns the class name
  79992. */
  79993. getClassName(): string;
  79994. /**
  79995. * Get the friendly name associated with the input class.
  79996. * @returns the input friendly name
  79997. */
  79998. getSimpleName(): string;
  79999. }
  80000. }
  80001. declare module BABYLON {
  80002. /**
  80003. * Default Inputs manager for the FreeCamera.
  80004. * It groups all the default supported inputs for ease of use.
  80005. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80006. */
  80007. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  80008. /**
  80009. * @hidden
  80010. */
  80011. _mouseInput: Nullable<FreeCameraMouseInput>;
  80012. /**
  80013. * Instantiates a new FreeCameraInputsManager.
  80014. * @param camera Defines the camera the inputs belong to
  80015. */
  80016. constructor(camera: FreeCamera);
  80017. /**
  80018. * Add keyboard input support to the input manager.
  80019. * @returns the current input manager
  80020. */
  80021. addKeyboard(): FreeCameraInputsManager;
  80022. /**
  80023. * Add mouse input support to the input manager.
  80024. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  80025. * @returns the current input manager
  80026. */
  80027. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  80028. /**
  80029. * Removes the mouse input support from the manager
  80030. * @returns the current input manager
  80031. */
  80032. removeMouse(): FreeCameraInputsManager;
  80033. /**
  80034. * Add touch input support to the input manager.
  80035. * @returns the current input manager
  80036. */
  80037. addTouch(): FreeCameraInputsManager;
  80038. /**
  80039. * Remove all attached input methods from a camera
  80040. */
  80041. clear(): void;
  80042. }
  80043. }
  80044. declare module BABYLON {
  80045. /**
  80046. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  80047. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  80048. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80049. */
  80050. export class FreeCamera extends TargetCamera {
  80051. /**
  80052. * Define the collision ellipsoid of the camera.
  80053. * This is helpful to simulate a camera body like the player body around the camera
  80054. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  80055. */
  80056. ellipsoid: Vector3;
  80057. /**
  80058. * Define an offset for the position of the ellipsoid around the camera.
  80059. * This can be helpful to determine the center of the body near the gravity center of the body
  80060. * instead of its head.
  80061. */
  80062. ellipsoidOffset: Vector3;
  80063. /**
  80064. * Enable or disable collisions of the camera with the rest of the scene objects.
  80065. */
  80066. checkCollisions: boolean;
  80067. /**
  80068. * Enable or disable gravity on the camera.
  80069. */
  80070. applyGravity: boolean;
  80071. /**
  80072. * Define the input manager associated to the camera.
  80073. */
  80074. inputs: FreeCameraInputsManager;
  80075. /**
  80076. * Gets the input sensibility for a mouse input. (default is 2000.0)
  80077. * Higher values reduce sensitivity.
  80078. */
  80079. /**
  80080. * Sets the input sensibility for a mouse input. (default is 2000.0)
  80081. * Higher values reduce sensitivity.
  80082. */
  80083. angularSensibility: number;
  80084. /**
  80085. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  80086. */
  80087. keysUp: number[];
  80088. /**
  80089. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  80090. */
  80091. keysDown: number[];
  80092. /**
  80093. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  80094. */
  80095. keysLeft: number[];
  80096. /**
  80097. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  80098. */
  80099. keysRight: number[];
  80100. /**
  80101. * Event raised when the camera collide with a mesh in the scene.
  80102. */
  80103. onCollide: (collidedMesh: AbstractMesh) => void;
  80104. private _collider;
  80105. private _needMoveForGravity;
  80106. private _oldPosition;
  80107. private _diffPosition;
  80108. private _newPosition;
  80109. /** @hidden */
  80110. _localDirection: Vector3;
  80111. /** @hidden */
  80112. _transformedDirection: Vector3;
  80113. /**
  80114. * Instantiates a Free Camera.
  80115. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  80116. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  80117. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80118. * @param name Define the name of the camera in the scene
  80119. * @param position Define the start position of the camera in the scene
  80120. * @param scene Define the scene the camera belongs to
  80121. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  80122. */
  80123. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  80124. /**
  80125. * Attached controls to the current camera.
  80126. * @param element Defines the element the controls should be listened from
  80127. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80128. */
  80129. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80130. /**
  80131. * Detach the current controls from the camera.
  80132. * The camera will stop reacting to inputs.
  80133. * @param element Defines the element to stop listening the inputs from
  80134. */
  80135. detachControl(element: HTMLElement): void;
  80136. private _collisionMask;
  80137. /**
  80138. * Define a collision mask to limit the list of object the camera can collide with
  80139. */
  80140. collisionMask: number;
  80141. /** @hidden */
  80142. _collideWithWorld(displacement: Vector3): void;
  80143. private _onCollisionPositionChange;
  80144. /** @hidden */
  80145. _checkInputs(): void;
  80146. /** @hidden */
  80147. _decideIfNeedsToMove(): boolean;
  80148. /** @hidden */
  80149. _updatePosition(): void;
  80150. /**
  80151. * Destroy the camera and release the current resources hold by it.
  80152. */
  80153. dispose(): void;
  80154. /**
  80155. * Gets the current object class name.
  80156. * @return the class name
  80157. */
  80158. getClassName(): string;
  80159. }
  80160. }
  80161. declare module BABYLON {
  80162. /**
  80163. * Represents a gamepad control stick position
  80164. */
  80165. export class StickValues {
  80166. /**
  80167. * The x component of the control stick
  80168. */
  80169. x: number;
  80170. /**
  80171. * The y component of the control stick
  80172. */
  80173. y: number;
  80174. /**
  80175. * Initializes the gamepad x and y control stick values
  80176. * @param x The x component of the gamepad control stick value
  80177. * @param y The y component of the gamepad control stick value
  80178. */
  80179. constructor(
  80180. /**
  80181. * The x component of the control stick
  80182. */
  80183. x: number,
  80184. /**
  80185. * The y component of the control stick
  80186. */
  80187. y: number);
  80188. }
  80189. /**
  80190. * An interface which manages callbacks for gamepad button changes
  80191. */
  80192. export interface GamepadButtonChanges {
  80193. /**
  80194. * Called when a gamepad has been changed
  80195. */
  80196. changed: boolean;
  80197. /**
  80198. * Called when a gamepad press event has been triggered
  80199. */
  80200. pressChanged: boolean;
  80201. /**
  80202. * Called when a touch event has been triggered
  80203. */
  80204. touchChanged: boolean;
  80205. /**
  80206. * Called when a value has changed
  80207. */
  80208. valueChanged: boolean;
  80209. }
  80210. /**
  80211. * Represents a gamepad
  80212. */
  80213. export class Gamepad {
  80214. /**
  80215. * The id of the gamepad
  80216. */
  80217. id: string;
  80218. /**
  80219. * The index of the gamepad
  80220. */
  80221. index: number;
  80222. /**
  80223. * The browser gamepad
  80224. */
  80225. browserGamepad: any;
  80226. /**
  80227. * Specifies what type of gamepad this represents
  80228. */
  80229. type: number;
  80230. private _leftStick;
  80231. private _rightStick;
  80232. /** @hidden */
  80233. _isConnected: boolean;
  80234. private _leftStickAxisX;
  80235. private _leftStickAxisY;
  80236. private _rightStickAxisX;
  80237. private _rightStickAxisY;
  80238. /**
  80239. * Triggered when the left control stick has been changed
  80240. */
  80241. private _onleftstickchanged;
  80242. /**
  80243. * Triggered when the right control stick has been changed
  80244. */
  80245. private _onrightstickchanged;
  80246. /**
  80247. * Represents a gamepad controller
  80248. */
  80249. static GAMEPAD: number;
  80250. /**
  80251. * Represents a generic controller
  80252. */
  80253. static GENERIC: number;
  80254. /**
  80255. * Represents an XBox controller
  80256. */
  80257. static XBOX: number;
  80258. /**
  80259. * Represents a pose-enabled controller
  80260. */
  80261. static POSE_ENABLED: number;
  80262. /**
  80263. * Represents an Dual Shock controller
  80264. */
  80265. static DUALSHOCK: number;
  80266. /**
  80267. * Specifies whether the left control stick should be Y-inverted
  80268. */
  80269. protected _invertLeftStickY: boolean;
  80270. /**
  80271. * Specifies if the gamepad has been connected
  80272. */
  80273. readonly isConnected: boolean;
  80274. /**
  80275. * Initializes the gamepad
  80276. * @param id The id of the gamepad
  80277. * @param index The index of the gamepad
  80278. * @param browserGamepad The browser gamepad
  80279. * @param leftStickX The x component of the left joystick
  80280. * @param leftStickY The y component of the left joystick
  80281. * @param rightStickX The x component of the right joystick
  80282. * @param rightStickY The y component of the right joystick
  80283. */
  80284. constructor(
  80285. /**
  80286. * The id of the gamepad
  80287. */
  80288. id: string,
  80289. /**
  80290. * The index of the gamepad
  80291. */
  80292. index: number,
  80293. /**
  80294. * The browser gamepad
  80295. */
  80296. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  80297. /**
  80298. * Callback triggered when the left joystick has changed
  80299. * @param callback
  80300. */
  80301. onleftstickchanged(callback: (values: StickValues) => void): void;
  80302. /**
  80303. * Callback triggered when the right joystick has changed
  80304. * @param callback
  80305. */
  80306. onrightstickchanged(callback: (values: StickValues) => void): void;
  80307. /**
  80308. * Gets the left joystick
  80309. */
  80310. /**
  80311. * Sets the left joystick values
  80312. */
  80313. leftStick: StickValues;
  80314. /**
  80315. * Gets the right joystick
  80316. */
  80317. /**
  80318. * Sets the right joystick value
  80319. */
  80320. rightStick: StickValues;
  80321. /**
  80322. * Updates the gamepad joystick positions
  80323. */
  80324. update(): void;
  80325. /**
  80326. * Disposes the gamepad
  80327. */
  80328. dispose(): void;
  80329. }
  80330. /**
  80331. * Represents a generic gamepad
  80332. */
  80333. export class GenericPad extends Gamepad {
  80334. private _buttons;
  80335. private _onbuttondown;
  80336. private _onbuttonup;
  80337. /**
  80338. * Observable triggered when a button has been pressed
  80339. */
  80340. onButtonDownObservable: Observable<number>;
  80341. /**
  80342. * Observable triggered when a button has been released
  80343. */
  80344. onButtonUpObservable: Observable<number>;
  80345. /**
  80346. * Callback triggered when a button has been pressed
  80347. * @param callback Called when a button has been pressed
  80348. */
  80349. onbuttondown(callback: (buttonPressed: number) => void): void;
  80350. /**
  80351. * Callback triggered when a button has been released
  80352. * @param callback Called when a button has been released
  80353. */
  80354. onbuttonup(callback: (buttonReleased: number) => void): void;
  80355. /**
  80356. * Initializes the generic gamepad
  80357. * @param id The id of the generic gamepad
  80358. * @param index The index of the generic gamepad
  80359. * @param browserGamepad The browser gamepad
  80360. */
  80361. constructor(id: string, index: number, browserGamepad: any);
  80362. private _setButtonValue;
  80363. /**
  80364. * Updates the generic gamepad
  80365. */
  80366. update(): void;
  80367. /**
  80368. * Disposes the generic gamepad
  80369. */
  80370. dispose(): void;
  80371. }
  80372. }
  80373. declare module BABYLON {
  80374. interface Engine {
  80375. /**
  80376. * Creates a raw texture
  80377. * @param data defines the data to store in the texture
  80378. * @param width defines the width of the texture
  80379. * @param height defines the height of the texture
  80380. * @param format defines the format of the data
  80381. * @param generateMipMaps defines if the engine should generate the mip levels
  80382. * @param invertY defines if data must be stored with Y axis inverted
  80383. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  80384. * @param compression defines the compression used (null by default)
  80385. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80386. * @returns the raw texture inside an InternalTexture
  80387. */
  80388. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  80389. /**
  80390. * Update a raw texture
  80391. * @param texture defines the texture to update
  80392. * @param data defines the data to store in the texture
  80393. * @param format defines the format of the data
  80394. * @param invertY defines if data must be stored with Y axis inverted
  80395. */
  80396. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80397. /**
  80398. * Update a raw texture
  80399. * @param texture defines the texture to update
  80400. * @param data defines the data to store in the texture
  80401. * @param format defines the format of the data
  80402. * @param invertY defines if data must be stored with Y axis inverted
  80403. * @param compression defines the compression used (null by default)
  80404. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80405. */
  80406. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  80407. /**
  80408. * Creates a new raw cube texture
  80409. * @param data defines the array of data to use to create each face
  80410. * @param size defines the size of the textures
  80411. * @param format defines the format of the data
  80412. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80413. * @param generateMipMaps defines if the engine should generate the mip levels
  80414. * @param invertY defines if data must be stored with Y axis inverted
  80415. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80416. * @param compression defines the compression used (null by default)
  80417. * @returns the cube texture as an InternalTexture
  80418. */
  80419. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  80420. /**
  80421. * Update a raw cube texture
  80422. * @param texture defines the texture to udpdate
  80423. * @param data defines the data to store
  80424. * @param format defines the data format
  80425. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80426. * @param invertY defines if data must be stored with Y axis inverted
  80427. */
  80428. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  80429. /**
  80430. * Update a raw cube texture
  80431. * @param texture defines the texture to udpdate
  80432. * @param data defines the data to store
  80433. * @param format defines the data format
  80434. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80435. * @param invertY defines if data must be stored with Y axis inverted
  80436. * @param compression defines the compression used (null by default)
  80437. */
  80438. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  80439. /**
  80440. * Update a raw cube texture
  80441. * @param texture defines the texture to udpdate
  80442. * @param data defines the data to store
  80443. * @param format defines the data format
  80444. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80445. * @param invertY defines if data must be stored with Y axis inverted
  80446. * @param compression defines the compression used (null by default)
  80447. * @param level defines which level of the texture to update
  80448. */
  80449. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  80450. /**
  80451. * Creates a new raw cube texture from a specified url
  80452. * @param url defines the url where the data is located
  80453. * @param scene defines the current scene
  80454. * @param size defines the size of the textures
  80455. * @param format defines the format of the data
  80456. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80457. * @param noMipmap defines if the engine should avoid generating the mip levels
  80458. * @param callback defines a callback used to extract texture data from loaded data
  80459. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80460. * @param onLoad defines a callback called when texture is loaded
  80461. * @param onError defines a callback called if there is an error
  80462. * @returns the cube texture as an InternalTexture
  80463. */
  80464. 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;
  80465. /**
  80466. * Creates a new raw cube texture from a specified url
  80467. * @param url defines the url where the data is located
  80468. * @param scene defines the current scene
  80469. * @param size defines the size of the textures
  80470. * @param format defines the format of the data
  80471. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80472. * @param noMipmap defines if the engine should avoid generating the mip levels
  80473. * @param callback defines a callback used to extract texture data from loaded data
  80474. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80475. * @param onLoad defines a callback called when texture is loaded
  80476. * @param onError defines a callback called if there is an error
  80477. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80478. * @param invertY defines if data must be stored with Y axis inverted
  80479. * @returns the cube texture as an InternalTexture
  80480. */
  80481. 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;
  80482. /**
  80483. * Creates a new raw 3D texture
  80484. * @param data defines the data used to create the texture
  80485. * @param width defines the width of the texture
  80486. * @param height defines the height of the texture
  80487. * @param depth defines the depth of the texture
  80488. * @param format defines the format of the texture
  80489. * @param generateMipMaps defines if the engine must generate mip levels
  80490. * @param invertY defines if data must be stored with Y axis inverted
  80491. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80492. * @param compression defines the compressed used (can be null)
  80493. * @param textureType defines the compressed used (can be null)
  80494. * @returns a new raw 3D texture (stored in an InternalTexture)
  80495. */
  80496. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  80497. /**
  80498. * Update a raw 3D texture
  80499. * @param texture defines the texture to update
  80500. * @param data defines the data to store
  80501. * @param format defines the data format
  80502. * @param invertY defines if data must be stored with Y axis inverted
  80503. */
  80504. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80505. /**
  80506. * Update a raw 3D texture
  80507. * @param texture defines the texture to update
  80508. * @param data defines the data to store
  80509. * @param format defines the data format
  80510. * @param invertY defines if data must be stored with Y axis inverted
  80511. * @param compression defines the used compression (can be null)
  80512. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  80513. */
  80514. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  80515. /**
  80516. * Creates a new raw 2D array texture
  80517. * @param data defines the data used to create the texture
  80518. * @param width defines the width of the texture
  80519. * @param height defines the height of the texture
  80520. * @param depth defines the number of layers of the texture
  80521. * @param format defines the format of the texture
  80522. * @param generateMipMaps defines if the engine must generate mip levels
  80523. * @param invertY defines if data must be stored with Y axis inverted
  80524. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80525. * @param compression defines the compressed used (can be null)
  80526. * @param textureType defines the compressed used (can be null)
  80527. * @returns a new raw 2D array texture (stored in an InternalTexture)
  80528. */
  80529. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  80530. /**
  80531. * Update a raw 2D array texture
  80532. * @param texture defines the texture to update
  80533. * @param data defines the data to store
  80534. * @param format defines the data format
  80535. * @param invertY defines if data must be stored with Y axis inverted
  80536. */
  80537. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80538. /**
  80539. * Update a raw 2D array texture
  80540. * @param texture defines the texture to update
  80541. * @param data defines the data to store
  80542. * @param format defines the data format
  80543. * @param invertY defines if data must be stored with Y axis inverted
  80544. * @param compression defines the used compression (can be null)
  80545. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  80546. */
  80547. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  80548. }
  80549. }
  80550. declare module BABYLON {
  80551. /**
  80552. * Raw texture can help creating a texture directly from an array of data.
  80553. * This can be super useful if you either get the data from an uncompressed source or
  80554. * if you wish to create your texture pixel by pixel.
  80555. */
  80556. export class RawTexture extends Texture {
  80557. /**
  80558. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80559. */
  80560. format: number;
  80561. private _engine;
  80562. /**
  80563. * Instantiates a new RawTexture.
  80564. * Raw texture can help creating a texture directly from an array of data.
  80565. * This can be super useful if you either get the data from an uncompressed source or
  80566. * if you wish to create your texture pixel by pixel.
  80567. * @param data define the array of data to use to create the texture
  80568. * @param width define the width of the texture
  80569. * @param height define the height of the texture
  80570. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80571. * @param scene define the scene the texture belongs to
  80572. * @param generateMipMaps define whether mip maps should be generated or not
  80573. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80574. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80575. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80576. */
  80577. constructor(data: ArrayBufferView, width: number, height: number,
  80578. /**
  80579. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80580. */
  80581. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  80582. /**
  80583. * Updates the texture underlying data.
  80584. * @param data Define the new data of the texture
  80585. */
  80586. update(data: ArrayBufferView): void;
  80587. /**
  80588. * Creates a luminance texture from some data.
  80589. * @param data Define the texture data
  80590. * @param width Define the width of the texture
  80591. * @param height Define the height of the texture
  80592. * @param scene Define the scene the texture belongs to
  80593. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80594. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80595. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80596. * @returns the luminance texture
  80597. */
  80598. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80599. /**
  80600. * Creates a luminance alpha texture from some data.
  80601. * @param data Define the texture data
  80602. * @param width Define the width of the texture
  80603. * @param height Define the height of the texture
  80604. * @param scene Define the scene the texture belongs to
  80605. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80606. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80607. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80608. * @returns the luminance alpha texture
  80609. */
  80610. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80611. /**
  80612. * Creates an alpha texture from some data.
  80613. * @param data Define the texture data
  80614. * @param width Define the width of the texture
  80615. * @param height Define the height of the texture
  80616. * @param scene Define the scene the texture belongs to
  80617. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80618. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80619. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80620. * @returns the alpha texture
  80621. */
  80622. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80623. /**
  80624. * Creates a RGB texture from some data.
  80625. * @param data Define the texture data
  80626. * @param width Define the width of the texture
  80627. * @param height Define the height of the texture
  80628. * @param scene Define the scene the texture belongs to
  80629. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80630. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80631. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80632. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80633. * @returns the RGB alpha texture
  80634. */
  80635. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80636. /**
  80637. * Creates a RGBA texture from some data.
  80638. * @param data Define the texture data
  80639. * @param width Define the width of the texture
  80640. * @param height Define the height of the texture
  80641. * @param scene Define the scene the texture belongs to
  80642. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80643. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80644. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80645. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80646. * @returns the RGBA texture
  80647. */
  80648. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80649. /**
  80650. * Creates a R texture from some data.
  80651. * @param data Define the texture data
  80652. * @param width Define the width of the texture
  80653. * @param height Define the height of the texture
  80654. * @param scene Define the scene the texture belongs to
  80655. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80656. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80657. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80658. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80659. * @returns the R texture
  80660. */
  80661. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80662. }
  80663. }
  80664. declare module BABYLON {
  80665. /**
  80666. * Interface for the size containing width and height
  80667. */
  80668. export interface ISize {
  80669. /**
  80670. * Width
  80671. */
  80672. width: number;
  80673. /**
  80674. * Heighht
  80675. */
  80676. height: number;
  80677. }
  80678. /**
  80679. * Size containing widht and height
  80680. */
  80681. export class Size implements ISize {
  80682. /**
  80683. * Width
  80684. */
  80685. width: number;
  80686. /**
  80687. * Height
  80688. */
  80689. height: number;
  80690. /**
  80691. * Creates a Size object from the given width and height (floats).
  80692. * @param width width of the new size
  80693. * @param height height of the new size
  80694. */
  80695. constructor(width: number, height: number);
  80696. /**
  80697. * Returns a string with the Size width and height
  80698. * @returns a string with the Size width and height
  80699. */
  80700. toString(): string;
  80701. /**
  80702. * "Size"
  80703. * @returns the string "Size"
  80704. */
  80705. getClassName(): string;
  80706. /**
  80707. * Returns the Size hash code.
  80708. * @returns a hash code for a unique width and height
  80709. */
  80710. getHashCode(): number;
  80711. /**
  80712. * Updates the current size from the given one.
  80713. * @param src the given size
  80714. */
  80715. copyFrom(src: Size): void;
  80716. /**
  80717. * Updates in place the current Size from the given floats.
  80718. * @param width width of the new size
  80719. * @param height height of the new size
  80720. * @returns the updated Size.
  80721. */
  80722. copyFromFloats(width: number, height: number): Size;
  80723. /**
  80724. * Updates in place the current Size from the given floats.
  80725. * @param width width to set
  80726. * @param height height to set
  80727. * @returns the updated Size.
  80728. */
  80729. set(width: number, height: number): Size;
  80730. /**
  80731. * Multiplies the width and height by numbers
  80732. * @param w factor to multiple the width by
  80733. * @param h factor to multiple the height by
  80734. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  80735. */
  80736. multiplyByFloats(w: number, h: number): Size;
  80737. /**
  80738. * Clones the size
  80739. * @returns a new Size copied from the given one.
  80740. */
  80741. clone(): Size;
  80742. /**
  80743. * True if the current Size and the given one width and height are strictly equal.
  80744. * @param other the other size to compare against
  80745. * @returns True if the current Size and the given one width and height are strictly equal.
  80746. */
  80747. equals(other: Size): boolean;
  80748. /**
  80749. * The surface of the Size : width * height (float).
  80750. */
  80751. readonly surface: number;
  80752. /**
  80753. * Create a new size of zero
  80754. * @returns a new Size set to (0.0, 0.0)
  80755. */
  80756. static Zero(): Size;
  80757. /**
  80758. * Sums the width and height of two sizes
  80759. * @param otherSize size to add to this size
  80760. * @returns a new Size set as the addition result of the current Size and the given one.
  80761. */
  80762. add(otherSize: Size): Size;
  80763. /**
  80764. * Subtracts the width and height of two
  80765. * @param otherSize size to subtract to this size
  80766. * @returns a new Size set as the subtraction result of the given one from the current Size.
  80767. */
  80768. subtract(otherSize: Size): Size;
  80769. /**
  80770. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  80771. * @param start starting size to lerp between
  80772. * @param end end size to lerp between
  80773. * @param amount amount to lerp between the start and end values
  80774. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  80775. */
  80776. static Lerp(start: Size, end: Size, amount: number): Size;
  80777. }
  80778. }
  80779. declare module BABYLON {
  80780. /**
  80781. * Defines a runtime animation
  80782. */
  80783. export class RuntimeAnimation {
  80784. private _events;
  80785. /**
  80786. * The current frame of the runtime animation
  80787. */
  80788. private _currentFrame;
  80789. /**
  80790. * The animation used by the runtime animation
  80791. */
  80792. private _animation;
  80793. /**
  80794. * The target of the runtime animation
  80795. */
  80796. private _target;
  80797. /**
  80798. * The initiating animatable
  80799. */
  80800. private _host;
  80801. /**
  80802. * The original value of the runtime animation
  80803. */
  80804. private _originalValue;
  80805. /**
  80806. * The original blend value of the runtime animation
  80807. */
  80808. private _originalBlendValue;
  80809. /**
  80810. * The offsets cache of the runtime animation
  80811. */
  80812. private _offsetsCache;
  80813. /**
  80814. * The high limits cache of the runtime animation
  80815. */
  80816. private _highLimitsCache;
  80817. /**
  80818. * Specifies if the runtime animation has been stopped
  80819. */
  80820. private _stopped;
  80821. /**
  80822. * The blending factor of the runtime animation
  80823. */
  80824. private _blendingFactor;
  80825. /**
  80826. * The BabylonJS scene
  80827. */
  80828. private _scene;
  80829. /**
  80830. * The current value of the runtime animation
  80831. */
  80832. private _currentValue;
  80833. /** @hidden */
  80834. _animationState: _IAnimationState;
  80835. /**
  80836. * The active target of the runtime animation
  80837. */
  80838. private _activeTargets;
  80839. private _currentActiveTarget;
  80840. private _directTarget;
  80841. /**
  80842. * The target path of the runtime animation
  80843. */
  80844. private _targetPath;
  80845. /**
  80846. * The weight of the runtime animation
  80847. */
  80848. private _weight;
  80849. /**
  80850. * The ratio offset of the runtime animation
  80851. */
  80852. private _ratioOffset;
  80853. /**
  80854. * The previous delay of the runtime animation
  80855. */
  80856. private _previousDelay;
  80857. /**
  80858. * The previous ratio of the runtime animation
  80859. */
  80860. private _previousRatio;
  80861. private _enableBlending;
  80862. private _keys;
  80863. private _minFrame;
  80864. private _maxFrame;
  80865. private _minValue;
  80866. private _maxValue;
  80867. private _targetIsArray;
  80868. /**
  80869. * Gets the current frame of the runtime animation
  80870. */
  80871. readonly currentFrame: number;
  80872. /**
  80873. * Gets the weight of the runtime animation
  80874. */
  80875. readonly weight: number;
  80876. /**
  80877. * Gets the current value of the runtime animation
  80878. */
  80879. readonly currentValue: any;
  80880. /**
  80881. * Gets the target path of the runtime animation
  80882. */
  80883. readonly targetPath: string;
  80884. /**
  80885. * Gets the actual target of the runtime animation
  80886. */
  80887. readonly target: any;
  80888. /** @hidden */
  80889. _onLoop: () => void;
  80890. /**
  80891. * Create a new RuntimeAnimation object
  80892. * @param target defines the target of the animation
  80893. * @param animation defines the source animation object
  80894. * @param scene defines the hosting scene
  80895. * @param host defines the initiating Animatable
  80896. */
  80897. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  80898. private _preparePath;
  80899. /**
  80900. * Gets the animation from the runtime animation
  80901. */
  80902. readonly animation: Animation;
  80903. /**
  80904. * Resets the runtime animation to the beginning
  80905. * @param restoreOriginal defines whether to restore the target property to the original value
  80906. */
  80907. reset(restoreOriginal?: boolean): void;
  80908. /**
  80909. * Specifies if the runtime animation is stopped
  80910. * @returns Boolean specifying if the runtime animation is stopped
  80911. */
  80912. isStopped(): boolean;
  80913. /**
  80914. * Disposes of the runtime animation
  80915. */
  80916. dispose(): void;
  80917. /**
  80918. * Apply the interpolated value to the target
  80919. * @param currentValue defines the value computed by the animation
  80920. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  80921. */
  80922. setValue(currentValue: any, weight: number): void;
  80923. private _getOriginalValues;
  80924. private _setValue;
  80925. /**
  80926. * Gets the loop pmode of the runtime animation
  80927. * @returns Loop Mode
  80928. */
  80929. private _getCorrectLoopMode;
  80930. /**
  80931. * Move the current animation to a given frame
  80932. * @param frame defines the frame to move to
  80933. */
  80934. goToFrame(frame: number): void;
  80935. /**
  80936. * @hidden Internal use only
  80937. */
  80938. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  80939. /**
  80940. * Execute the current animation
  80941. * @param delay defines the delay to add to the current frame
  80942. * @param from defines the lower bound of the animation range
  80943. * @param to defines the upper bound of the animation range
  80944. * @param loop defines if the current animation must loop
  80945. * @param speedRatio defines the current speed ratio
  80946. * @param weight defines the weight of the animation (default is -1 so no weight)
  80947. * @param onLoop optional callback called when animation loops
  80948. * @returns a boolean indicating if the animation is running
  80949. */
  80950. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  80951. }
  80952. }
  80953. declare module BABYLON {
  80954. /**
  80955. * Class used to store an actual running animation
  80956. */
  80957. export class Animatable {
  80958. /** defines the target object */
  80959. target: any;
  80960. /** defines the starting frame number (default is 0) */
  80961. fromFrame: number;
  80962. /** defines the ending frame number (default is 100) */
  80963. toFrame: number;
  80964. /** defines if the animation must loop (default is false) */
  80965. loopAnimation: boolean;
  80966. /** defines a callback to call when animation ends if it is not looping */
  80967. onAnimationEnd?: (() => void) | null | undefined;
  80968. /** defines a callback to call when animation loops */
  80969. onAnimationLoop?: (() => void) | null | undefined;
  80970. private _localDelayOffset;
  80971. private _pausedDelay;
  80972. private _runtimeAnimations;
  80973. private _paused;
  80974. private _scene;
  80975. private _speedRatio;
  80976. private _weight;
  80977. private _syncRoot;
  80978. /**
  80979. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  80980. * This will only apply for non looping animation (default is true)
  80981. */
  80982. disposeOnEnd: boolean;
  80983. /**
  80984. * Gets a boolean indicating if the animation has started
  80985. */
  80986. animationStarted: boolean;
  80987. /**
  80988. * Observer raised when the animation ends
  80989. */
  80990. onAnimationEndObservable: Observable<Animatable>;
  80991. /**
  80992. * Observer raised when the animation loops
  80993. */
  80994. onAnimationLoopObservable: Observable<Animatable>;
  80995. /**
  80996. * Gets the root Animatable used to synchronize and normalize animations
  80997. */
  80998. readonly syncRoot: Nullable<Animatable>;
  80999. /**
  81000. * Gets the current frame of the first RuntimeAnimation
  81001. * Used to synchronize Animatables
  81002. */
  81003. readonly masterFrame: number;
  81004. /**
  81005. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  81006. */
  81007. weight: number;
  81008. /**
  81009. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  81010. */
  81011. speedRatio: number;
  81012. /**
  81013. * Creates a new Animatable
  81014. * @param scene defines the hosting scene
  81015. * @param target defines the target object
  81016. * @param fromFrame defines the starting frame number (default is 0)
  81017. * @param toFrame defines the ending frame number (default is 100)
  81018. * @param loopAnimation defines if the animation must loop (default is false)
  81019. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  81020. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  81021. * @param animations defines a group of animation to add to the new Animatable
  81022. * @param onAnimationLoop defines a callback to call when animation loops
  81023. */
  81024. constructor(scene: Scene,
  81025. /** defines the target object */
  81026. target: any,
  81027. /** defines the starting frame number (default is 0) */
  81028. fromFrame?: number,
  81029. /** defines the ending frame number (default is 100) */
  81030. toFrame?: number,
  81031. /** defines if the animation must loop (default is false) */
  81032. loopAnimation?: boolean, speedRatio?: number,
  81033. /** defines a callback to call when animation ends if it is not looping */
  81034. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  81035. /** defines a callback to call when animation loops */
  81036. onAnimationLoop?: (() => void) | null | undefined);
  81037. /**
  81038. * Synchronize and normalize current Animatable with a source Animatable
  81039. * This is useful when using animation weights and when animations are not of the same length
  81040. * @param root defines the root Animatable to synchronize with
  81041. * @returns the current Animatable
  81042. */
  81043. syncWith(root: Animatable): Animatable;
  81044. /**
  81045. * Gets the list of runtime animations
  81046. * @returns an array of RuntimeAnimation
  81047. */
  81048. getAnimations(): RuntimeAnimation[];
  81049. /**
  81050. * Adds more animations to the current animatable
  81051. * @param target defines the target of the animations
  81052. * @param animations defines the new animations to add
  81053. */
  81054. appendAnimations(target: any, animations: Animation[]): void;
  81055. /**
  81056. * Gets the source animation for a specific property
  81057. * @param property defines the propertyu to look for
  81058. * @returns null or the source animation for the given property
  81059. */
  81060. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  81061. /**
  81062. * Gets the runtime animation for a specific property
  81063. * @param property defines the propertyu to look for
  81064. * @returns null or the runtime animation for the given property
  81065. */
  81066. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  81067. /**
  81068. * Resets the animatable to its original state
  81069. */
  81070. reset(): void;
  81071. /**
  81072. * Allows the animatable to blend with current running animations
  81073. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81074. * @param blendingSpeed defines the blending speed to use
  81075. */
  81076. enableBlending(blendingSpeed: number): void;
  81077. /**
  81078. * Disable animation blending
  81079. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81080. */
  81081. disableBlending(): void;
  81082. /**
  81083. * Jump directly to a given frame
  81084. * @param frame defines the frame to jump to
  81085. */
  81086. goToFrame(frame: number): void;
  81087. /**
  81088. * Pause the animation
  81089. */
  81090. pause(): void;
  81091. /**
  81092. * Restart the animation
  81093. */
  81094. restart(): void;
  81095. private _raiseOnAnimationEnd;
  81096. /**
  81097. * Stop and delete the current animation
  81098. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  81099. * @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)
  81100. */
  81101. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  81102. /**
  81103. * Wait asynchronously for the animation to end
  81104. * @returns a promise which will be fullfilled when the animation ends
  81105. */
  81106. waitAsync(): Promise<Animatable>;
  81107. /** @hidden */
  81108. _animate(delay: number): boolean;
  81109. }
  81110. interface Scene {
  81111. /** @hidden */
  81112. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  81113. /** @hidden */
  81114. _processLateAnimationBindingsForMatrices(holder: {
  81115. totalWeight: number;
  81116. animations: RuntimeAnimation[];
  81117. originalValue: Matrix;
  81118. }): any;
  81119. /** @hidden */
  81120. _processLateAnimationBindingsForQuaternions(holder: {
  81121. totalWeight: number;
  81122. animations: RuntimeAnimation[];
  81123. originalValue: Quaternion;
  81124. }, refQuaternion: Quaternion): Quaternion;
  81125. /** @hidden */
  81126. _processLateAnimationBindings(): void;
  81127. /**
  81128. * Will start the animation sequence of a given target
  81129. * @param target defines the target
  81130. * @param from defines from which frame should animation start
  81131. * @param to defines until which frame should animation run.
  81132. * @param weight defines the weight to apply to the animation (1.0 by default)
  81133. * @param loop defines if the animation loops
  81134. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81135. * @param onAnimationEnd defines the function to be executed when the animation ends
  81136. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81137. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  81138. * @param onAnimationLoop defines the callback to call when an animation loops
  81139. * @returns the animatable object created for this animation
  81140. */
  81141. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  81142. /**
  81143. * Will start the animation sequence of a given target
  81144. * @param target defines the target
  81145. * @param from defines from which frame should animation start
  81146. * @param to defines until which frame should animation run.
  81147. * @param loop defines if the animation loops
  81148. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81149. * @param onAnimationEnd defines the function to be executed when the animation ends
  81150. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81151. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  81152. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  81153. * @param onAnimationLoop defines the callback to call when an animation loops
  81154. * @returns the animatable object created for this animation
  81155. */
  81156. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  81157. /**
  81158. * Will start the animation sequence of a given target and its hierarchy
  81159. * @param target defines the target
  81160. * @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.
  81161. * @param from defines from which frame should animation start
  81162. * @param to defines until which frame should animation run.
  81163. * @param loop defines if the animation loops
  81164. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81165. * @param onAnimationEnd defines the function to be executed when the animation ends
  81166. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81167. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  81168. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  81169. * @param onAnimationLoop defines the callback to call when an animation loops
  81170. * @returns the list of created animatables
  81171. */
  81172. 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[];
  81173. /**
  81174. * Begin a new animation on a given node
  81175. * @param target defines the target where the animation will take place
  81176. * @param animations defines the list of animations to start
  81177. * @param from defines the initial value
  81178. * @param to defines the final value
  81179. * @param loop defines if you want animation to loop (off by default)
  81180. * @param speedRatio defines the speed ratio to apply to all animations
  81181. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  81182. * @param onAnimationLoop defines the callback to call when an animation loops
  81183. * @returns the list of created animatables
  81184. */
  81185. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  81186. /**
  81187. * Begin a new animation on a given node and its hierarchy
  81188. * @param target defines the root node where the animation will take place
  81189. * @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.
  81190. * @param animations defines the list of animations to start
  81191. * @param from defines the initial value
  81192. * @param to defines the final value
  81193. * @param loop defines if you want animation to loop (off by default)
  81194. * @param speedRatio defines the speed ratio to apply to all animations
  81195. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  81196. * @param onAnimationLoop defines the callback to call when an animation loops
  81197. * @returns the list of animatables created for all nodes
  81198. */
  81199. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  81200. /**
  81201. * Gets the animatable associated with a specific target
  81202. * @param target defines the target of the animatable
  81203. * @returns the required animatable if found
  81204. */
  81205. getAnimatableByTarget(target: any): Nullable<Animatable>;
  81206. /**
  81207. * Gets all animatables associated with a given target
  81208. * @param target defines the target to look animatables for
  81209. * @returns an array of Animatables
  81210. */
  81211. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  81212. /**
  81213. * Stops and removes all animations that have been applied to the scene
  81214. */
  81215. stopAllAnimations(): void;
  81216. /**
  81217. * Gets the current delta time used by animation engine
  81218. */
  81219. deltaTime: number;
  81220. }
  81221. interface Bone {
  81222. /**
  81223. * Copy an animation range from another bone
  81224. * @param source defines the source bone
  81225. * @param rangeName defines the range name to copy
  81226. * @param frameOffset defines the frame offset
  81227. * @param rescaleAsRequired defines if rescaling must be applied if required
  81228. * @param skelDimensionsRatio defines the scaling ratio
  81229. * @returns true if operation was successful
  81230. */
  81231. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  81232. }
  81233. }
  81234. declare module BABYLON {
  81235. /**
  81236. * Class used to override all child animations of a given target
  81237. */
  81238. export class AnimationPropertiesOverride {
  81239. /**
  81240. * Gets or sets a value indicating if animation blending must be used
  81241. */
  81242. enableBlending: boolean;
  81243. /**
  81244. * Gets or sets the blending speed to use when enableBlending is true
  81245. */
  81246. blendingSpeed: number;
  81247. /**
  81248. * Gets or sets the default loop mode to use
  81249. */
  81250. loopMode: number;
  81251. }
  81252. }
  81253. declare module BABYLON {
  81254. /**
  81255. * Class used to handle skinning animations
  81256. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  81257. */
  81258. export class Skeleton implements IAnimatable {
  81259. /** defines the skeleton name */
  81260. name: string;
  81261. /** defines the skeleton Id */
  81262. id: string;
  81263. /**
  81264. * Defines the list of child bones
  81265. */
  81266. bones: Bone[];
  81267. /**
  81268. * Defines an estimate of the dimension of the skeleton at rest
  81269. */
  81270. dimensionsAtRest: Vector3;
  81271. /**
  81272. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  81273. */
  81274. needInitialSkinMatrix: boolean;
  81275. /**
  81276. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  81277. */
  81278. overrideMesh: Nullable<AbstractMesh>;
  81279. /**
  81280. * Gets the list of animations attached to this skeleton
  81281. */
  81282. animations: Array<Animation>;
  81283. private _scene;
  81284. private _isDirty;
  81285. private _transformMatrices;
  81286. private _transformMatrixTexture;
  81287. private _meshesWithPoseMatrix;
  81288. private _animatables;
  81289. private _identity;
  81290. private _synchronizedWithMesh;
  81291. private _ranges;
  81292. private _lastAbsoluteTransformsUpdateId;
  81293. private _canUseTextureForBones;
  81294. private _uniqueId;
  81295. /** @hidden */
  81296. _numBonesWithLinkedTransformNode: number;
  81297. /** @hidden */
  81298. _hasWaitingData: Nullable<boolean>;
  81299. /**
  81300. * Specifies if the skeleton should be serialized
  81301. */
  81302. doNotSerialize: boolean;
  81303. private _useTextureToStoreBoneMatrices;
  81304. /**
  81305. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  81306. * Please note that this option is not available if the hardware does not support it
  81307. */
  81308. useTextureToStoreBoneMatrices: boolean;
  81309. private _animationPropertiesOverride;
  81310. /**
  81311. * Gets or sets the animation properties override
  81312. */
  81313. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81314. /**
  81315. * List of inspectable custom properties (used by the Inspector)
  81316. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  81317. */
  81318. inspectableCustomProperties: IInspectable[];
  81319. /**
  81320. * An observable triggered before computing the skeleton's matrices
  81321. */
  81322. onBeforeComputeObservable: Observable<Skeleton>;
  81323. /**
  81324. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  81325. */
  81326. readonly isUsingTextureForMatrices: boolean;
  81327. /**
  81328. * Gets the unique ID of this skeleton
  81329. */
  81330. readonly uniqueId: number;
  81331. /**
  81332. * Creates a new skeleton
  81333. * @param name defines the skeleton name
  81334. * @param id defines the skeleton Id
  81335. * @param scene defines the hosting scene
  81336. */
  81337. constructor(
  81338. /** defines the skeleton name */
  81339. name: string,
  81340. /** defines the skeleton Id */
  81341. id: string, scene: Scene);
  81342. /**
  81343. * Gets the current object class name.
  81344. * @return the class name
  81345. */
  81346. getClassName(): string;
  81347. /**
  81348. * Returns an array containing the root bones
  81349. * @returns an array containing the root bones
  81350. */
  81351. getChildren(): Array<Bone>;
  81352. /**
  81353. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  81354. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  81355. * @returns a Float32Array containing matrices data
  81356. */
  81357. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  81358. /**
  81359. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  81360. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  81361. * @returns a raw texture containing the data
  81362. */
  81363. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  81364. /**
  81365. * Gets the current hosting scene
  81366. * @returns a scene object
  81367. */
  81368. getScene(): Scene;
  81369. /**
  81370. * Gets a string representing the current skeleton data
  81371. * @param fullDetails defines a boolean indicating if we want a verbose version
  81372. * @returns a string representing the current skeleton data
  81373. */
  81374. toString(fullDetails?: boolean): string;
  81375. /**
  81376. * Get bone's index searching by name
  81377. * @param name defines bone's name to search for
  81378. * @return the indice of the bone. Returns -1 if not found
  81379. */
  81380. getBoneIndexByName(name: string): number;
  81381. /**
  81382. * Creater a new animation range
  81383. * @param name defines the name of the range
  81384. * @param from defines the start key
  81385. * @param to defines the end key
  81386. */
  81387. createAnimationRange(name: string, from: number, to: number): void;
  81388. /**
  81389. * Delete a specific animation range
  81390. * @param name defines the name of the range
  81391. * @param deleteFrames defines if frames must be removed as well
  81392. */
  81393. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  81394. /**
  81395. * Gets a specific animation range
  81396. * @param name defines the name of the range to look for
  81397. * @returns the requested animation range or null if not found
  81398. */
  81399. getAnimationRange(name: string): Nullable<AnimationRange>;
  81400. /**
  81401. * Gets the list of all animation ranges defined on this skeleton
  81402. * @returns an array
  81403. */
  81404. getAnimationRanges(): Nullable<AnimationRange>[];
  81405. /**
  81406. * Copy animation range from a source skeleton.
  81407. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  81408. * @param source defines the source skeleton
  81409. * @param name defines the name of the range to copy
  81410. * @param rescaleAsRequired defines if rescaling must be applied if required
  81411. * @returns true if operation was successful
  81412. */
  81413. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  81414. /**
  81415. * Forces the skeleton to go to rest pose
  81416. */
  81417. returnToRest(): void;
  81418. private _getHighestAnimationFrame;
  81419. /**
  81420. * Begin a specific animation range
  81421. * @param name defines the name of the range to start
  81422. * @param loop defines if looping must be turned on (false by default)
  81423. * @param speedRatio defines the speed ratio to apply (1 by default)
  81424. * @param onAnimationEnd defines a callback which will be called when animation will end
  81425. * @returns a new animatable
  81426. */
  81427. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  81428. /** @hidden */
  81429. _markAsDirty(): void;
  81430. /** @hidden */
  81431. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81432. /** @hidden */
  81433. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81434. private _computeTransformMatrices;
  81435. /**
  81436. * Build all resources required to render a skeleton
  81437. */
  81438. prepare(): void;
  81439. /**
  81440. * Gets the list of animatables currently running for this skeleton
  81441. * @returns an array of animatables
  81442. */
  81443. getAnimatables(): IAnimatable[];
  81444. /**
  81445. * Clone the current skeleton
  81446. * @param name defines the name of the new skeleton
  81447. * @param id defines the id of the new skeleton
  81448. * @returns the new skeleton
  81449. */
  81450. clone(name: string, id?: string): Skeleton;
  81451. /**
  81452. * Enable animation blending for this skeleton
  81453. * @param blendingSpeed defines the blending speed to apply
  81454. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81455. */
  81456. enableBlending(blendingSpeed?: number): void;
  81457. /**
  81458. * Releases all resources associated with the current skeleton
  81459. */
  81460. dispose(): void;
  81461. /**
  81462. * Serialize the skeleton in a JSON object
  81463. * @returns a JSON object
  81464. */
  81465. serialize(): any;
  81466. /**
  81467. * Creates a new skeleton from serialized data
  81468. * @param parsedSkeleton defines the serialized data
  81469. * @param scene defines the hosting scene
  81470. * @returns a new skeleton
  81471. */
  81472. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  81473. /**
  81474. * Compute all node absolute transforms
  81475. * @param forceUpdate defines if computation must be done even if cache is up to date
  81476. */
  81477. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  81478. /**
  81479. * Gets the root pose matrix
  81480. * @returns a matrix
  81481. */
  81482. getPoseMatrix(): Nullable<Matrix>;
  81483. /**
  81484. * Sorts bones per internal index
  81485. */
  81486. sortBones(): void;
  81487. private _sortBones;
  81488. }
  81489. }
  81490. declare module BABYLON {
  81491. /**
  81492. * Class used to store bone information
  81493. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  81494. */
  81495. export class Bone extends Node {
  81496. /**
  81497. * defines the bone name
  81498. */
  81499. name: string;
  81500. private static _tmpVecs;
  81501. private static _tmpQuat;
  81502. private static _tmpMats;
  81503. /**
  81504. * Gets the list of child bones
  81505. */
  81506. children: Bone[];
  81507. /** Gets the animations associated with this bone */
  81508. animations: Animation[];
  81509. /**
  81510. * Gets or sets bone length
  81511. */
  81512. length: number;
  81513. /**
  81514. * @hidden Internal only
  81515. * Set this value to map this bone to a different index in the transform matrices
  81516. * Set this value to -1 to exclude the bone from the transform matrices
  81517. */
  81518. _index: Nullable<number>;
  81519. private _skeleton;
  81520. private _localMatrix;
  81521. private _restPose;
  81522. private _baseMatrix;
  81523. private _absoluteTransform;
  81524. private _invertedAbsoluteTransform;
  81525. private _parent;
  81526. private _scalingDeterminant;
  81527. private _worldTransform;
  81528. private _localScaling;
  81529. private _localRotation;
  81530. private _localPosition;
  81531. private _needToDecompose;
  81532. private _needToCompose;
  81533. /** @hidden */
  81534. _linkedTransformNode: Nullable<TransformNode>;
  81535. /** @hidden */
  81536. _waitingTransformNodeId: Nullable<string>;
  81537. /** @hidden */
  81538. /** @hidden */
  81539. _matrix: Matrix;
  81540. /**
  81541. * Create a new bone
  81542. * @param name defines the bone name
  81543. * @param skeleton defines the parent skeleton
  81544. * @param parentBone defines the parent (can be null if the bone is the root)
  81545. * @param localMatrix defines the local matrix
  81546. * @param restPose defines the rest pose matrix
  81547. * @param baseMatrix defines the base matrix
  81548. * @param index defines index of the bone in the hiearchy
  81549. */
  81550. constructor(
  81551. /**
  81552. * defines the bone name
  81553. */
  81554. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  81555. /**
  81556. * Gets the current object class name.
  81557. * @return the class name
  81558. */
  81559. getClassName(): string;
  81560. /**
  81561. * Gets the parent skeleton
  81562. * @returns a skeleton
  81563. */
  81564. getSkeleton(): Skeleton;
  81565. /**
  81566. * Gets parent bone
  81567. * @returns a bone or null if the bone is the root of the bone hierarchy
  81568. */
  81569. getParent(): Nullable<Bone>;
  81570. /**
  81571. * Returns an array containing the root bones
  81572. * @returns an array containing the root bones
  81573. */
  81574. getChildren(): Array<Bone>;
  81575. /**
  81576. * Gets the node index in matrix array generated for rendering
  81577. * @returns the node index
  81578. */
  81579. getIndex(): number;
  81580. /**
  81581. * Sets the parent bone
  81582. * @param parent defines the parent (can be null if the bone is the root)
  81583. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  81584. */
  81585. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  81586. /**
  81587. * Gets the local matrix
  81588. * @returns a matrix
  81589. */
  81590. getLocalMatrix(): Matrix;
  81591. /**
  81592. * Gets the base matrix (initial matrix which remains unchanged)
  81593. * @returns a matrix
  81594. */
  81595. getBaseMatrix(): Matrix;
  81596. /**
  81597. * Gets the rest pose matrix
  81598. * @returns a matrix
  81599. */
  81600. getRestPose(): Matrix;
  81601. /**
  81602. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  81603. */
  81604. getWorldMatrix(): Matrix;
  81605. /**
  81606. * Sets the local matrix to rest pose matrix
  81607. */
  81608. returnToRest(): void;
  81609. /**
  81610. * Gets the inverse of the absolute transform matrix.
  81611. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  81612. * @returns a matrix
  81613. */
  81614. getInvertedAbsoluteTransform(): Matrix;
  81615. /**
  81616. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  81617. * @returns a matrix
  81618. */
  81619. getAbsoluteTransform(): Matrix;
  81620. /**
  81621. * Links with the given transform node.
  81622. * The local matrix of this bone is copied from the transform node every frame.
  81623. * @param transformNode defines the transform node to link to
  81624. */
  81625. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  81626. /**
  81627. * Gets the node used to drive the bone's transformation
  81628. * @returns a transform node or null
  81629. */
  81630. getTransformNode(): Nullable<TransformNode>;
  81631. /** Gets or sets current position (in local space) */
  81632. position: Vector3;
  81633. /** Gets or sets current rotation (in local space) */
  81634. rotation: Vector3;
  81635. /** Gets or sets current rotation quaternion (in local space) */
  81636. rotationQuaternion: Quaternion;
  81637. /** Gets or sets current scaling (in local space) */
  81638. scaling: Vector3;
  81639. /**
  81640. * Gets the animation properties override
  81641. */
  81642. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81643. private _decompose;
  81644. private _compose;
  81645. /**
  81646. * Update the base and local matrices
  81647. * @param matrix defines the new base or local matrix
  81648. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  81649. * @param updateLocalMatrix defines if the local matrix should be updated
  81650. */
  81651. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  81652. /** @hidden */
  81653. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  81654. /**
  81655. * Flag the bone as dirty (Forcing it to update everything)
  81656. */
  81657. markAsDirty(): void;
  81658. /** @hidden */
  81659. _markAsDirtyAndCompose(): void;
  81660. private _markAsDirtyAndDecompose;
  81661. /**
  81662. * Translate the bone in local or world space
  81663. * @param vec The amount to translate the bone
  81664. * @param space The space that the translation is in
  81665. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81666. */
  81667. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81668. /**
  81669. * Set the postion of the bone in local or world space
  81670. * @param position The position to set the bone
  81671. * @param space The space that the position is in
  81672. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81673. */
  81674. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81675. /**
  81676. * Set the absolute position of the bone (world space)
  81677. * @param position The position to set the bone
  81678. * @param mesh The mesh that this bone is attached to
  81679. */
  81680. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  81681. /**
  81682. * Scale the bone on the x, y and z axes (in local space)
  81683. * @param x The amount to scale the bone on the x axis
  81684. * @param y The amount to scale the bone on the y axis
  81685. * @param z The amount to scale the bone on the z axis
  81686. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  81687. */
  81688. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  81689. /**
  81690. * Set the bone scaling in local space
  81691. * @param scale defines the scaling vector
  81692. */
  81693. setScale(scale: Vector3): void;
  81694. /**
  81695. * Gets the current scaling in local space
  81696. * @returns the current scaling vector
  81697. */
  81698. getScale(): Vector3;
  81699. /**
  81700. * Gets the current scaling in local space and stores it in a target vector
  81701. * @param result defines the target vector
  81702. */
  81703. getScaleToRef(result: Vector3): void;
  81704. /**
  81705. * Set the yaw, pitch, and roll of the bone in local or world space
  81706. * @param yaw The rotation of the bone on the y axis
  81707. * @param pitch The rotation of the bone on the x axis
  81708. * @param roll The rotation of the bone on the z axis
  81709. * @param space The space that the axes of rotation are in
  81710. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81711. */
  81712. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  81713. /**
  81714. * Add a rotation to the bone on an axis in local or world space
  81715. * @param axis The axis to rotate the bone on
  81716. * @param amount The amount to rotate the bone
  81717. * @param space The space that the axis is in
  81718. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81719. */
  81720. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  81721. /**
  81722. * Set the rotation of the bone to a particular axis angle in local or world space
  81723. * @param axis The axis to rotate the bone on
  81724. * @param angle The angle that the bone should be rotated to
  81725. * @param space The space that the axis is in
  81726. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81727. */
  81728. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  81729. /**
  81730. * Set the euler rotation of the bone in local of world space
  81731. * @param rotation The euler rotation that the bone should be set to
  81732. * @param space The space that the rotation is in
  81733. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81734. */
  81735. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81736. /**
  81737. * Set the quaternion rotation of the bone in local of world space
  81738. * @param quat The quaternion rotation that the bone should be set to
  81739. * @param space The space that the rotation is in
  81740. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81741. */
  81742. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  81743. /**
  81744. * Set the rotation matrix of the bone in local of world space
  81745. * @param rotMat The rotation matrix that the bone should be set to
  81746. * @param space The space that the rotation is in
  81747. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81748. */
  81749. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  81750. private _rotateWithMatrix;
  81751. private _getNegativeRotationToRef;
  81752. /**
  81753. * Get the position of the bone in local or world space
  81754. * @param space The space that the returned position is in
  81755. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81756. * @returns The position of the bone
  81757. */
  81758. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  81759. /**
  81760. * Copy the position of the bone to a vector3 in local or world space
  81761. * @param space The space that the returned position is in
  81762. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81763. * @param result The vector3 to copy the position to
  81764. */
  81765. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  81766. /**
  81767. * Get the absolute position of the bone (world space)
  81768. * @param mesh The mesh that this bone is attached to
  81769. * @returns The absolute position of the bone
  81770. */
  81771. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  81772. /**
  81773. * Copy the absolute position of the bone (world space) to the result param
  81774. * @param mesh The mesh that this bone is attached to
  81775. * @param result The vector3 to copy the absolute position to
  81776. */
  81777. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  81778. /**
  81779. * Compute the absolute transforms of this bone and its children
  81780. */
  81781. computeAbsoluteTransforms(): void;
  81782. /**
  81783. * Get the world direction from an axis that is in the local space of the bone
  81784. * @param localAxis The local direction that is used to compute the world direction
  81785. * @param mesh The mesh that this bone is attached to
  81786. * @returns The world direction
  81787. */
  81788. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81789. /**
  81790. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  81791. * @param localAxis The local direction that is used to compute the world direction
  81792. * @param mesh The mesh that this bone is attached to
  81793. * @param result The vector3 that the world direction will be copied to
  81794. */
  81795. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81796. /**
  81797. * Get the euler rotation of the bone in local or world space
  81798. * @param space The space that the rotation should be in
  81799. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81800. * @returns The euler rotation
  81801. */
  81802. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  81803. /**
  81804. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  81805. * @param space The space that the rotation should be in
  81806. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81807. * @param result The vector3 that the rotation should be copied to
  81808. */
  81809. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81810. /**
  81811. * Get the quaternion rotation of the bone in either local or world space
  81812. * @param space The space that the rotation should be in
  81813. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81814. * @returns The quaternion rotation
  81815. */
  81816. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  81817. /**
  81818. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  81819. * @param space The space that the rotation should be in
  81820. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81821. * @param result The quaternion that the rotation should be copied to
  81822. */
  81823. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  81824. /**
  81825. * Get the rotation matrix of the bone in local or world space
  81826. * @param space The space that the rotation should be in
  81827. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81828. * @returns The rotation matrix
  81829. */
  81830. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  81831. /**
  81832. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  81833. * @param space The space that the rotation should be in
  81834. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81835. * @param result The quaternion that the rotation should be copied to
  81836. */
  81837. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  81838. /**
  81839. * Get the world position of a point that is in the local space of the bone
  81840. * @param position The local position
  81841. * @param mesh The mesh that this bone is attached to
  81842. * @returns The world position
  81843. */
  81844. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81845. /**
  81846. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  81847. * @param position The local position
  81848. * @param mesh The mesh that this bone is attached to
  81849. * @param result The vector3 that the world position should be copied to
  81850. */
  81851. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81852. /**
  81853. * Get the local position of a point that is in world space
  81854. * @param position The world position
  81855. * @param mesh The mesh that this bone is attached to
  81856. * @returns The local position
  81857. */
  81858. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81859. /**
  81860. * Get the local position of a point that is in world space and copy it to the result param
  81861. * @param position The world position
  81862. * @param mesh The mesh that this bone is attached to
  81863. * @param result The vector3 that the local position should be copied to
  81864. */
  81865. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81866. }
  81867. }
  81868. declare module BABYLON {
  81869. /**
  81870. * 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.
  81871. * @see https://doc.babylonjs.com/how_to/transformnode
  81872. */
  81873. export class TransformNode extends Node {
  81874. /**
  81875. * Object will not rotate to face the camera
  81876. */
  81877. static BILLBOARDMODE_NONE: number;
  81878. /**
  81879. * Object will rotate to face the camera but only on the x axis
  81880. */
  81881. static BILLBOARDMODE_X: number;
  81882. /**
  81883. * Object will rotate to face the camera but only on the y axis
  81884. */
  81885. static BILLBOARDMODE_Y: number;
  81886. /**
  81887. * Object will rotate to face the camera but only on the z axis
  81888. */
  81889. static BILLBOARDMODE_Z: number;
  81890. /**
  81891. * Object will rotate to face the camera
  81892. */
  81893. static BILLBOARDMODE_ALL: number;
  81894. /**
  81895. * Object will rotate to face the camera's position instead of orientation
  81896. */
  81897. static BILLBOARDMODE_USE_POSITION: number;
  81898. private _forward;
  81899. private _forwardInverted;
  81900. private _up;
  81901. private _right;
  81902. private _rightInverted;
  81903. private _position;
  81904. private _rotation;
  81905. private _rotationQuaternion;
  81906. protected _scaling: Vector3;
  81907. protected _isDirty: boolean;
  81908. private _transformToBoneReferal;
  81909. private _isAbsoluteSynced;
  81910. private _billboardMode;
  81911. /**
  81912. * Gets or sets the billboard mode. Default is 0.
  81913. *
  81914. * | Value | Type | Description |
  81915. * | --- | --- | --- |
  81916. * | 0 | BILLBOARDMODE_NONE | |
  81917. * | 1 | BILLBOARDMODE_X | |
  81918. * | 2 | BILLBOARDMODE_Y | |
  81919. * | 4 | BILLBOARDMODE_Z | |
  81920. * | 7 | BILLBOARDMODE_ALL | |
  81921. *
  81922. */
  81923. billboardMode: number;
  81924. private _preserveParentRotationForBillboard;
  81925. /**
  81926. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  81927. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  81928. */
  81929. preserveParentRotationForBillboard: boolean;
  81930. /**
  81931. * 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
  81932. */
  81933. scalingDeterminant: number;
  81934. private _infiniteDistance;
  81935. /**
  81936. * Gets or sets the distance of the object to max, often used by skybox
  81937. */
  81938. infiniteDistance: boolean;
  81939. /**
  81940. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  81941. * By default the system will update normals to compensate
  81942. */
  81943. ignoreNonUniformScaling: boolean;
  81944. /**
  81945. * 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
  81946. */
  81947. reIntegrateRotationIntoRotationQuaternion: boolean;
  81948. /** @hidden */
  81949. _poseMatrix: Nullable<Matrix>;
  81950. /** @hidden */
  81951. _localMatrix: Matrix;
  81952. private _usePivotMatrix;
  81953. private _absolutePosition;
  81954. private _absoluteScaling;
  81955. private _absoluteRotationQuaternion;
  81956. private _pivotMatrix;
  81957. private _pivotMatrixInverse;
  81958. protected _postMultiplyPivotMatrix: boolean;
  81959. protected _isWorldMatrixFrozen: boolean;
  81960. /** @hidden */
  81961. _indexInSceneTransformNodesArray: number;
  81962. /**
  81963. * An event triggered after the world matrix is updated
  81964. */
  81965. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  81966. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  81967. /**
  81968. * Gets a string identifying the name of the class
  81969. * @returns "TransformNode" string
  81970. */
  81971. getClassName(): string;
  81972. /**
  81973. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  81974. */
  81975. position: Vector3;
  81976. /**
  81977. * 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)).
  81978. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  81979. */
  81980. rotation: Vector3;
  81981. /**
  81982. * 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)).
  81983. */
  81984. scaling: Vector3;
  81985. /**
  81986. * 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).
  81987. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  81988. */
  81989. rotationQuaternion: Nullable<Quaternion>;
  81990. /**
  81991. * The forward direction of that transform in world space.
  81992. */
  81993. readonly forward: Vector3;
  81994. /**
  81995. * The up direction of that transform in world space.
  81996. */
  81997. readonly up: Vector3;
  81998. /**
  81999. * The right direction of that transform in world space.
  82000. */
  82001. readonly right: Vector3;
  82002. /**
  82003. * Copies the parameter passed Matrix into the mesh Pose matrix.
  82004. * @param matrix the matrix to copy the pose from
  82005. * @returns this TransformNode.
  82006. */
  82007. updatePoseMatrix(matrix: Matrix): TransformNode;
  82008. /**
  82009. * Returns the mesh Pose matrix.
  82010. * @returns the pose matrix
  82011. */
  82012. getPoseMatrix(): Matrix;
  82013. /** @hidden */
  82014. _isSynchronized(): boolean;
  82015. /** @hidden */
  82016. _initCache(): void;
  82017. /**
  82018. * Flag the transform node as dirty (Forcing it to update everything)
  82019. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  82020. * @returns this transform node
  82021. */
  82022. markAsDirty(property: string): TransformNode;
  82023. /**
  82024. * Returns the current mesh absolute position.
  82025. * Returns a Vector3.
  82026. */
  82027. readonly absolutePosition: Vector3;
  82028. /**
  82029. * Returns the current mesh absolute scaling.
  82030. * Returns a Vector3.
  82031. */
  82032. readonly absoluteScaling: Vector3;
  82033. /**
  82034. * Returns the current mesh absolute rotation.
  82035. * Returns a Quaternion.
  82036. */
  82037. readonly absoluteRotationQuaternion: Quaternion;
  82038. /**
  82039. * Sets a new matrix to apply before all other transformation
  82040. * @param matrix defines the transform matrix
  82041. * @returns the current TransformNode
  82042. */
  82043. setPreTransformMatrix(matrix: Matrix): TransformNode;
  82044. /**
  82045. * Sets a new pivot matrix to the current node
  82046. * @param matrix defines the new pivot matrix to use
  82047. * @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
  82048. * @returns the current TransformNode
  82049. */
  82050. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  82051. /**
  82052. * Returns the mesh pivot matrix.
  82053. * Default : Identity.
  82054. * @returns the matrix
  82055. */
  82056. getPivotMatrix(): Matrix;
  82057. /**
  82058. * Instantiate (when possible) or clone that node with its hierarchy
  82059. * @param newParent defines the new parent to use for the instance (or clone)
  82060. * @param options defines options to configure how copy is done
  82061. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  82062. * @returns an instance (or a clone) of the current node with its hiearchy
  82063. */
  82064. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  82065. doNotInstantiate: boolean;
  82066. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  82067. /**
  82068. * Prevents the World matrix to be computed any longer
  82069. * @param newWorldMatrix defines an optional matrix to use as world matrix
  82070. * @returns the TransformNode.
  82071. */
  82072. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  82073. /**
  82074. * Allows back the World matrix computation.
  82075. * @returns the TransformNode.
  82076. */
  82077. unfreezeWorldMatrix(): this;
  82078. /**
  82079. * True if the World matrix has been frozen.
  82080. */
  82081. readonly isWorldMatrixFrozen: boolean;
  82082. /**
  82083. * Retuns the mesh absolute position in the World.
  82084. * @returns a Vector3.
  82085. */
  82086. getAbsolutePosition(): Vector3;
  82087. /**
  82088. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  82089. * @param absolutePosition the absolute position to set
  82090. * @returns the TransformNode.
  82091. */
  82092. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  82093. /**
  82094. * Sets the mesh position in its local space.
  82095. * @param vector3 the position to set in localspace
  82096. * @returns the TransformNode.
  82097. */
  82098. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  82099. /**
  82100. * Returns the mesh position in the local space from the current World matrix values.
  82101. * @returns a new Vector3.
  82102. */
  82103. getPositionExpressedInLocalSpace(): Vector3;
  82104. /**
  82105. * Translates the mesh along the passed Vector3 in its local space.
  82106. * @param vector3 the distance to translate in localspace
  82107. * @returns the TransformNode.
  82108. */
  82109. locallyTranslate(vector3: Vector3): TransformNode;
  82110. private static _lookAtVectorCache;
  82111. /**
  82112. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  82113. * @param targetPoint the position (must be in same space as current mesh) to look at
  82114. * @param yawCor optional yaw (y-axis) correction in radians
  82115. * @param pitchCor optional pitch (x-axis) correction in radians
  82116. * @param rollCor optional roll (z-axis) correction in radians
  82117. * @param space the choosen space of the target
  82118. * @returns the TransformNode.
  82119. */
  82120. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  82121. /**
  82122. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  82123. * This Vector3 is expressed in the World space.
  82124. * @param localAxis axis to rotate
  82125. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  82126. */
  82127. getDirection(localAxis: Vector3): Vector3;
  82128. /**
  82129. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  82130. * localAxis is expressed in the mesh local space.
  82131. * result is computed in the Wordl space from the mesh World matrix.
  82132. * @param localAxis axis to rotate
  82133. * @param result the resulting transformnode
  82134. * @returns this TransformNode.
  82135. */
  82136. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  82137. /**
  82138. * Sets this transform node rotation to the given local axis.
  82139. * @param localAxis the axis in local space
  82140. * @param yawCor optional yaw (y-axis) correction in radians
  82141. * @param pitchCor optional pitch (x-axis) correction in radians
  82142. * @param rollCor optional roll (z-axis) correction in radians
  82143. * @returns this TransformNode
  82144. */
  82145. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  82146. /**
  82147. * Sets a new pivot point to the current node
  82148. * @param point defines the new pivot point to use
  82149. * @param space defines if the point is in world or local space (local by default)
  82150. * @returns the current TransformNode
  82151. */
  82152. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  82153. /**
  82154. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  82155. * @returns the pivot point
  82156. */
  82157. getPivotPoint(): Vector3;
  82158. /**
  82159. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  82160. * @param result the vector3 to store the result
  82161. * @returns this TransformNode.
  82162. */
  82163. getPivotPointToRef(result: Vector3): TransformNode;
  82164. /**
  82165. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  82166. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  82167. */
  82168. getAbsolutePivotPoint(): Vector3;
  82169. /**
  82170. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  82171. * @param result vector3 to store the result
  82172. * @returns this TransformNode.
  82173. */
  82174. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  82175. /**
  82176. * Defines the passed node as the parent of the current node.
  82177. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  82178. * @see https://doc.babylonjs.com/how_to/parenting
  82179. * @param node the node ot set as the parent
  82180. * @returns this TransformNode.
  82181. */
  82182. setParent(node: Nullable<Node>): TransformNode;
  82183. private _nonUniformScaling;
  82184. /**
  82185. * True if the scaling property of this object is non uniform eg. (1,2,1)
  82186. */
  82187. readonly nonUniformScaling: boolean;
  82188. /** @hidden */
  82189. _updateNonUniformScalingState(value: boolean): boolean;
  82190. /**
  82191. * Attach the current TransformNode to another TransformNode associated with a bone
  82192. * @param bone Bone affecting the TransformNode
  82193. * @param affectedTransformNode TransformNode associated with the bone
  82194. * @returns this object
  82195. */
  82196. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  82197. /**
  82198. * Detach the transform node if its associated with a bone
  82199. * @returns this object
  82200. */
  82201. detachFromBone(): TransformNode;
  82202. private static _rotationAxisCache;
  82203. /**
  82204. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  82205. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  82206. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  82207. * The passed axis is also normalized.
  82208. * @param axis the axis to rotate around
  82209. * @param amount the amount to rotate in radians
  82210. * @param space Space to rotate in (Default: local)
  82211. * @returns the TransformNode.
  82212. */
  82213. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  82214. /**
  82215. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  82216. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  82217. * The passed axis is also normalized. .
  82218. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  82219. * @param point the point to rotate around
  82220. * @param axis the axis to rotate around
  82221. * @param amount the amount to rotate in radians
  82222. * @returns the TransformNode
  82223. */
  82224. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  82225. /**
  82226. * Translates the mesh along the axis vector for the passed distance in the given space.
  82227. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  82228. * @param axis the axis to translate in
  82229. * @param distance the distance to translate
  82230. * @param space Space to rotate in (Default: local)
  82231. * @returns the TransformNode.
  82232. */
  82233. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  82234. /**
  82235. * Adds a rotation step to the mesh current rotation.
  82236. * x, y, z are Euler angles expressed in radians.
  82237. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  82238. * This means this rotation is made in the mesh local space only.
  82239. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  82240. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  82241. * ```javascript
  82242. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  82243. * ```
  82244. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  82245. * 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.
  82246. * @param x Rotation to add
  82247. * @param y Rotation to add
  82248. * @param z Rotation to add
  82249. * @returns the TransformNode.
  82250. */
  82251. addRotation(x: number, y: number, z: number): TransformNode;
  82252. /**
  82253. * @hidden
  82254. */
  82255. protected _getEffectiveParent(): Nullable<Node>;
  82256. /**
  82257. * Computes the world matrix of the node
  82258. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  82259. * @returns the world matrix
  82260. */
  82261. computeWorldMatrix(force?: boolean): Matrix;
  82262. protected _afterComputeWorldMatrix(): void;
  82263. /**
  82264. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  82265. * @param func callback function to add
  82266. *
  82267. * @returns the TransformNode.
  82268. */
  82269. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  82270. /**
  82271. * Removes a registered callback function.
  82272. * @param func callback function to remove
  82273. * @returns the TransformNode.
  82274. */
  82275. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  82276. /**
  82277. * Gets the position of the current mesh in camera space
  82278. * @param camera defines the camera to use
  82279. * @returns a position
  82280. */
  82281. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  82282. /**
  82283. * Returns the distance from the mesh to the active camera
  82284. * @param camera defines the camera to use
  82285. * @returns the distance
  82286. */
  82287. getDistanceToCamera(camera?: Nullable<Camera>): number;
  82288. /**
  82289. * Clone the current transform node
  82290. * @param name Name of the new clone
  82291. * @param newParent New parent for the clone
  82292. * @param doNotCloneChildren Do not clone children hierarchy
  82293. * @returns the new transform node
  82294. */
  82295. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  82296. /**
  82297. * Serializes the objects information.
  82298. * @param currentSerializationObject defines the object to serialize in
  82299. * @returns the serialized object
  82300. */
  82301. serialize(currentSerializationObject?: any): any;
  82302. /**
  82303. * Returns a new TransformNode object parsed from the source provided.
  82304. * @param parsedTransformNode is the source.
  82305. * @param scene the scne the object belongs to
  82306. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  82307. * @returns a new TransformNode object parsed from the source provided.
  82308. */
  82309. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  82310. /**
  82311. * Get all child-transformNodes of this node
  82312. * @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
  82313. * @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
  82314. * @returns an array of TransformNode
  82315. */
  82316. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  82317. /**
  82318. * Releases resources associated with this transform node.
  82319. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  82320. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  82321. */
  82322. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82323. /**
  82324. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  82325. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  82326. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  82327. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  82328. * @returns the current mesh
  82329. */
  82330. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  82331. private _syncAbsoluteScalingAndRotation;
  82332. }
  82333. }
  82334. declare module BABYLON {
  82335. /**
  82336. * Defines the types of pose enabled controllers that are supported
  82337. */
  82338. export enum PoseEnabledControllerType {
  82339. /**
  82340. * HTC Vive
  82341. */
  82342. VIVE = 0,
  82343. /**
  82344. * Oculus Rift
  82345. */
  82346. OCULUS = 1,
  82347. /**
  82348. * Windows mixed reality
  82349. */
  82350. WINDOWS = 2,
  82351. /**
  82352. * Samsung gear VR
  82353. */
  82354. GEAR_VR = 3,
  82355. /**
  82356. * Google Daydream
  82357. */
  82358. DAYDREAM = 4,
  82359. /**
  82360. * Generic
  82361. */
  82362. GENERIC = 5
  82363. }
  82364. /**
  82365. * Defines the MutableGamepadButton interface for the state of a gamepad button
  82366. */
  82367. export interface MutableGamepadButton {
  82368. /**
  82369. * Value of the button/trigger
  82370. */
  82371. value: number;
  82372. /**
  82373. * If the button/trigger is currently touched
  82374. */
  82375. touched: boolean;
  82376. /**
  82377. * If the button/trigger is currently pressed
  82378. */
  82379. pressed: boolean;
  82380. }
  82381. /**
  82382. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  82383. * @hidden
  82384. */
  82385. export interface ExtendedGamepadButton extends GamepadButton {
  82386. /**
  82387. * If the button/trigger is currently pressed
  82388. */
  82389. readonly pressed: boolean;
  82390. /**
  82391. * If the button/trigger is currently touched
  82392. */
  82393. readonly touched: boolean;
  82394. /**
  82395. * Value of the button/trigger
  82396. */
  82397. readonly value: number;
  82398. }
  82399. /** @hidden */
  82400. export interface _GamePadFactory {
  82401. /**
  82402. * Returns wether or not the current gamepad can be created for this type of controller.
  82403. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82404. * @returns true if it can be created, otherwise false
  82405. */
  82406. canCreate(gamepadInfo: any): boolean;
  82407. /**
  82408. * Creates a new instance of the Gamepad.
  82409. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82410. * @returns the new gamepad instance
  82411. */
  82412. create(gamepadInfo: any): Gamepad;
  82413. }
  82414. /**
  82415. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82416. */
  82417. export class PoseEnabledControllerHelper {
  82418. /** @hidden */
  82419. static _ControllerFactories: _GamePadFactory[];
  82420. /** @hidden */
  82421. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  82422. /**
  82423. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82424. * @param vrGamepad the gamepad to initialized
  82425. * @returns a vr controller of the type the gamepad identified as
  82426. */
  82427. static InitiateController(vrGamepad: any): Gamepad;
  82428. }
  82429. /**
  82430. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82431. */
  82432. export class PoseEnabledController extends Gamepad implements PoseControlled {
  82433. /**
  82434. * If the controller is used in a webXR session
  82435. */
  82436. isXR: boolean;
  82437. private _deviceRoomPosition;
  82438. private _deviceRoomRotationQuaternion;
  82439. /**
  82440. * The device position in babylon space
  82441. */
  82442. devicePosition: Vector3;
  82443. /**
  82444. * The device rotation in babylon space
  82445. */
  82446. deviceRotationQuaternion: Quaternion;
  82447. /**
  82448. * The scale factor of the device in babylon space
  82449. */
  82450. deviceScaleFactor: number;
  82451. /**
  82452. * (Likely devicePosition should be used instead) The device position in its room space
  82453. */
  82454. position: Vector3;
  82455. /**
  82456. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  82457. */
  82458. rotationQuaternion: Quaternion;
  82459. /**
  82460. * The type of controller (Eg. Windows mixed reality)
  82461. */
  82462. controllerType: PoseEnabledControllerType;
  82463. protected _calculatedPosition: Vector3;
  82464. private _calculatedRotation;
  82465. /**
  82466. * The raw pose from the device
  82467. */
  82468. rawPose: DevicePose;
  82469. private _trackPosition;
  82470. private _maxRotationDistFromHeadset;
  82471. private _draggedRoomRotation;
  82472. /**
  82473. * @hidden
  82474. */
  82475. _disableTrackPosition(fixedPosition: Vector3): void;
  82476. /**
  82477. * Internal, the mesh attached to the controller
  82478. * @hidden
  82479. */
  82480. _mesh: Nullable<AbstractMesh>;
  82481. private _poseControlledCamera;
  82482. private _leftHandSystemQuaternion;
  82483. /**
  82484. * Internal, matrix used to convert room space to babylon space
  82485. * @hidden
  82486. */
  82487. _deviceToWorld: Matrix;
  82488. /**
  82489. * Node to be used when casting a ray from the controller
  82490. * @hidden
  82491. */
  82492. _pointingPoseNode: Nullable<TransformNode>;
  82493. /**
  82494. * Name of the child mesh that can be used to cast a ray from the controller
  82495. */
  82496. static readonly POINTING_POSE: string;
  82497. /**
  82498. * Creates a new PoseEnabledController from a gamepad
  82499. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82500. */
  82501. constructor(browserGamepad: any);
  82502. private _workingMatrix;
  82503. /**
  82504. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82505. */
  82506. update(): void;
  82507. /**
  82508. * Updates only the pose device and mesh without doing any button event checking
  82509. */
  82510. protected _updatePoseAndMesh(): void;
  82511. /**
  82512. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82513. * @param poseData raw pose fromthe device
  82514. */
  82515. updateFromDevice(poseData: DevicePose): void;
  82516. /**
  82517. * @hidden
  82518. */
  82519. _meshAttachedObservable: Observable<AbstractMesh>;
  82520. /**
  82521. * Attaches a mesh to the controller
  82522. * @param mesh the mesh to be attached
  82523. */
  82524. attachToMesh(mesh: AbstractMesh): void;
  82525. /**
  82526. * Attaches the controllers mesh to a camera
  82527. * @param camera the camera the mesh should be attached to
  82528. */
  82529. attachToPoseControlledCamera(camera: TargetCamera): void;
  82530. /**
  82531. * Disposes of the controller
  82532. */
  82533. dispose(): void;
  82534. /**
  82535. * The mesh that is attached to the controller
  82536. */
  82537. readonly mesh: Nullable<AbstractMesh>;
  82538. /**
  82539. * Gets the ray of the controller in the direction the controller is pointing
  82540. * @param length the length the resulting ray should be
  82541. * @returns a ray in the direction the controller is pointing
  82542. */
  82543. getForwardRay(length?: number): Ray;
  82544. }
  82545. }
  82546. declare module BABYLON {
  82547. /**
  82548. * Defines the WebVRController object that represents controllers tracked in 3D space
  82549. */
  82550. export abstract class WebVRController extends PoseEnabledController {
  82551. /**
  82552. * Internal, the default controller model for the controller
  82553. */
  82554. protected _defaultModel: Nullable<AbstractMesh>;
  82555. /**
  82556. * Fired when the trigger state has changed
  82557. */
  82558. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  82559. /**
  82560. * Fired when the main button state has changed
  82561. */
  82562. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  82563. /**
  82564. * Fired when the secondary button state has changed
  82565. */
  82566. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  82567. /**
  82568. * Fired when the pad state has changed
  82569. */
  82570. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  82571. /**
  82572. * Fired when controllers stick values have changed
  82573. */
  82574. onPadValuesChangedObservable: Observable<StickValues>;
  82575. /**
  82576. * Array of button availible on the controller
  82577. */
  82578. protected _buttons: Array<MutableGamepadButton>;
  82579. private _onButtonStateChange;
  82580. /**
  82581. * Fired when a controller button's state has changed
  82582. * @param callback the callback containing the button that was modified
  82583. */
  82584. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  82585. /**
  82586. * X and Y axis corresponding to the controllers joystick
  82587. */
  82588. pad: StickValues;
  82589. /**
  82590. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  82591. */
  82592. hand: string;
  82593. /**
  82594. * The default controller model for the controller
  82595. */
  82596. readonly defaultModel: Nullable<AbstractMesh>;
  82597. /**
  82598. * Creates a new WebVRController from a gamepad
  82599. * @param vrGamepad the gamepad that the WebVRController should be created from
  82600. */
  82601. constructor(vrGamepad: any);
  82602. /**
  82603. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  82604. */
  82605. update(): void;
  82606. /**
  82607. * Function to be called when a button is modified
  82608. */
  82609. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  82610. /**
  82611. * Loads a mesh and attaches it to the controller
  82612. * @param scene the scene the mesh should be added to
  82613. * @param meshLoaded callback for when the mesh has been loaded
  82614. */
  82615. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  82616. private _setButtonValue;
  82617. private _changes;
  82618. private _checkChanges;
  82619. /**
  82620. * Disposes of th webVRCOntroller
  82621. */
  82622. dispose(): void;
  82623. }
  82624. }
  82625. declare module BABYLON {
  82626. /**
  82627. * The HemisphericLight simulates the ambient environment light,
  82628. * so the passed direction is the light reflection direction, not the incoming direction.
  82629. */
  82630. export class HemisphericLight extends Light {
  82631. /**
  82632. * The groundColor is the light in the opposite direction to the one specified during creation.
  82633. * 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.
  82634. */
  82635. groundColor: Color3;
  82636. /**
  82637. * The light reflection direction, not the incoming direction.
  82638. */
  82639. direction: Vector3;
  82640. /**
  82641. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  82642. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  82643. * The HemisphericLight can't cast shadows.
  82644. * Documentation : https://doc.babylonjs.com/babylon101/lights
  82645. * @param name The friendly name of the light
  82646. * @param direction The direction of the light reflection
  82647. * @param scene The scene the light belongs to
  82648. */
  82649. constructor(name: string, direction: Vector3, scene: Scene);
  82650. protected _buildUniformLayout(): void;
  82651. /**
  82652. * Returns the string "HemisphericLight".
  82653. * @return The class name
  82654. */
  82655. getClassName(): string;
  82656. /**
  82657. * Sets the HemisphericLight direction towards the passed target (Vector3).
  82658. * Returns the updated direction.
  82659. * @param target The target the direction should point to
  82660. * @return The computed direction
  82661. */
  82662. setDirectionToTarget(target: Vector3): Vector3;
  82663. /**
  82664. * Returns the shadow generator associated to the light.
  82665. * @returns Always null for hemispheric lights because it does not support shadows.
  82666. */
  82667. getShadowGenerator(): Nullable<IShadowGenerator>;
  82668. /**
  82669. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  82670. * @param effect The effect to update
  82671. * @param lightIndex The index of the light in the effect to update
  82672. * @returns The hemispheric light
  82673. */
  82674. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  82675. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  82676. /**
  82677. * Computes the world matrix of the node
  82678. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  82679. * @param useWasUpdatedFlag defines a reserved property
  82680. * @returns the world matrix
  82681. */
  82682. computeWorldMatrix(): Matrix;
  82683. /**
  82684. * Returns the integer 3.
  82685. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  82686. */
  82687. getTypeID(): number;
  82688. /**
  82689. * Prepares the list of defines specific to the light type.
  82690. * @param defines the list of defines
  82691. * @param lightIndex defines the index of the light for the effect
  82692. */
  82693. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  82694. }
  82695. }
  82696. declare module BABYLON {
  82697. /** @hidden */
  82698. export var vrMultiviewToSingleviewPixelShader: {
  82699. name: string;
  82700. shader: string;
  82701. };
  82702. }
  82703. declare module BABYLON {
  82704. /**
  82705. * Renders to multiple views with a single draw call
  82706. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  82707. */
  82708. export class MultiviewRenderTarget extends RenderTargetTexture {
  82709. /**
  82710. * Creates a multiview render target
  82711. * @param scene scene used with the render target
  82712. * @param size the size of the render target (used for each view)
  82713. */
  82714. constructor(scene: Scene, size?: number | {
  82715. width: number;
  82716. height: number;
  82717. } | {
  82718. ratio: number;
  82719. });
  82720. /**
  82721. * @hidden
  82722. * @param faceIndex the face index, if its a cube texture
  82723. */
  82724. _bindFrameBuffer(faceIndex?: number): void;
  82725. /**
  82726. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  82727. * @returns the view count
  82728. */
  82729. getViewCount(): number;
  82730. }
  82731. }
  82732. declare module BABYLON {
  82733. /**
  82734. * Represents a camera frustum
  82735. */
  82736. export class Frustum {
  82737. /**
  82738. * Gets the planes representing the frustum
  82739. * @param transform matrix to be applied to the returned planes
  82740. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  82741. */
  82742. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  82743. /**
  82744. * Gets the near frustum plane transformed by the transform matrix
  82745. * @param transform transformation matrix to be applied to the resulting frustum plane
  82746. * @param frustumPlane the resuling frustum plane
  82747. */
  82748. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82749. /**
  82750. * Gets the far frustum plane transformed by the transform matrix
  82751. * @param transform transformation matrix to be applied to the resulting frustum plane
  82752. * @param frustumPlane the resuling frustum plane
  82753. */
  82754. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82755. /**
  82756. * Gets the left frustum plane transformed by the transform matrix
  82757. * @param transform transformation matrix to be applied to the resulting frustum plane
  82758. * @param frustumPlane the resuling frustum plane
  82759. */
  82760. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82761. /**
  82762. * Gets the right frustum plane transformed by the transform matrix
  82763. * @param transform transformation matrix to be applied to the resulting frustum plane
  82764. * @param frustumPlane the resuling frustum plane
  82765. */
  82766. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82767. /**
  82768. * Gets the top frustum plane transformed by the transform matrix
  82769. * @param transform transformation matrix to be applied to the resulting frustum plane
  82770. * @param frustumPlane the resuling frustum plane
  82771. */
  82772. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82773. /**
  82774. * Gets the bottom frustum plane transformed by the transform matrix
  82775. * @param transform transformation matrix to be applied to the resulting frustum plane
  82776. * @param frustumPlane the resuling frustum plane
  82777. */
  82778. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82779. /**
  82780. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  82781. * @param transform transformation matrix to be applied to the resulting frustum planes
  82782. * @param frustumPlanes the resuling frustum planes
  82783. */
  82784. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  82785. }
  82786. }
  82787. declare module BABYLON {
  82788. interface Engine {
  82789. /**
  82790. * Creates a new multiview render target
  82791. * @param width defines the width of the texture
  82792. * @param height defines the height of the texture
  82793. * @returns the created multiview texture
  82794. */
  82795. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  82796. /**
  82797. * Binds a multiview framebuffer to be drawn to
  82798. * @param multiviewTexture texture to bind
  82799. */
  82800. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  82801. }
  82802. interface Camera {
  82803. /**
  82804. * @hidden
  82805. * 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)
  82806. */
  82807. _useMultiviewToSingleView: boolean;
  82808. /**
  82809. * @hidden
  82810. * 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)
  82811. */
  82812. _multiviewTexture: Nullable<RenderTargetTexture>;
  82813. /**
  82814. * @hidden
  82815. * ensures the multiview texture of the camera exists and has the specified width/height
  82816. * @param width height to set on the multiview texture
  82817. * @param height width to set on the multiview texture
  82818. */
  82819. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  82820. }
  82821. interface Scene {
  82822. /** @hidden */
  82823. _transformMatrixR: Matrix;
  82824. /** @hidden */
  82825. _multiviewSceneUbo: Nullable<UniformBuffer>;
  82826. /** @hidden */
  82827. _createMultiviewUbo(): void;
  82828. /** @hidden */
  82829. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  82830. /** @hidden */
  82831. _renderMultiviewToSingleView(camera: Camera): void;
  82832. }
  82833. }
  82834. declare module BABYLON {
  82835. /**
  82836. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  82837. * This will not be used for webXR as it supports displaying texture arrays directly
  82838. */
  82839. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  82840. /**
  82841. * Initializes a VRMultiviewToSingleview
  82842. * @param name name of the post process
  82843. * @param camera camera to be applied to
  82844. * @param scaleFactor scaling factor to the size of the output texture
  82845. */
  82846. constructor(name: string, camera: Camera, scaleFactor: number);
  82847. }
  82848. }
  82849. declare module BABYLON {
  82850. /**
  82851. * Interface used to define additional presentation attributes
  82852. */
  82853. export interface IVRPresentationAttributes {
  82854. /**
  82855. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  82856. */
  82857. highRefreshRate: boolean;
  82858. /**
  82859. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  82860. */
  82861. foveationLevel: number;
  82862. }
  82863. interface Engine {
  82864. /** @hidden */
  82865. _vrDisplay: any;
  82866. /** @hidden */
  82867. _vrSupported: boolean;
  82868. /** @hidden */
  82869. _oldSize: Size;
  82870. /** @hidden */
  82871. _oldHardwareScaleFactor: number;
  82872. /** @hidden */
  82873. _vrExclusivePointerMode: boolean;
  82874. /** @hidden */
  82875. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  82876. /** @hidden */
  82877. _onVRDisplayPointerRestricted: () => void;
  82878. /** @hidden */
  82879. _onVRDisplayPointerUnrestricted: () => void;
  82880. /** @hidden */
  82881. _onVrDisplayConnect: Nullable<(display: any) => void>;
  82882. /** @hidden */
  82883. _onVrDisplayDisconnect: Nullable<() => void>;
  82884. /** @hidden */
  82885. _onVrDisplayPresentChange: Nullable<() => void>;
  82886. /**
  82887. * Observable signaled when VR display mode changes
  82888. */
  82889. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  82890. /**
  82891. * Observable signaled when VR request present is complete
  82892. */
  82893. onVRRequestPresentComplete: Observable<boolean>;
  82894. /**
  82895. * Observable signaled when VR request present starts
  82896. */
  82897. onVRRequestPresentStart: Observable<Engine>;
  82898. /**
  82899. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  82900. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  82901. */
  82902. isInVRExclusivePointerMode: boolean;
  82903. /**
  82904. * Gets a boolean indicating if a webVR device was detected
  82905. * @returns true if a webVR device was detected
  82906. */
  82907. isVRDevicePresent(): boolean;
  82908. /**
  82909. * Gets the current webVR device
  82910. * @returns the current webVR device (or null)
  82911. */
  82912. getVRDevice(): any;
  82913. /**
  82914. * Initializes a webVR display and starts listening to display change events
  82915. * The onVRDisplayChangedObservable will be notified upon these changes
  82916. * @returns A promise containing a VRDisplay and if vr is supported
  82917. */
  82918. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  82919. /** @hidden */
  82920. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  82921. /**
  82922. * Gets or sets the presentation attributes used to configure VR rendering
  82923. */
  82924. vrPresentationAttributes?: IVRPresentationAttributes;
  82925. /**
  82926. * Call this function to switch to webVR mode
  82927. * Will do nothing if webVR is not supported or if there is no webVR device
  82928. * @see http://doc.babylonjs.com/how_to/webvr_camera
  82929. */
  82930. enableVR(): void;
  82931. /** @hidden */
  82932. _onVRFullScreenTriggered(): void;
  82933. }
  82934. }
  82935. declare module BABYLON {
  82936. /**
  82937. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  82938. * IMPORTANT!! The data is right-hand data.
  82939. * @export
  82940. * @interface DevicePose
  82941. */
  82942. export interface DevicePose {
  82943. /**
  82944. * The position of the device, values in array are [x,y,z].
  82945. */
  82946. readonly position: Nullable<Float32Array>;
  82947. /**
  82948. * The linearVelocity of the device, values in array are [x,y,z].
  82949. */
  82950. readonly linearVelocity: Nullable<Float32Array>;
  82951. /**
  82952. * The linearAcceleration of the device, values in array are [x,y,z].
  82953. */
  82954. readonly linearAcceleration: Nullable<Float32Array>;
  82955. /**
  82956. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  82957. */
  82958. readonly orientation: Nullable<Float32Array>;
  82959. /**
  82960. * The angularVelocity of the device, values in array are [x,y,z].
  82961. */
  82962. readonly angularVelocity: Nullable<Float32Array>;
  82963. /**
  82964. * The angularAcceleration of the device, values in array are [x,y,z].
  82965. */
  82966. readonly angularAcceleration: Nullable<Float32Array>;
  82967. }
  82968. /**
  82969. * Interface representing a pose controlled object in Babylon.
  82970. * A pose controlled object has both regular pose values as well as pose values
  82971. * from an external device such as a VR head mounted display
  82972. */
  82973. export interface PoseControlled {
  82974. /**
  82975. * The position of the object in babylon space.
  82976. */
  82977. position: Vector3;
  82978. /**
  82979. * The rotation quaternion of the object in babylon space.
  82980. */
  82981. rotationQuaternion: Quaternion;
  82982. /**
  82983. * The position of the device in babylon space.
  82984. */
  82985. devicePosition?: Vector3;
  82986. /**
  82987. * The rotation quaternion of the device in babylon space.
  82988. */
  82989. deviceRotationQuaternion: Quaternion;
  82990. /**
  82991. * The raw pose coming from the device.
  82992. */
  82993. rawPose: Nullable<DevicePose>;
  82994. /**
  82995. * The scale of the device to be used when translating from device space to babylon space.
  82996. */
  82997. deviceScaleFactor: number;
  82998. /**
  82999. * Updates the poseControlled values based on the input device pose.
  83000. * @param poseData the pose data to update the object with
  83001. */
  83002. updateFromDevice(poseData: DevicePose): void;
  83003. }
  83004. /**
  83005. * Set of options to customize the webVRCamera
  83006. */
  83007. export interface WebVROptions {
  83008. /**
  83009. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  83010. */
  83011. trackPosition?: boolean;
  83012. /**
  83013. * Sets the scale of the vrDevice in babylon space. (default: 1)
  83014. */
  83015. positionScale?: number;
  83016. /**
  83017. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  83018. */
  83019. displayName?: string;
  83020. /**
  83021. * Should the native controller meshes be initialized. (default: true)
  83022. */
  83023. controllerMeshes?: boolean;
  83024. /**
  83025. * Creating a default HemiLight only on controllers. (default: true)
  83026. */
  83027. defaultLightingOnControllers?: boolean;
  83028. /**
  83029. * If you don't want to use the default VR button of the helper. (default: false)
  83030. */
  83031. useCustomVRButton?: boolean;
  83032. /**
  83033. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  83034. */
  83035. customVRButton?: HTMLButtonElement;
  83036. /**
  83037. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  83038. */
  83039. rayLength?: number;
  83040. /**
  83041. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  83042. */
  83043. defaultHeight?: number;
  83044. /**
  83045. * If multiview should be used if availible (default: false)
  83046. */
  83047. useMultiview?: boolean;
  83048. }
  83049. /**
  83050. * This represents a WebVR camera.
  83051. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  83052. * @example http://doc.babylonjs.com/how_to/webvr_camera
  83053. */
  83054. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  83055. private webVROptions;
  83056. /**
  83057. * @hidden
  83058. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  83059. */
  83060. _vrDevice: any;
  83061. /**
  83062. * The rawPose of the vrDevice.
  83063. */
  83064. rawPose: Nullable<DevicePose>;
  83065. private _onVREnabled;
  83066. private _specsVersion;
  83067. private _attached;
  83068. private _frameData;
  83069. protected _descendants: Array<Node>;
  83070. private _deviceRoomPosition;
  83071. /** @hidden */
  83072. _deviceRoomRotationQuaternion: Quaternion;
  83073. private _standingMatrix;
  83074. /**
  83075. * Represents device position in babylon space.
  83076. */
  83077. devicePosition: Vector3;
  83078. /**
  83079. * Represents device rotation in babylon space.
  83080. */
  83081. deviceRotationQuaternion: Quaternion;
  83082. /**
  83083. * The scale of the device to be used when translating from device space to babylon space.
  83084. */
  83085. deviceScaleFactor: number;
  83086. private _deviceToWorld;
  83087. private _worldToDevice;
  83088. /**
  83089. * References to the webVR controllers for the vrDevice.
  83090. */
  83091. controllers: Array<WebVRController>;
  83092. /**
  83093. * Emits an event when a controller is attached.
  83094. */
  83095. onControllersAttachedObservable: Observable<WebVRController[]>;
  83096. /**
  83097. * Emits an event when a controller's mesh has been loaded;
  83098. */
  83099. onControllerMeshLoadedObservable: Observable<WebVRController>;
  83100. /**
  83101. * Emits an event when the HMD's pose has been updated.
  83102. */
  83103. onPoseUpdatedFromDeviceObservable: Observable<any>;
  83104. private _poseSet;
  83105. /**
  83106. * If the rig cameras be used as parent instead of this camera.
  83107. */
  83108. rigParenting: boolean;
  83109. private _lightOnControllers;
  83110. private _defaultHeight?;
  83111. /**
  83112. * Instantiates a WebVRFreeCamera.
  83113. * @param name The name of the WebVRFreeCamera
  83114. * @param position The starting anchor position for the camera
  83115. * @param scene The scene the camera belongs to
  83116. * @param webVROptions a set of customizable options for the webVRCamera
  83117. */
  83118. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  83119. /**
  83120. * Gets the device distance from the ground in meters.
  83121. * @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.
  83122. */
  83123. deviceDistanceToRoomGround(): number;
  83124. /**
  83125. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  83126. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  83127. */
  83128. useStandingMatrix(callback?: (bool: boolean) => void): void;
  83129. /**
  83130. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  83131. * @returns A promise with a boolean set to if the standing matrix is supported.
  83132. */
  83133. useStandingMatrixAsync(): Promise<boolean>;
  83134. /**
  83135. * Disposes the camera
  83136. */
  83137. dispose(): void;
  83138. /**
  83139. * Gets a vrController by name.
  83140. * @param name The name of the controller to retreive
  83141. * @returns the controller matching the name specified or null if not found
  83142. */
  83143. getControllerByName(name: string): Nullable<WebVRController>;
  83144. private _leftController;
  83145. /**
  83146. * The controller corresponding to the users left hand.
  83147. */
  83148. readonly leftController: Nullable<WebVRController>;
  83149. private _rightController;
  83150. /**
  83151. * The controller corresponding to the users right hand.
  83152. */
  83153. readonly rightController: Nullable<WebVRController>;
  83154. /**
  83155. * Casts a ray forward from the vrCamera's gaze.
  83156. * @param length Length of the ray (default: 100)
  83157. * @returns the ray corresponding to the gaze
  83158. */
  83159. getForwardRay(length?: number): Ray;
  83160. /**
  83161. * @hidden
  83162. * Updates the camera based on device's frame data
  83163. */
  83164. _checkInputs(): void;
  83165. /**
  83166. * Updates the poseControlled values based on the input device pose.
  83167. * @param poseData Pose coming from the device
  83168. */
  83169. updateFromDevice(poseData: DevicePose): void;
  83170. private _htmlElementAttached;
  83171. private _detachIfAttached;
  83172. /**
  83173. * WebVR's attach control will start broadcasting frames to the device.
  83174. * Note that in certain browsers (chrome for example) this function must be called
  83175. * within a user-interaction callback. Example:
  83176. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  83177. *
  83178. * @param element html element to attach the vrDevice to
  83179. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  83180. */
  83181. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  83182. /**
  83183. * Detaches the camera from the html element and disables VR
  83184. *
  83185. * @param element html element to detach from
  83186. */
  83187. detachControl(element: HTMLElement): void;
  83188. /**
  83189. * @returns the name of this class
  83190. */
  83191. getClassName(): string;
  83192. /**
  83193. * Calls resetPose on the vrDisplay
  83194. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  83195. */
  83196. resetToCurrentRotation(): void;
  83197. /**
  83198. * @hidden
  83199. * Updates the rig cameras (left and right eye)
  83200. */
  83201. _updateRigCameras(): void;
  83202. private _workingVector;
  83203. private _oneVector;
  83204. private _workingMatrix;
  83205. private updateCacheCalled;
  83206. private _correctPositionIfNotTrackPosition;
  83207. /**
  83208. * @hidden
  83209. * Updates the cached values of the camera
  83210. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  83211. */
  83212. _updateCache(ignoreParentClass?: boolean): void;
  83213. /**
  83214. * @hidden
  83215. * Get current device position in babylon world
  83216. */
  83217. _computeDevicePosition(): void;
  83218. /**
  83219. * Updates the current device position and rotation in the babylon world
  83220. */
  83221. update(): void;
  83222. /**
  83223. * @hidden
  83224. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  83225. * @returns an identity matrix
  83226. */
  83227. _getViewMatrix(): Matrix;
  83228. private _tmpMatrix;
  83229. /**
  83230. * This function is called by the two RIG cameras.
  83231. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  83232. * @hidden
  83233. */
  83234. _getWebVRViewMatrix(): Matrix;
  83235. /** @hidden */
  83236. _getWebVRProjectionMatrix(): Matrix;
  83237. private _onGamepadConnectedObserver;
  83238. private _onGamepadDisconnectedObserver;
  83239. private _updateCacheWhenTrackingDisabledObserver;
  83240. /**
  83241. * Initializes the controllers and their meshes
  83242. */
  83243. initControllers(): void;
  83244. }
  83245. }
  83246. declare module BABYLON {
  83247. /**
  83248. * Size options for a post process
  83249. */
  83250. export type PostProcessOptions = {
  83251. width: number;
  83252. height: number;
  83253. };
  83254. /**
  83255. * PostProcess can be used to apply a shader to a texture after it has been rendered
  83256. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  83257. */
  83258. export class PostProcess {
  83259. /** Name of the PostProcess. */
  83260. name: string;
  83261. /**
  83262. * Gets or sets the unique id of the post process
  83263. */
  83264. uniqueId: number;
  83265. /**
  83266. * Width of the texture to apply the post process on
  83267. */
  83268. width: number;
  83269. /**
  83270. * Height of the texture to apply the post process on
  83271. */
  83272. height: number;
  83273. /**
  83274. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  83275. * @hidden
  83276. */
  83277. _outputTexture: Nullable<InternalTexture>;
  83278. /**
  83279. * Sampling mode used by the shader
  83280. * See https://doc.babylonjs.com/classes/3.1/texture
  83281. */
  83282. renderTargetSamplingMode: number;
  83283. /**
  83284. * Clear color to use when screen clearing
  83285. */
  83286. clearColor: Color4;
  83287. /**
  83288. * If the buffer needs to be cleared before applying the post process. (default: true)
  83289. * Should be set to false if shader will overwrite all previous pixels.
  83290. */
  83291. autoClear: boolean;
  83292. /**
  83293. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  83294. */
  83295. alphaMode: number;
  83296. /**
  83297. * Sets the setAlphaBlendConstants of the babylon engine
  83298. */
  83299. alphaConstants: Color4;
  83300. /**
  83301. * Animations to be used for the post processing
  83302. */
  83303. animations: Animation[];
  83304. /**
  83305. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  83306. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  83307. */
  83308. enablePixelPerfectMode: boolean;
  83309. /**
  83310. * Force the postprocess to be applied without taking in account viewport
  83311. */
  83312. forceFullscreenViewport: boolean;
  83313. /**
  83314. * List of inspectable custom properties (used by the Inspector)
  83315. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83316. */
  83317. inspectableCustomProperties: IInspectable[];
  83318. /**
  83319. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  83320. *
  83321. * | Value | Type | Description |
  83322. * | ----- | ----------------------------------- | ----------- |
  83323. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  83324. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  83325. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  83326. *
  83327. */
  83328. scaleMode: number;
  83329. /**
  83330. * Force textures to be a power of two (default: false)
  83331. */
  83332. alwaysForcePOT: boolean;
  83333. private _samples;
  83334. /**
  83335. * Number of sample textures (default: 1)
  83336. */
  83337. samples: number;
  83338. /**
  83339. * Modify the scale of the post process to be the same as the viewport (default: false)
  83340. */
  83341. adaptScaleToCurrentViewport: boolean;
  83342. private _camera;
  83343. private _scene;
  83344. private _engine;
  83345. private _options;
  83346. private _reusable;
  83347. private _textureType;
  83348. /**
  83349. * Smart array of input and output textures for the post process.
  83350. * @hidden
  83351. */
  83352. _textures: SmartArray<InternalTexture>;
  83353. /**
  83354. * The index in _textures that corresponds to the output texture.
  83355. * @hidden
  83356. */
  83357. _currentRenderTextureInd: number;
  83358. private _effect;
  83359. private _samplers;
  83360. private _fragmentUrl;
  83361. private _vertexUrl;
  83362. private _parameters;
  83363. private _scaleRatio;
  83364. protected _indexParameters: any;
  83365. private _shareOutputWithPostProcess;
  83366. private _texelSize;
  83367. private _forcedOutputTexture;
  83368. /**
  83369. * Returns the fragment url or shader name used in the post process.
  83370. * @returns the fragment url or name in the shader store.
  83371. */
  83372. getEffectName(): string;
  83373. /**
  83374. * An event triggered when the postprocess is activated.
  83375. */
  83376. onActivateObservable: Observable<Camera>;
  83377. private _onActivateObserver;
  83378. /**
  83379. * A function that is added to the onActivateObservable
  83380. */
  83381. onActivate: Nullable<(camera: Camera) => void>;
  83382. /**
  83383. * An event triggered when the postprocess changes its size.
  83384. */
  83385. onSizeChangedObservable: Observable<PostProcess>;
  83386. private _onSizeChangedObserver;
  83387. /**
  83388. * A function that is added to the onSizeChangedObservable
  83389. */
  83390. onSizeChanged: (postProcess: PostProcess) => void;
  83391. /**
  83392. * An event triggered when the postprocess applies its effect.
  83393. */
  83394. onApplyObservable: Observable<Effect>;
  83395. private _onApplyObserver;
  83396. /**
  83397. * A function that is added to the onApplyObservable
  83398. */
  83399. onApply: (effect: Effect) => void;
  83400. /**
  83401. * An event triggered before rendering the postprocess
  83402. */
  83403. onBeforeRenderObservable: Observable<Effect>;
  83404. private _onBeforeRenderObserver;
  83405. /**
  83406. * A function that is added to the onBeforeRenderObservable
  83407. */
  83408. onBeforeRender: (effect: Effect) => void;
  83409. /**
  83410. * An event triggered after rendering the postprocess
  83411. */
  83412. onAfterRenderObservable: Observable<Effect>;
  83413. private _onAfterRenderObserver;
  83414. /**
  83415. * A function that is added to the onAfterRenderObservable
  83416. */
  83417. onAfterRender: (efect: Effect) => void;
  83418. /**
  83419. * 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
  83420. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  83421. */
  83422. inputTexture: InternalTexture;
  83423. /**
  83424. * Gets the camera which post process is applied to.
  83425. * @returns The camera the post process is applied to.
  83426. */
  83427. getCamera(): Camera;
  83428. /**
  83429. * Gets the texel size of the postprocess.
  83430. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  83431. */
  83432. readonly texelSize: Vector2;
  83433. /**
  83434. * Creates a new instance PostProcess
  83435. * @param name The name of the PostProcess.
  83436. * @param fragmentUrl The url of the fragment shader to be used.
  83437. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  83438. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  83439. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  83440. * @param camera The camera to apply the render pass to.
  83441. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83442. * @param engine The engine which the post process will be applied. (default: current engine)
  83443. * @param reusable If the post process can be reused on the same frame. (default: false)
  83444. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  83445. * @param textureType Type of textures used when performing the post process. (default: 0)
  83446. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  83447. * @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
  83448. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  83449. */
  83450. constructor(
  83451. /** Name of the PostProcess. */
  83452. 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);
  83453. /**
  83454. * Gets a string idenfifying the name of the class
  83455. * @returns "PostProcess" string
  83456. */
  83457. getClassName(): string;
  83458. /**
  83459. * Gets the engine which this post process belongs to.
  83460. * @returns The engine the post process was enabled with.
  83461. */
  83462. getEngine(): Engine;
  83463. /**
  83464. * The effect that is created when initializing the post process.
  83465. * @returns The created effect corresponding the the postprocess.
  83466. */
  83467. getEffect(): Effect;
  83468. /**
  83469. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  83470. * @param postProcess The post process to share the output with.
  83471. * @returns This post process.
  83472. */
  83473. shareOutputWith(postProcess: PostProcess): PostProcess;
  83474. /**
  83475. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  83476. * This should be called if the post process that shares output with this post process is disabled/disposed.
  83477. */
  83478. useOwnOutput(): void;
  83479. /**
  83480. * Updates the effect with the current post process compile time values and recompiles the shader.
  83481. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  83482. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  83483. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  83484. * @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
  83485. * @param onCompiled Called when the shader has been compiled.
  83486. * @param onError Called if there is an error when compiling a shader.
  83487. */
  83488. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83489. /**
  83490. * The post process is reusable if it can be used multiple times within one frame.
  83491. * @returns If the post process is reusable
  83492. */
  83493. isReusable(): boolean;
  83494. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  83495. markTextureDirty(): void;
  83496. /**
  83497. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  83498. * 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.
  83499. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  83500. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  83501. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  83502. * @returns The target texture that was bound to be written to.
  83503. */
  83504. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  83505. /**
  83506. * If the post process is supported.
  83507. */
  83508. readonly isSupported: boolean;
  83509. /**
  83510. * The aspect ratio of the output texture.
  83511. */
  83512. readonly aspectRatio: number;
  83513. /**
  83514. * Get a value indicating if the post-process is ready to be used
  83515. * @returns true if the post-process is ready (shader is compiled)
  83516. */
  83517. isReady(): boolean;
  83518. /**
  83519. * Binds all textures and uniforms to the shader, this will be run on every pass.
  83520. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  83521. */
  83522. apply(): Nullable<Effect>;
  83523. private _disposeTextures;
  83524. /**
  83525. * Disposes the post process.
  83526. * @param camera The camera to dispose the post process on.
  83527. */
  83528. dispose(camera?: Camera): void;
  83529. }
  83530. }
  83531. declare module BABYLON {
  83532. /** @hidden */
  83533. export var kernelBlurVaryingDeclaration: {
  83534. name: string;
  83535. shader: string;
  83536. };
  83537. }
  83538. declare module BABYLON {
  83539. /** @hidden */
  83540. export var kernelBlurFragment: {
  83541. name: string;
  83542. shader: string;
  83543. };
  83544. }
  83545. declare module BABYLON {
  83546. /** @hidden */
  83547. export var kernelBlurFragment2: {
  83548. name: string;
  83549. shader: string;
  83550. };
  83551. }
  83552. declare module BABYLON {
  83553. /** @hidden */
  83554. export var kernelBlurPixelShader: {
  83555. name: string;
  83556. shader: string;
  83557. };
  83558. }
  83559. declare module BABYLON {
  83560. /** @hidden */
  83561. export var kernelBlurVertex: {
  83562. name: string;
  83563. shader: string;
  83564. };
  83565. }
  83566. declare module BABYLON {
  83567. /** @hidden */
  83568. export var kernelBlurVertexShader: {
  83569. name: string;
  83570. shader: string;
  83571. };
  83572. }
  83573. declare module BABYLON {
  83574. /**
  83575. * The Blur Post Process which blurs an image based on a kernel and direction.
  83576. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  83577. */
  83578. export class BlurPostProcess extends PostProcess {
  83579. /** The direction in which to blur the image. */
  83580. direction: Vector2;
  83581. private blockCompilation;
  83582. protected _kernel: number;
  83583. protected _idealKernel: number;
  83584. protected _packedFloat: boolean;
  83585. private _staticDefines;
  83586. /**
  83587. * Sets the length in pixels of the blur sample region
  83588. */
  83589. /**
  83590. * Gets the length in pixels of the blur sample region
  83591. */
  83592. kernel: number;
  83593. /**
  83594. * Sets wether or not the blur needs to unpack/repack floats
  83595. */
  83596. /**
  83597. * Gets wether or not the blur is unpacking/repacking floats
  83598. */
  83599. packedFloat: boolean;
  83600. /**
  83601. * Creates a new instance BlurPostProcess
  83602. * @param name The name of the effect.
  83603. * @param direction The direction in which to blur the image.
  83604. * @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.
  83605. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  83606. * @param camera The camera to apply the render pass to.
  83607. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83608. * @param engine The engine which the post process will be applied. (default: current engine)
  83609. * @param reusable If the post process can be reused on the same frame. (default: false)
  83610. * @param textureType Type of textures used when performing the post process. (default: 0)
  83611. * @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)
  83612. */
  83613. constructor(name: string,
  83614. /** The direction in which to blur the image. */
  83615. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  83616. /**
  83617. * Updates the effect with the current post process compile time values and recompiles the shader.
  83618. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  83619. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  83620. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  83621. * @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
  83622. * @param onCompiled Called when the shader has been compiled.
  83623. * @param onError Called if there is an error when compiling a shader.
  83624. */
  83625. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83626. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83627. /**
  83628. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  83629. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  83630. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  83631. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  83632. * The gaps between physical kernels are compensated for in the weighting of the samples
  83633. * @param idealKernel Ideal blur kernel.
  83634. * @return Nearest best kernel.
  83635. */
  83636. protected _nearestBestKernel(idealKernel: number): number;
  83637. /**
  83638. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  83639. * @param x The point on the Gaussian distribution to sample.
  83640. * @return the value of the Gaussian function at x.
  83641. */
  83642. protected _gaussianWeight(x: number): number;
  83643. /**
  83644. * Generates a string that can be used as a floating point number in GLSL.
  83645. * @param x Value to print.
  83646. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  83647. * @return GLSL float string.
  83648. */
  83649. protected _glslFloat(x: number, decimalFigures?: number): string;
  83650. }
  83651. }
  83652. declare module BABYLON {
  83653. /**
  83654. * Mirror texture can be used to simulate the view from a mirror in a scene.
  83655. * It will dynamically be rendered every frame to adapt to the camera point of view.
  83656. * You can then easily use it as a reflectionTexture on a flat surface.
  83657. * In case the surface is not a plane, please consider relying on reflection probes.
  83658. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83659. */
  83660. export class MirrorTexture extends RenderTargetTexture {
  83661. private scene;
  83662. /**
  83663. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  83664. * 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.
  83665. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83666. */
  83667. mirrorPlane: Plane;
  83668. /**
  83669. * Define the blur ratio used to blur the reflection if needed.
  83670. */
  83671. blurRatio: number;
  83672. /**
  83673. * Define the adaptive blur kernel used to blur the reflection if needed.
  83674. * This will autocompute the closest best match for the `blurKernel`
  83675. */
  83676. adaptiveBlurKernel: number;
  83677. /**
  83678. * Define the blur kernel used to blur the reflection if needed.
  83679. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83680. */
  83681. blurKernel: number;
  83682. /**
  83683. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  83684. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83685. */
  83686. blurKernelX: number;
  83687. /**
  83688. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  83689. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83690. */
  83691. blurKernelY: number;
  83692. private _autoComputeBlurKernel;
  83693. protected _onRatioRescale(): void;
  83694. private _updateGammaSpace;
  83695. private _imageProcessingConfigChangeObserver;
  83696. private _transformMatrix;
  83697. private _mirrorMatrix;
  83698. private _savedViewMatrix;
  83699. private _blurX;
  83700. private _blurY;
  83701. private _adaptiveBlurKernel;
  83702. private _blurKernelX;
  83703. private _blurKernelY;
  83704. private _blurRatio;
  83705. /**
  83706. * Instantiates a Mirror Texture.
  83707. * Mirror texture can be used to simulate the view from a mirror in a scene.
  83708. * It will dynamically be rendered every frame to adapt to the camera point of view.
  83709. * You can then easily use it as a reflectionTexture on a flat surface.
  83710. * In case the surface is not a plane, please consider relying on reflection probes.
  83711. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83712. * @param name
  83713. * @param size
  83714. * @param scene
  83715. * @param generateMipMaps
  83716. * @param type
  83717. * @param samplingMode
  83718. * @param generateDepthBuffer
  83719. */
  83720. constructor(name: string, size: number | {
  83721. width: number;
  83722. height: number;
  83723. } | {
  83724. ratio: number;
  83725. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  83726. private _preparePostProcesses;
  83727. /**
  83728. * Clone the mirror texture.
  83729. * @returns the cloned texture
  83730. */
  83731. clone(): MirrorTexture;
  83732. /**
  83733. * Serialize the texture to a JSON representation you could use in Parse later on
  83734. * @returns the serialized JSON representation
  83735. */
  83736. serialize(): any;
  83737. /**
  83738. * Dispose the texture and release its associated resources.
  83739. */
  83740. dispose(): void;
  83741. }
  83742. }
  83743. declare module BABYLON {
  83744. /**
  83745. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  83746. * @see http://doc.babylonjs.com/babylon101/materials#texture
  83747. */
  83748. export class Texture extends BaseTexture {
  83749. /**
  83750. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  83751. */
  83752. static SerializeBuffers: boolean;
  83753. /** @hidden */
  83754. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  83755. /** @hidden */
  83756. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  83757. /** @hidden */
  83758. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  83759. /** nearest is mag = nearest and min = nearest and mip = linear */
  83760. static readonly NEAREST_SAMPLINGMODE: number;
  83761. /** nearest is mag = nearest and min = nearest and mip = linear */
  83762. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  83763. /** Bilinear is mag = linear and min = linear and mip = nearest */
  83764. static readonly BILINEAR_SAMPLINGMODE: number;
  83765. /** Bilinear is mag = linear and min = linear and mip = nearest */
  83766. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  83767. /** Trilinear is mag = linear and min = linear and mip = linear */
  83768. static readonly TRILINEAR_SAMPLINGMODE: number;
  83769. /** Trilinear is mag = linear and min = linear and mip = linear */
  83770. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  83771. /** mag = nearest and min = nearest and mip = nearest */
  83772. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  83773. /** mag = nearest and min = linear and mip = nearest */
  83774. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  83775. /** mag = nearest and min = linear and mip = linear */
  83776. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  83777. /** mag = nearest and min = linear and mip = none */
  83778. static readonly NEAREST_LINEAR: number;
  83779. /** mag = nearest and min = nearest and mip = none */
  83780. static readonly NEAREST_NEAREST: number;
  83781. /** mag = linear and min = nearest and mip = nearest */
  83782. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  83783. /** mag = linear and min = nearest and mip = linear */
  83784. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  83785. /** mag = linear and min = linear and mip = none */
  83786. static readonly LINEAR_LINEAR: number;
  83787. /** mag = linear and min = nearest and mip = none */
  83788. static readonly LINEAR_NEAREST: number;
  83789. /** Explicit coordinates mode */
  83790. static readonly EXPLICIT_MODE: number;
  83791. /** Spherical coordinates mode */
  83792. static readonly SPHERICAL_MODE: number;
  83793. /** Planar coordinates mode */
  83794. static readonly PLANAR_MODE: number;
  83795. /** Cubic coordinates mode */
  83796. static readonly CUBIC_MODE: number;
  83797. /** Projection coordinates mode */
  83798. static readonly PROJECTION_MODE: number;
  83799. /** Inverse Cubic coordinates mode */
  83800. static readonly SKYBOX_MODE: number;
  83801. /** Inverse Cubic coordinates mode */
  83802. static readonly INVCUBIC_MODE: number;
  83803. /** Equirectangular coordinates mode */
  83804. static readonly EQUIRECTANGULAR_MODE: number;
  83805. /** Equirectangular Fixed coordinates mode */
  83806. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  83807. /** Equirectangular Fixed Mirrored coordinates mode */
  83808. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  83809. /** Texture is not repeating outside of 0..1 UVs */
  83810. static readonly CLAMP_ADDRESSMODE: number;
  83811. /** Texture is repeating outside of 0..1 UVs */
  83812. static readonly WRAP_ADDRESSMODE: number;
  83813. /** Texture is repeating and mirrored */
  83814. static readonly MIRROR_ADDRESSMODE: number;
  83815. /**
  83816. * 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
  83817. */
  83818. static UseSerializedUrlIfAny: boolean;
  83819. /**
  83820. * Define the url of the texture.
  83821. */
  83822. url: Nullable<string>;
  83823. /**
  83824. * Define an offset on the texture to offset the u coordinates of the UVs
  83825. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  83826. */
  83827. uOffset: number;
  83828. /**
  83829. * Define an offset on the texture to offset the v coordinates of the UVs
  83830. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  83831. */
  83832. vOffset: number;
  83833. /**
  83834. * Define an offset on the texture to scale the u coordinates of the UVs
  83835. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  83836. */
  83837. uScale: number;
  83838. /**
  83839. * Define an offset on the texture to scale the v coordinates of the UVs
  83840. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  83841. */
  83842. vScale: number;
  83843. /**
  83844. * Define an offset on the texture to rotate around the u coordinates of the UVs
  83845. * @see http://doc.babylonjs.com/how_to/more_materials
  83846. */
  83847. uAng: number;
  83848. /**
  83849. * Define an offset on the texture to rotate around the v coordinates of the UVs
  83850. * @see http://doc.babylonjs.com/how_to/more_materials
  83851. */
  83852. vAng: number;
  83853. /**
  83854. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  83855. * @see http://doc.babylonjs.com/how_to/more_materials
  83856. */
  83857. wAng: number;
  83858. /**
  83859. * Defines the center of rotation (U)
  83860. */
  83861. uRotationCenter: number;
  83862. /**
  83863. * Defines the center of rotation (V)
  83864. */
  83865. vRotationCenter: number;
  83866. /**
  83867. * Defines the center of rotation (W)
  83868. */
  83869. wRotationCenter: number;
  83870. /**
  83871. * Are mip maps generated for this texture or not.
  83872. */
  83873. readonly noMipmap: boolean;
  83874. /**
  83875. * List of inspectable custom properties (used by the Inspector)
  83876. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83877. */
  83878. inspectableCustomProperties: Nullable<IInspectable[]>;
  83879. private _noMipmap;
  83880. /** @hidden */
  83881. _invertY: boolean;
  83882. private _rowGenerationMatrix;
  83883. private _cachedTextureMatrix;
  83884. private _projectionModeMatrix;
  83885. private _t0;
  83886. private _t1;
  83887. private _t2;
  83888. private _cachedUOffset;
  83889. private _cachedVOffset;
  83890. private _cachedUScale;
  83891. private _cachedVScale;
  83892. private _cachedUAng;
  83893. private _cachedVAng;
  83894. private _cachedWAng;
  83895. private _cachedProjectionMatrixId;
  83896. private _cachedCoordinatesMode;
  83897. /** @hidden */
  83898. protected _initialSamplingMode: number;
  83899. /** @hidden */
  83900. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  83901. private _deleteBuffer;
  83902. protected _format: Nullable<number>;
  83903. private _delayedOnLoad;
  83904. private _delayedOnError;
  83905. private _mimeType?;
  83906. /**
  83907. * Observable triggered once the texture has been loaded.
  83908. */
  83909. onLoadObservable: Observable<Texture>;
  83910. protected _isBlocking: boolean;
  83911. /**
  83912. * Is the texture preventing material to render while loading.
  83913. * If false, a default texture will be used instead of the loading one during the preparation step.
  83914. */
  83915. isBlocking: boolean;
  83916. /**
  83917. * Get the current sampling mode associated with the texture.
  83918. */
  83919. readonly samplingMode: number;
  83920. /**
  83921. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  83922. */
  83923. readonly invertY: boolean;
  83924. /**
  83925. * Instantiates a new texture.
  83926. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  83927. * @see http://doc.babylonjs.com/babylon101/materials#texture
  83928. * @param url defines the url of the picture to load as a texture
  83929. * @param scene defines the scene or engine the texture will belong to
  83930. * @param noMipmap defines if the texture will require mip maps or not
  83931. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  83932. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83933. * @param onLoad defines a callback triggered when the texture has been loaded
  83934. * @param onError defines a callback triggered when an error occurred during the loading session
  83935. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  83936. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  83937. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83938. * @param mimeType defines an optional mime type information
  83939. */
  83940. 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);
  83941. /**
  83942. * Update the url (and optional buffer) of this texture if url was null during construction.
  83943. * @param url the url of the texture
  83944. * @param buffer the buffer of the texture (defaults to null)
  83945. * @param onLoad callback called when the texture is loaded (defaults to null)
  83946. */
  83947. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  83948. /**
  83949. * Finish the loading sequence of a texture flagged as delayed load.
  83950. * @hidden
  83951. */
  83952. delayLoad(): void;
  83953. private _prepareRowForTextureGeneration;
  83954. /**
  83955. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  83956. * @returns the transform matrix of the texture.
  83957. */
  83958. getTextureMatrix(): Matrix;
  83959. /**
  83960. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  83961. * @returns The reflection texture transform
  83962. */
  83963. getReflectionTextureMatrix(): Matrix;
  83964. /**
  83965. * Clones the texture.
  83966. * @returns the cloned texture
  83967. */
  83968. clone(): Texture;
  83969. /**
  83970. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  83971. * @returns The JSON representation of the texture
  83972. */
  83973. serialize(): any;
  83974. /**
  83975. * Get the current class name of the texture useful for serialization or dynamic coding.
  83976. * @returns "Texture"
  83977. */
  83978. getClassName(): string;
  83979. /**
  83980. * Dispose the texture and release its associated resources.
  83981. */
  83982. dispose(): void;
  83983. /**
  83984. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  83985. * @param parsedTexture Define the JSON representation of the texture
  83986. * @param scene Define the scene the parsed texture should be instantiated in
  83987. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  83988. * @returns The parsed texture if successful
  83989. */
  83990. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  83991. /**
  83992. * Creates a texture from its base 64 representation.
  83993. * @param data Define the base64 payload without the data: prefix
  83994. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  83995. * @param scene Define the scene the texture should belong to
  83996. * @param noMipmap Forces the texture to not create mip map information if true
  83997. * @param invertY define if the texture needs to be inverted on the y axis during loading
  83998. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83999. * @param onLoad define a callback triggered when the texture has been loaded
  84000. * @param onError define a callback triggered when an error occurred during the loading session
  84001. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84002. * @returns the created texture
  84003. */
  84004. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  84005. /**
  84006. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  84007. * @param data Define the base64 payload without the data: prefix
  84008. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  84009. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  84010. * @param scene Define the scene the texture should belong to
  84011. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  84012. * @param noMipmap Forces the texture to not create mip map information if true
  84013. * @param invertY define if the texture needs to be inverted on the y axis during loading
  84014. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84015. * @param onLoad define a callback triggered when the texture has been loaded
  84016. * @param onError define a callback triggered when an error occurred during the loading session
  84017. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84018. * @returns the created texture
  84019. */
  84020. 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;
  84021. }
  84022. }
  84023. declare module BABYLON {
  84024. /**
  84025. * PostProcessManager is used to manage one or more post processes or post process pipelines
  84026. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  84027. */
  84028. export class PostProcessManager {
  84029. private _scene;
  84030. private _indexBuffer;
  84031. private _vertexBuffers;
  84032. /**
  84033. * Creates a new instance PostProcess
  84034. * @param scene The scene that the post process is associated with.
  84035. */
  84036. constructor(scene: Scene);
  84037. private _prepareBuffers;
  84038. private _buildIndexBuffer;
  84039. /**
  84040. * Rebuilds the vertex buffers of the manager.
  84041. * @hidden
  84042. */
  84043. _rebuild(): void;
  84044. /**
  84045. * Prepares a frame to be run through a post process.
  84046. * @param sourceTexture The input texture to the post procesess. (default: null)
  84047. * @param postProcesses An array of post processes to be run. (default: null)
  84048. * @returns True if the post processes were able to be run.
  84049. * @hidden
  84050. */
  84051. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  84052. /**
  84053. * Manually render a set of post processes to a texture.
  84054. * @param postProcesses An array of post processes to be run.
  84055. * @param targetTexture The target texture to render to.
  84056. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  84057. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  84058. * @param lodLevel defines which lod of the texture to render to
  84059. */
  84060. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  84061. /**
  84062. * Finalize the result of the output of the postprocesses.
  84063. * @param doNotPresent If true the result will not be displayed to the screen.
  84064. * @param targetTexture The target texture to render to.
  84065. * @param faceIndex The index of the face to bind the target texture to.
  84066. * @param postProcesses The array of post processes to render.
  84067. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  84068. * @hidden
  84069. */
  84070. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  84071. /**
  84072. * Disposes of the post process manager.
  84073. */
  84074. dispose(): void;
  84075. }
  84076. }
  84077. declare module BABYLON {
  84078. /** Interface used by value gradients (color, factor, ...) */
  84079. export interface IValueGradient {
  84080. /**
  84081. * Gets or sets the gradient value (between 0 and 1)
  84082. */
  84083. gradient: number;
  84084. }
  84085. /** Class used to store color4 gradient */
  84086. export class ColorGradient implements IValueGradient {
  84087. /**
  84088. * Gets or sets the gradient value (between 0 and 1)
  84089. */
  84090. gradient: number;
  84091. /**
  84092. * Gets or sets first associated color
  84093. */
  84094. color1: Color4;
  84095. /**
  84096. * Gets or sets second associated color
  84097. */
  84098. color2?: Color4;
  84099. /**
  84100. * Will get a color picked randomly between color1 and color2.
  84101. * If color2 is undefined then color1 will be used
  84102. * @param result defines the target Color4 to store the result in
  84103. */
  84104. getColorToRef(result: Color4): void;
  84105. }
  84106. /** Class used to store color 3 gradient */
  84107. export class Color3Gradient implements IValueGradient {
  84108. /**
  84109. * Gets or sets the gradient value (between 0 and 1)
  84110. */
  84111. gradient: number;
  84112. /**
  84113. * Gets or sets the associated color
  84114. */
  84115. color: Color3;
  84116. }
  84117. /** Class used to store factor gradient */
  84118. export class FactorGradient implements IValueGradient {
  84119. /**
  84120. * Gets or sets the gradient value (between 0 and 1)
  84121. */
  84122. gradient: number;
  84123. /**
  84124. * Gets or sets first associated factor
  84125. */
  84126. factor1: number;
  84127. /**
  84128. * Gets or sets second associated factor
  84129. */
  84130. factor2?: number;
  84131. /**
  84132. * Will get a number picked randomly between factor1 and factor2.
  84133. * If factor2 is undefined then factor1 will be used
  84134. * @returns the picked number
  84135. */
  84136. getFactor(): number;
  84137. }
  84138. /**
  84139. * Helper used to simplify some generic gradient tasks
  84140. */
  84141. export class GradientHelper {
  84142. /**
  84143. * Gets the current gradient from an array of IValueGradient
  84144. * @param ratio defines the current ratio to get
  84145. * @param gradients defines the array of IValueGradient
  84146. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  84147. */
  84148. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  84149. }
  84150. }
  84151. declare module BABYLON {
  84152. interface ThinEngine {
  84153. /**
  84154. * Creates a dynamic texture
  84155. * @param width defines the width of the texture
  84156. * @param height defines the height of the texture
  84157. * @param generateMipMaps defines if the engine should generate the mip levels
  84158. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  84159. * @returns the dynamic texture inside an InternalTexture
  84160. */
  84161. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  84162. /**
  84163. * Update the content of a dynamic texture
  84164. * @param texture defines the texture to update
  84165. * @param canvas defines the canvas containing the source
  84166. * @param invertY defines if data must be stored with Y axis inverted
  84167. * @param premulAlpha defines if alpha is stored as premultiplied
  84168. * @param format defines the format of the data
  84169. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  84170. */
  84171. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  84172. }
  84173. }
  84174. declare module BABYLON {
  84175. /**
  84176. * Helper class used to generate a canvas to manipulate images
  84177. */
  84178. export class CanvasGenerator {
  84179. /**
  84180. * Create a new canvas (or offscreen canvas depending on the context)
  84181. * @param width defines the expected width
  84182. * @param height defines the expected height
  84183. * @return a new canvas or offscreen canvas
  84184. */
  84185. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  84186. }
  84187. }
  84188. declare module BABYLON {
  84189. /**
  84190. * A class extending Texture allowing drawing on a texture
  84191. * @see http://doc.babylonjs.com/how_to/dynamictexture
  84192. */
  84193. export class DynamicTexture extends Texture {
  84194. private _generateMipMaps;
  84195. private _canvas;
  84196. private _context;
  84197. private _engine;
  84198. /**
  84199. * Creates a DynamicTexture
  84200. * @param name defines the name of the texture
  84201. * @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
  84202. * @param scene defines the scene where you want the texture
  84203. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  84204. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  84205. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  84206. */
  84207. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  84208. /**
  84209. * Get the current class name of the texture useful for serialization or dynamic coding.
  84210. * @returns "DynamicTexture"
  84211. */
  84212. getClassName(): string;
  84213. /**
  84214. * Gets the current state of canRescale
  84215. */
  84216. readonly canRescale: boolean;
  84217. private _recreate;
  84218. /**
  84219. * Scales the texture
  84220. * @param ratio the scale factor to apply to both width and height
  84221. */
  84222. scale(ratio: number): void;
  84223. /**
  84224. * Resizes the texture
  84225. * @param width the new width
  84226. * @param height the new height
  84227. */
  84228. scaleTo(width: number, height: number): void;
  84229. /**
  84230. * Gets the context of the canvas used by the texture
  84231. * @returns the canvas context of the dynamic texture
  84232. */
  84233. getContext(): CanvasRenderingContext2D;
  84234. /**
  84235. * Clears the texture
  84236. */
  84237. clear(): void;
  84238. /**
  84239. * Updates the texture
  84240. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  84241. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  84242. */
  84243. update(invertY?: boolean, premulAlpha?: boolean): void;
  84244. /**
  84245. * Draws text onto the texture
  84246. * @param text defines the text to be drawn
  84247. * @param x defines the placement of the text from the left
  84248. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  84249. * @param font defines the font to be used with font-style, font-size, font-name
  84250. * @param color defines the color used for the text
  84251. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  84252. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  84253. * @param update defines whether texture is immediately update (default is true)
  84254. */
  84255. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  84256. /**
  84257. * Clones the texture
  84258. * @returns the clone of the texture.
  84259. */
  84260. clone(): DynamicTexture;
  84261. /**
  84262. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  84263. * @returns a serialized dynamic texture object
  84264. */
  84265. serialize(): any;
  84266. /** @hidden */
  84267. _rebuild(): void;
  84268. }
  84269. }
  84270. declare module BABYLON {
  84271. interface AbstractScene {
  84272. /**
  84273. * The list of procedural textures added to the scene
  84274. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84275. */
  84276. proceduralTextures: Array<ProceduralTexture>;
  84277. }
  84278. /**
  84279. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  84280. * in a given scene.
  84281. */
  84282. export class ProceduralTextureSceneComponent implements ISceneComponent {
  84283. /**
  84284. * The component name helpfull to identify the component in the list of scene components.
  84285. */
  84286. readonly name: string;
  84287. /**
  84288. * The scene the component belongs to.
  84289. */
  84290. scene: Scene;
  84291. /**
  84292. * Creates a new instance of the component for the given scene
  84293. * @param scene Defines the scene to register the component in
  84294. */
  84295. constructor(scene: Scene);
  84296. /**
  84297. * Registers the component in a given scene
  84298. */
  84299. register(): void;
  84300. /**
  84301. * Rebuilds the elements related to this component in case of
  84302. * context lost for instance.
  84303. */
  84304. rebuild(): void;
  84305. /**
  84306. * Disposes the component and the associated ressources.
  84307. */
  84308. dispose(): void;
  84309. private _beforeClear;
  84310. }
  84311. }
  84312. declare module BABYLON {
  84313. interface ThinEngine {
  84314. /**
  84315. * Creates a new render target cube texture
  84316. * @param size defines the size of the texture
  84317. * @param options defines the options used to create the texture
  84318. * @returns a new render target cube texture stored in an InternalTexture
  84319. */
  84320. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  84321. }
  84322. }
  84323. declare module BABYLON {
  84324. /** @hidden */
  84325. export var proceduralVertexShader: {
  84326. name: string;
  84327. shader: string;
  84328. };
  84329. }
  84330. declare module BABYLON {
  84331. /**
  84332. * 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.
  84333. * This is the base class of any Procedural texture and contains most of the shareable code.
  84334. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84335. */
  84336. export class ProceduralTexture extends Texture {
  84337. isCube: boolean;
  84338. /**
  84339. * Define if the texture is enabled or not (disabled texture will not render)
  84340. */
  84341. isEnabled: boolean;
  84342. /**
  84343. * Define if the texture must be cleared before rendering (default is true)
  84344. */
  84345. autoClear: boolean;
  84346. /**
  84347. * Callback called when the texture is generated
  84348. */
  84349. onGenerated: () => void;
  84350. /**
  84351. * Event raised when the texture is generated
  84352. */
  84353. onGeneratedObservable: Observable<ProceduralTexture>;
  84354. /** @hidden */
  84355. _generateMipMaps: boolean;
  84356. /** @hidden **/
  84357. _effect: Effect;
  84358. /** @hidden */
  84359. _textures: {
  84360. [key: string]: Texture;
  84361. };
  84362. private _size;
  84363. private _currentRefreshId;
  84364. private _refreshRate;
  84365. private _vertexBuffers;
  84366. private _indexBuffer;
  84367. private _uniforms;
  84368. private _samplers;
  84369. private _fragment;
  84370. private _floats;
  84371. private _ints;
  84372. private _floatsArrays;
  84373. private _colors3;
  84374. private _colors4;
  84375. private _vectors2;
  84376. private _vectors3;
  84377. private _matrices;
  84378. private _fallbackTexture;
  84379. private _fallbackTextureUsed;
  84380. private _engine;
  84381. private _cachedDefines;
  84382. private _contentUpdateId;
  84383. private _contentData;
  84384. /**
  84385. * Instantiates a new procedural texture.
  84386. * 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.
  84387. * This is the base class of any Procedural texture and contains most of the shareable code.
  84388. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84389. * @param name Define the name of the texture
  84390. * @param size Define the size of the texture to create
  84391. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  84392. * @param scene Define the scene the texture belongs to
  84393. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  84394. * @param generateMipMaps Define if the texture should creates mip maps or not
  84395. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  84396. */
  84397. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  84398. /**
  84399. * The effect that is created when initializing the post process.
  84400. * @returns The created effect corresponding the the postprocess.
  84401. */
  84402. getEffect(): Effect;
  84403. /**
  84404. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  84405. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  84406. */
  84407. getContent(): Nullable<ArrayBufferView>;
  84408. private _createIndexBuffer;
  84409. /** @hidden */
  84410. _rebuild(): void;
  84411. /**
  84412. * Resets the texture in order to recreate its associated resources.
  84413. * This can be called in case of context loss
  84414. */
  84415. reset(): void;
  84416. protected _getDefines(): string;
  84417. /**
  84418. * Is the texture ready to be used ? (rendered at least once)
  84419. * @returns true if ready, otherwise, false.
  84420. */
  84421. isReady(): boolean;
  84422. /**
  84423. * Resets the refresh counter of the texture and start bak from scratch.
  84424. * Could be useful to regenerate the texture if it is setup to render only once.
  84425. */
  84426. resetRefreshCounter(): void;
  84427. /**
  84428. * Set the fragment shader to use in order to render the texture.
  84429. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  84430. */
  84431. setFragment(fragment: any): void;
  84432. /**
  84433. * Define the refresh rate of the texture or the rendering frequency.
  84434. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  84435. */
  84436. refreshRate: number;
  84437. /** @hidden */
  84438. _shouldRender(): boolean;
  84439. /**
  84440. * Get the size the texture is rendering at.
  84441. * @returns the size (texture is always squared)
  84442. */
  84443. getRenderSize(): number;
  84444. /**
  84445. * Resize the texture to new value.
  84446. * @param size Define the new size the texture should have
  84447. * @param generateMipMaps Define whether the new texture should create mip maps
  84448. */
  84449. resize(size: number, generateMipMaps: boolean): void;
  84450. private _checkUniform;
  84451. /**
  84452. * Set a texture in the shader program used to render.
  84453. * @param name Define the name of the uniform samplers as defined in the shader
  84454. * @param texture Define the texture to bind to this sampler
  84455. * @return the texture itself allowing "fluent" like uniform updates
  84456. */
  84457. setTexture(name: string, texture: Texture): ProceduralTexture;
  84458. /**
  84459. * Set a float in the shader.
  84460. * @param name Define the name of the uniform as defined in the shader
  84461. * @param value Define the value to give to the uniform
  84462. * @return the texture itself allowing "fluent" like uniform updates
  84463. */
  84464. setFloat(name: string, value: number): ProceduralTexture;
  84465. /**
  84466. * Set a int in the shader.
  84467. * @param name Define the name of the uniform as defined in the shader
  84468. * @param value Define the value to give to the uniform
  84469. * @return the texture itself allowing "fluent" like uniform updates
  84470. */
  84471. setInt(name: string, value: number): ProceduralTexture;
  84472. /**
  84473. * Set an array of floats in the shader.
  84474. * @param name Define the name of the uniform as defined in the shader
  84475. * @param value Define the value to give to the uniform
  84476. * @return the texture itself allowing "fluent" like uniform updates
  84477. */
  84478. setFloats(name: string, value: number[]): ProceduralTexture;
  84479. /**
  84480. * Set a vec3 in the shader from a Color3.
  84481. * @param name Define the name of the uniform as defined in the shader
  84482. * @param value Define the value to give to the uniform
  84483. * @return the texture itself allowing "fluent" like uniform updates
  84484. */
  84485. setColor3(name: string, value: Color3): ProceduralTexture;
  84486. /**
  84487. * Set a vec4 in the shader from a Color4.
  84488. * @param name Define the name of the uniform as defined in the shader
  84489. * @param value Define the value to give to the uniform
  84490. * @return the texture itself allowing "fluent" like uniform updates
  84491. */
  84492. setColor4(name: string, value: Color4): ProceduralTexture;
  84493. /**
  84494. * Set a vec2 in the shader from a Vector2.
  84495. * @param name Define the name of the uniform as defined in the shader
  84496. * @param value Define the value to give to the uniform
  84497. * @return the texture itself allowing "fluent" like uniform updates
  84498. */
  84499. setVector2(name: string, value: Vector2): ProceduralTexture;
  84500. /**
  84501. * Set a vec3 in the shader from a Vector3.
  84502. * @param name Define the name of the uniform as defined in the shader
  84503. * @param value Define the value to give to the uniform
  84504. * @return the texture itself allowing "fluent" like uniform updates
  84505. */
  84506. setVector3(name: string, value: Vector3): ProceduralTexture;
  84507. /**
  84508. * Set a mat4 in the shader from a MAtrix.
  84509. * @param name Define the name of the uniform as defined in the shader
  84510. * @param value Define the value to give to the uniform
  84511. * @return the texture itself allowing "fluent" like uniform updates
  84512. */
  84513. setMatrix(name: string, value: Matrix): ProceduralTexture;
  84514. /**
  84515. * Render the texture to its associated render target.
  84516. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  84517. */
  84518. render(useCameraPostProcess?: boolean): void;
  84519. /**
  84520. * Clone the texture.
  84521. * @returns the cloned texture
  84522. */
  84523. clone(): ProceduralTexture;
  84524. /**
  84525. * Dispose the texture and release its asoociated resources.
  84526. */
  84527. dispose(): void;
  84528. }
  84529. }
  84530. declare module BABYLON {
  84531. /**
  84532. * This represents the base class for particle system in Babylon.
  84533. * 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.
  84534. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  84535. * @example https://doc.babylonjs.com/babylon101/particles
  84536. */
  84537. export class BaseParticleSystem {
  84538. /**
  84539. * Source color is added to the destination color without alpha affecting the result
  84540. */
  84541. static BLENDMODE_ONEONE: number;
  84542. /**
  84543. * Blend current color and particle color using particle’s alpha
  84544. */
  84545. static BLENDMODE_STANDARD: number;
  84546. /**
  84547. * Add current color and particle color multiplied by particle’s alpha
  84548. */
  84549. static BLENDMODE_ADD: number;
  84550. /**
  84551. * Multiply current color with particle color
  84552. */
  84553. static BLENDMODE_MULTIPLY: number;
  84554. /**
  84555. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  84556. */
  84557. static BLENDMODE_MULTIPLYADD: number;
  84558. /**
  84559. * List of animations used by the particle system.
  84560. */
  84561. animations: Animation[];
  84562. /**
  84563. * The id of the Particle system.
  84564. */
  84565. id: string;
  84566. /**
  84567. * The friendly name of the Particle system.
  84568. */
  84569. name: string;
  84570. /**
  84571. * The rendering group used by the Particle system to chose when to render.
  84572. */
  84573. renderingGroupId: number;
  84574. /**
  84575. * The emitter represents the Mesh or position we are attaching the particle system to.
  84576. */
  84577. emitter: Nullable<AbstractMesh | Vector3>;
  84578. /**
  84579. * The maximum number of particles to emit per frame
  84580. */
  84581. emitRate: number;
  84582. /**
  84583. * If you want to launch only a few particles at once, that can be done, as well.
  84584. */
  84585. manualEmitCount: number;
  84586. /**
  84587. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  84588. */
  84589. updateSpeed: number;
  84590. /**
  84591. * The amount of time the particle system is running (depends of the overall update speed).
  84592. */
  84593. targetStopDuration: number;
  84594. /**
  84595. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  84596. */
  84597. disposeOnStop: boolean;
  84598. /**
  84599. * Minimum power of emitting particles.
  84600. */
  84601. minEmitPower: number;
  84602. /**
  84603. * Maximum power of emitting particles.
  84604. */
  84605. maxEmitPower: number;
  84606. /**
  84607. * Minimum life time of emitting particles.
  84608. */
  84609. minLifeTime: number;
  84610. /**
  84611. * Maximum life time of emitting particles.
  84612. */
  84613. maxLifeTime: number;
  84614. /**
  84615. * Minimum Size of emitting particles.
  84616. */
  84617. minSize: number;
  84618. /**
  84619. * Maximum Size of emitting particles.
  84620. */
  84621. maxSize: number;
  84622. /**
  84623. * Minimum scale of emitting particles on X axis.
  84624. */
  84625. minScaleX: number;
  84626. /**
  84627. * Maximum scale of emitting particles on X axis.
  84628. */
  84629. maxScaleX: number;
  84630. /**
  84631. * Minimum scale of emitting particles on Y axis.
  84632. */
  84633. minScaleY: number;
  84634. /**
  84635. * Maximum scale of emitting particles on Y axis.
  84636. */
  84637. maxScaleY: number;
  84638. /**
  84639. * Gets or sets the minimal initial rotation in radians.
  84640. */
  84641. minInitialRotation: number;
  84642. /**
  84643. * Gets or sets the maximal initial rotation in radians.
  84644. */
  84645. maxInitialRotation: number;
  84646. /**
  84647. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  84648. */
  84649. minAngularSpeed: number;
  84650. /**
  84651. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  84652. */
  84653. maxAngularSpeed: number;
  84654. /**
  84655. * The texture used to render each particle. (this can be a spritesheet)
  84656. */
  84657. particleTexture: Nullable<Texture>;
  84658. /**
  84659. * The layer mask we are rendering the particles through.
  84660. */
  84661. layerMask: number;
  84662. /**
  84663. * This can help using your own shader to render the particle system.
  84664. * The according effect will be created
  84665. */
  84666. customShader: any;
  84667. /**
  84668. * By default particle system starts as soon as they are created. This prevents the
  84669. * automatic start to happen and let you decide when to start emitting particles.
  84670. */
  84671. preventAutoStart: boolean;
  84672. private _noiseTexture;
  84673. /**
  84674. * Gets or sets a texture used to add random noise to particle positions
  84675. */
  84676. noiseTexture: Nullable<ProceduralTexture>;
  84677. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  84678. noiseStrength: Vector3;
  84679. /**
  84680. * Callback triggered when the particle animation is ending.
  84681. */
  84682. onAnimationEnd: Nullable<() => void>;
  84683. /**
  84684. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  84685. */
  84686. blendMode: number;
  84687. /**
  84688. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  84689. * to override the particles.
  84690. */
  84691. forceDepthWrite: boolean;
  84692. /** 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 */
  84693. preWarmCycles: number;
  84694. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  84695. preWarmStepOffset: number;
  84696. /**
  84697. * 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)
  84698. */
  84699. spriteCellChangeSpeed: number;
  84700. /**
  84701. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  84702. */
  84703. startSpriteCellID: number;
  84704. /**
  84705. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  84706. */
  84707. endSpriteCellID: number;
  84708. /**
  84709. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  84710. */
  84711. spriteCellWidth: number;
  84712. /**
  84713. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  84714. */
  84715. spriteCellHeight: number;
  84716. /**
  84717. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  84718. */
  84719. spriteRandomStartCell: boolean;
  84720. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  84721. translationPivot: Vector2;
  84722. /** @hidden */
  84723. protected _isAnimationSheetEnabled: boolean;
  84724. /**
  84725. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  84726. */
  84727. beginAnimationOnStart: boolean;
  84728. /**
  84729. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  84730. */
  84731. beginAnimationFrom: number;
  84732. /**
  84733. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  84734. */
  84735. beginAnimationTo: number;
  84736. /**
  84737. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  84738. */
  84739. beginAnimationLoop: boolean;
  84740. /**
  84741. * Gets or sets a world offset applied to all particles
  84742. */
  84743. worldOffset: Vector3;
  84744. /**
  84745. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  84746. */
  84747. isAnimationSheetEnabled: boolean;
  84748. /**
  84749. * Get hosting scene
  84750. * @returns the scene
  84751. */
  84752. getScene(): Scene;
  84753. /**
  84754. * You can use gravity if you want to give an orientation to your particles.
  84755. */
  84756. gravity: Vector3;
  84757. protected _colorGradients: Nullable<Array<ColorGradient>>;
  84758. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  84759. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  84760. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  84761. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  84762. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  84763. protected _dragGradients: Nullable<Array<FactorGradient>>;
  84764. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  84765. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  84766. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  84767. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  84768. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  84769. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  84770. /**
  84771. * Defines the delay in milliseconds before starting the system (0 by default)
  84772. */
  84773. startDelay: number;
  84774. /**
  84775. * Gets the current list of drag gradients.
  84776. * You must use addDragGradient and removeDragGradient to udpate this list
  84777. * @returns the list of drag gradients
  84778. */
  84779. getDragGradients(): Nullable<Array<FactorGradient>>;
  84780. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  84781. limitVelocityDamping: number;
  84782. /**
  84783. * Gets the current list of limit velocity gradients.
  84784. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  84785. * @returns the list of limit velocity gradients
  84786. */
  84787. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  84788. /**
  84789. * Gets the current list of color gradients.
  84790. * You must use addColorGradient and removeColorGradient to udpate this list
  84791. * @returns the list of color gradients
  84792. */
  84793. getColorGradients(): Nullable<Array<ColorGradient>>;
  84794. /**
  84795. * Gets the current list of size gradients.
  84796. * You must use addSizeGradient and removeSizeGradient to udpate this list
  84797. * @returns the list of size gradients
  84798. */
  84799. getSizeGradients(): Nullable<Array<FactorGradient>>;
  84800. /**
  84801. * Gets the current list of color remap gradients.
  84802. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  84803. * @returns the list of color remap gradients
  84804. */
  84805. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  84806. /**
  84807. * Gets the current list of alpha remap gradients.
  84808. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  84809. * @returns the list of alpha remap gradients
  84810. */
  84811. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  84812. /**
  84813. * Gets the current list of life time gradients.
  84814. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  84815. * @returns the list of life time gradients
  84816. */
  84817. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  84818. /**
  84819. * Gets the current list of angular speed gradients.
  84820. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  84821. * @returns the list of angular speed gradients
  84822. */
  84823. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  84824. /**
  84825. * Gets the current list of velocity gradients.
  84826. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  84827. * @returns the list of velocity gradients
  84828. */
  84829. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  84830. /**
  84831. * Gets the current list of start size gradients.
  84832. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  84833. * @returns the list of start size gradients
  84834. */
  84835. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  84836. /**
  84837. * Gets the current list of emit rate gradients.
  84838. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  84839. * @returns the list of emit rate gradients
  84840. */
  84841. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  84842. /**
  84843. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  84844. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84845. */
  84846. direction1: Vector3;
  84847. /**
  84848. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  84849. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84850. */
  84851. direction2: Vector3;
  84852. /**
  84853. * 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.
  84854. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84855. */
  84856. minEmitBox: Vector3;
  84857. /**
  84858. * 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.
  84859. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84860. */
  84861. maxEmitBox: Vector3;
  84862. /**
  84863. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  84864. */
  84865. color1: Color4;
  84866. /**
  84867. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  84868. */
  84869. color2: Color4;
  84870. /**
  84871. * Color the particle will have at the end of its lifetime
  84872. */
  84873. colorDead: Color4;
  84874. /**
  84875. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  84876. */
  84877. textureMask: Color4;
  84878. /**
  84879. * The particle emitter type defines the emitter used by the particle system.
  84880. * It can be for example box, sphere, or cone...
  84881. */
  84882. particleEmitterType: IParticleEmitterType;
  84883. /** @hidden */
  84884. _isSubEmitter: boolean;
  84885. /**
  84886. * Gets or sets the billboard mode to use when isBillboardBased = true.
  84887. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  84888. */
  84889. billboardMode: number;
  84890. protected _isBillboardBased: boolean;
  84891. /**
  84892. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  84893. */
  84894. isBillboardBased: boolean;
  84895. /**
  84896. * The scene the particle system belongs to.
  84897. */
  84898. protected _scene: Scene;
  84899. /**
  84900. * Local cache of defines for image processing.
  84901. */
  84902. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  84903. /**
  84904. * Default configuration related to image processing available in the standard Material.
  84905. */
  84906. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  84907. /**
  84908. * Gets the image processing configuration used either in this material.
  84909. */
  84910. /**
  84911. * Sets the Default image processing configuration used either in the this material.
  84912. *
  84913. * If sets to null, the scene one is in use.
  84914. */
  84915. imageProcessingConfiguration: ImageProcessingConfiguration;
  84916. /**
  84917. * Attaches a new image processing configuration to the Standard Material.
  84918. * @param configuration
  84919. */
  84920. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  84921. /** @hidden */
  84922. protected _reset(): void;
  84923. /** @hidden */
  84924. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  84925. /**
  84926. * Instantiates a particle system.
  84927. * 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.
  84928. * @param name The name of the particle system
  84929. */
  84930. constructor(name: string);
  84931. /**
  84932. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  84933. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84934. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84935. * @returns the emitter
  84936. */
  84937. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  84938. /**
  84939. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  84940. * @param radius The radius of the hemisphere to emit from
  84941. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84942. * @returns the emitter
  84943. */
  84944. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  84945. /**
  84946. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  84947. * @param radius The radius of the sphere to emit from
  84948. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84949. * @returns the emitter
  84950. */
  84951. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  84952. /**
  84953. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  84954. * @param radius The radius of the sphere to emit from
  84955. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  84956. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  84957. * @returns the emitter
  84958. */
  84959. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  84960. /**
  84961. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  84962. * @param radius The radius of the emission cylinder
  84963. * @param height The height of the emission cylinder
  84964. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  84965. * @param directionRandomizer How much to randomize the particle direction [0-1]
  84966. * @returns the emitter
  84967. */
  84968. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  84969. /**
  84970. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  84971. * @param radius The radius of the cylinder to emit from
  84972. * @param height The height of the emission cylinder
  84973. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  84974. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  84975. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  84976. * @returns the emitter
  84977. */
  84978. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  84979. /**
  84980. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  84981. * @param radius The radius of the cone to emit from
  84982. * @param angle The base angle of the cone
  84983. * @returns the emitter
  84984. */
  84985. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  84986. /**
  84987. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  84988. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84989. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84990. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84991. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84992. * @returns the emitter
  84993. */
  84994. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  84995. }
  84996. }
  84997. declare module BABYLON {
  84998. /**
  84999. * Type of sub emitter
  85000. */
  85001. export enum SubEmitterType {
  85002. /**
  85003. * Attached to the particle over it's lifetime
  85004. */
  85005. ATTACHED = 0,
  85006. /**
  85007. * Created when the particle dies
  85008. */
  85009. END = 1
  85010. }
  85011. /**
  85012. * Sub emitter class used to emit particles from an existing particle
  85013. */
  85014. export class SubEmitter {
  85015. /**
  85016. * the particle system to be used by the sub emitter
  85017. */
  85018. particleSystem: ParticleSystem;
  85019. /**
  85020. * Type of the submitter (Default: END)
  85021. */
  85022. type: SubEmitterType;
  85023. /**
  85024. * 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)
  85025. * Note: This only is supported when using an emitter of type Mesh
  85026. */
  85027. inheritDirection: boolean;
  85028. /**
  85029. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  85030. */
  85031. inheritedVelocityAmount: number;
  85032. /**
  85033. * Creates a sub emitter
  85034. * @param particleSystem the particle system to be used by the sub emitter
  85035. */
  85036. constructor(
  85037. /**
  85038. * the particle system to be used by the sub emitter
  85039. */
  85040. particleSystem: ParticleSystem);
  85041. /**
  85042. * Clones the sub emitter
  85043. * @returns the cloned sub emitter
  85044. */
  85045. clone(): SubEmitter;
  85046. /**
  85047. * Serialize current object to a JSON object
  85048. * @returns the serialized object
  85049. */
  85050. serialize(): any;
  85051. /** @hidden */
  85052. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  85053. /**
  85054. * Creates a new SubEmitter from a serialized JSON version
  85055. * @param serializationObject defines the JSON object to read from
  85056. * @param scene defines the hosting scene
  85057. * @param rootUrl defines the rootUrl for data loading
  85058. * @returns a new SubEmitter
  85059. */
  85060. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  85061. /** Release associated resources */
  85062. dispose(): void;
  85063. }
  85064. }
  85065. declare module BABYLON {
  85066. /** @hidden */
  85067. export var clipPlaneFragmentDeclaration: {
  85068. name: string;
  85069. shader: string;
  85070. };
  85071. }
  85072. declare module BABYLON {
  85073. /** @hidden */
  85074. export var imageProcessingDeclaration: {
  85075. name: string;
  85076. shader: string;
  85077. };
  85078. }
  85079. declare module BABYLON {
  85080. /** @hidden */
  85081. export var imageProcessingFunctions: {
  85082. name: string;
  85083. shader: string;
  85084. };
  85085. }
  85086. declare module BABYLON {
  85087. /** @hidden */
  85088. export var clipPlaneFragment: {
  85089. name: string;
  85090. shader: string;
  85091. };
  85092. }
  85093. declare module BABYLON {
  85094. /** @hidden */
  85095. export var particlesPixelShader: {
  85096. name: string;
  85097. shader: string;
  85098. };
  85099. }
  85100. declare module BABYLON {
  85101. /** @hidden */
  85102. export var clipPlaneVertexDeclaration: {
  85103. name: string;
  85104. shader: string;
  85105. };
  85106. }
  85107. declare module BABYLON {
  85108. /** @hidden */
  85109. export var clipPlaneVertex: {
  85110. name: string;
  85111. shader: string;
  85112. };
  85113. }
  85114. declare module BABYLON {
  85115. /** @hidden */
  85116. export var particlesVertexShader: {
  85117. name: string;
  85118. shader: string;
  85119. };
  85120. }
  85121. declare module BABYLON {
  85122. /**
  85123. * This represents a particle system in Babylon.
  85124. * 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.
  85125. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  85126. * @example https://doc.babylonjs.com/babylon101/particles
  85127. */
  85128. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  85129. /**
  85130. * Billboard mode will only apply to Y axis
  85131. */
  85132. static readonly BILLBOARDMODE_Y: number;
  85133. /**
  85134. * Billboard mode will apply to all axes
  85135. */
  85136. static readonly BILLBOARDMODE_ALL: number;
  85137. /**
  85138. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  85139. */
  85140. static readonly BILLBOARDMODE_STRETCHED: number;
  85141. /**
  85142. * This function can be defined to provide custom update for active particles.
  85143. * This function will be called instead of regular update (age, position, color, etc.).
  85144. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  85145. */
  85146. updateFunction: (particles: Particle[]) => void;
  85147. private _emitterWorldMatrix;
  85148. /**
  85149. * This function can be defined to specify initial direction for every new particle.
  85150. * It by default use the emitterType defined function
  85151. */
  85152. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  85153. /**
  85154. * This function can be defined to specify initial position for every new particle.
  85155. * It by default use the emitterType defined function
  85156. */
  85157. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  85158. /**
  85159. * @hidden
  85160. */
  85161. _inheritedVelocityOffset: Vector3;
  85162. /**
  85163. * An event triggered when the system is disposed
  85164. */
  85165. onDisposeObservable: Observable<ParticleSystem>;
  85166. private _onDisposeObserver;
  85167. /**
  85168. * Sets a callback that will be triggered when the system is disposed
  85169. */
  85170. onDispose: () => void;
  85171. private _particles;
  85172. private _epsilon;
  85173. private _capacity;
  85174. private _stockParticles;
  85175. private _newPartsExcess;
  85176. private _vertexData;
  85177. private _vertexBuffer;
  85178. private _vertexBuffers;
  85179. private _spriteBuffer;
  85180. private _indexBuffer;
  85181. private _effect;
  85182. private _customEffect;
  85183. private _cachedDefines;
  85184. private _scaledColorStep;
  85185. private _colorDiff;
  85186. private _scaledDirection;
  85187. private _scaledGravity;
  85188. private _currentRenderId;
  85189. private _alive;
  85190. private _useInstancing;
  85191. private _started;
  85192. private _stopped;
  85193. private _actualFrame;
  85194. private _scaledUpdateSpeed;
  85195. private _vertexBufferSize;
  85196. /** @hidden */
  85197. _currentEmitRateGradient: Nullable<FactorGradient>;
  85198. /** @hidden */
  85199. _currentEmitRate1: number;
  85200. /** @hidden */
  85201. _currentEmitRate2: number;
  85202. /** @hidden */
  85203. _currentStartSizeGradient: Nullable<FactorGradient>;
  85204. /** @hidden */
  85205. _currentStartSize1: number;
  85206. /** @hidden */
  85207. _currentStartSize2: number;
  85208. private readonly _rawTextureWidth;
  85209. private _rampGradientsTexture;
  85210. private _useRampGradients;
  85211. /** Gets or sets a boolean indicating that ramp gradients must be used
  85212. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  85213. */
  85214. useRampGradients: boolean;
  85215. /**
  85216. * 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.
  85217. * 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: [])
  85218. */
  85219. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  85220. private _subEmitters;
  85221. /**
  85222. * @hidden
  85223. * If the particle systems emitter should be disposed when the particle system is disposed
  85224. */
  85225. _disposeEmitterOnDispose: boolean;
  85226. /**
  85227. * The current active Sub-systems, this property is used by the root particle system only.
  85228. */
  85229. activeSubSystems: Array<ParticleSystem>;
  85230. private _rootParticleSystem;
  85231. /**
  85232. * Gets the current list of active particles
  85233. */
  85234. readonly particles: Particle[];
  85235. /**
  85236. * Returns the string "ParticleSystem"
  85237. * @returns a string containing the class name
  85238. */
  85239. getClassName(): string;
  85240. /**
  85241. * Instantiates a particle system.
  85242. * 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.
  85243. * @param name The name of the particle system
  85244. * @param capacity The max number of particles alive at the same time
  85245. * @param scene The scene the particle system belongs to
  85246. * @param customEffect a custom effect used to change the way particles are rendered by default
  85247. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  85248. * @param epsilon Offset used to render the particles
  85249. */
  85250. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  85251. private _addFactorGradient;
  85252. private _removeFactorGradient;
  85253. /**
  85254. * Adds a new life time gradient
  85255. * @param gradient defines the gradient to use (between 0 and 1)
  85256. * @param factor defines the life time factor to affect to the specified gradient
  85257. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85258. * @returns the current particle system
  85259. */
  85260. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85261. /**
  85262. * Remove a specific life time gradient
  85263. * @param gradient defines the gradient to remove
  85264. * @returns the current particle system
  85265. */
  85266. removeLifeTimeGradient(gradient: number): IParticleSystem;
  85267. /**
  85268. * Adds a new size gradient
  85269. * @param gradient defines the gradient to use (between 0 and 1)
  85270. * @param factor defines the size factor to affect to the specified gradient
  85271. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85272. * @returns the current particle system
  85273. */
  85274. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85275. /**
  85276. * Remove a specific size gradient
  85277. * @param gradient defines the gradient to remove
  85278. * @returns the current particle system
  85279. */
  85280. removeSizeGradient(gradient: number): IParticleSystem;
  85281. /**
  85282. * Adds a new color remap gradient
  85283. * @param gradient defines the gradient to use (between 0 and 1)
  85284. * @param min defines the color remap minimal range
  85285. * @param max defines the color remap maximal range
  85286. * @returns the current particle system
  85287. */
  85288. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  85289. /**
  85290. * Remove a specific color remap gradient
  85291. * @param gradient defines the gradient to remove
  85292. * @returns the current particle system
  85293. */
  85294. removeColorRemapGradient(gradient: number): IParticleSystem;
  85295. /**
  85296. * Adds a new alpha remap gradient
  85297. * @param gradient defines the gradient to use (between 0 and 1)
  85298. * @param min defines the alpha remap minimal range
  85299. * @param max defines the alpha remap maximal range
  85300. * @returns the current particle system
  85301. */
  85302. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  85303. /**
  85304. * Remove a specific alpha remap gradient
  85305. * @param gradient defines the gradient to remove
  85306. * @returns the current particle system
  85307. */
  85308. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  85309. /**
  85310. * Adds a new angular speed gradient
  85311. * @param gradient defines the gradient to use (between 0 and 1)
  85312. * @param factor defines the angular speed to affect to the specified gradient
  85313. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85314. * @returns the current particle system
  85315. */
  85316. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85317. /**
  85318. * Remove a specific angular speed gradient
  85319. * @param gradient defines the gradient to remove
  85320. * @returns the current particle system
  85321. */
  85322. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  85323. /**
  85324. * Adds a new velocity gradient
  85325. * @param gradient defines the gradient to use (between 0 and 1)
  85326. * @param factor defines the velocity to affect to the specified gradient
  85327. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85328. * @returns the current particle system
  85329. */
  85330. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85331. /**
  85332. * Remove a specific velocity gradient
  85333. * @param gradient defines the gradient to remove
  85334. * @returns the current particle system
  85335. */
  85336. removeVelocityGradient(gradient: number): IParticleSystem;
  85337. /**
  85338. * Adds a new limit velocity gradient
  85339. * @param gradient defines the gradient to use (between 0 and 1)
  85340. * @param factor defines the limit velocity value to affect to the specified gradient
  85341. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85342. * @returns the current particle system
  85343. */
  85344. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85345. /**
  85346. * Remove a specific limit velocity gradient
  85347. * @param gradient defines the gradient to remove
  85348. * @returns the current particle system
  85349. */
  85350. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  85351. /**
  85352. * Adds a new drag gradient
  85353. * @param gradient defines the gradient to use (between 0 and 1)
  85354. * @param factor defines the drag value to affect to the specified gradient
  85355. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85356. * @returns the current particle system
  85357. */
  85358. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85359. /**
  85360. * Remove a specific drag gradient
  85361. * @param gradient defines the gradient to remove
  85362. * @returns the current particle system
  85363. */
  85364. removeDragGradient(gradient: number): IParticleSystem;
  85365. /**
  85366. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  85367. * @param gradient defines the gradient to use (between 0 and 1)
  85368. * @param factor defines the emit rate value to affect to the specified gradient
  85369. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85370. * @returns the current particle system
  85371. */
  85372. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85373. /**
  85374. * Remove a specific emit rate gradient
  85375. * @param gradient defines the gradient to remove
  85376. * @returns the current particle system
  85377. */
  85378. removeEmitRateGradient(gradient: number): IParticleSystem;
  85379. /**
  85380. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  85381. * @param gradient defines the gradient to use (between 0 and 1)
  85382. * @param factor defines the start size value to affect to the specified gradient
  85383. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85384. * @returns the current particle system
  85385. */
  85386. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85387. /**
  85388. * Remove a specific start size gradient
  85389. * @param gradient defines the gradient to remove
  85390. * @returns the current particle system
  85391. */
  85392. removeStartSizeGradient(gradient: number): IParticleSystem;
  85393. private _createRampGradientTexture;
  85394. /**
  85395. * Gets the current list of ramp gradients.
  85396. * You must use addRampGradient and removeRampGradient to udpate this list
  85397. * @returns the list of ramp gradients
  85398. */
  85399. getRampGradients(): Nullable<Array<Color3Gradient>>;
  85400. /**
  85401. * Adds a new ramp gradient used to remap particle colors
  85402. * @param gradient defines the gradient to use (between 0 and 1)
  85403. * @param color defines the color to affect to the specified gradient
  85404. * @returns the current particle system
  85405. */
  85406. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  85407. /**
  85408. * Remove a specific ramp gradient
  85409. * @param gradient defines the gradient to remove
  85410. * @returns the current particle system
  85411. */
  85412. removeRampGradient(gradient: number): ParticleSystem;
  85413. /**
  85414. * Adds a new color gradient
  85415. * @param gradient defines the gradient to use (between 0 and 1)
  85416. * @param color1 defines the color to affect to the specified gradient
  85417. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  85418. * @returns this particle system
  85419. */
  85420. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  85421. /**
  85422. * Remove a specific color gradient
  85423. * @param gradient defines the gradient to remove
  85424. * @returns this particle system
  85425. */
  85426. removeColorGradient(gradient: number): IParticleSystem;
  85427. private _fetchR;
  85428. protected _reset(): void;
  85429. private _resetEffect;
  85430. private _createVertexBuffers;
  85431. private _createIndexBuffer;
  85432. /**
  85433. * Gets the maximum number of particles active at the same time.
  85434. * @returns The max number of active particles.
  85435. */
  85436. getCapacity(): number;
  85437. /**
  85438. * Gets whether there are still active particles in the system.
  85439. * @returns True if it is alive, otherwise false.
  85440. */
  85441. isAlive(): boolean;
  85442. /**
  85443. * Gets if the system has been started. (Note: this will still be true after stop is called)
  85444. * @returns True if it has been started, otherwise false.
  85445. */
  85446. isStarted(): boolean;
  85447. private _prepareSubEmitterInternalArray;
  85448. /**
  85449. * Starts the particle system and begins to emit
  85450. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  85451. */
  85452. start(delay?: number): void;
  85453. /**
  85454. * Stops the particle system.
  85455. * @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.
  85456. */
  85457. stop(stopSubEmitters?: boolean): void;
  85458. /**
  85459. * Remove all active particles
  85460. */
  85461. reset(): void;
  85462. /**
  85463. * @hidden (for internal use only)
  85464. */
  85465. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  85466. /**
  85467. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  85468. * Its lifetime will start back at 0.
  85469. */
  85470. recycleParticle: (particle: Particle) => void;
  85471. private _stopSubEmitters;
  85472. private _createParticle;
  85473. private _removeFromRoot;
  85474. private _emitFromParticle;
  85475. private _update;
  85476. /** @hidden */
  85477. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  85478. /** @hidden */
  85479. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  85480. /** @hidden */
  85481. private _getEffect;
  85482. /**
  85483. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  85484. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  85485. */
  85486. animate(preWarmOnly?: boolean): void;
  85487. private _appendParticleVertices;
  85488. /**
  85489. * Rebuilds the particle system.
  85490. */
  85491. rebuild(): void;
  85492. /**
  85493. * Is this system ready to be used/rendered
  85494. * @return true if the system is ready
  85495. */
  85496. isReady(): boolean;
  85497. private _render;
  85498. /**
  85499. * Renders the particle system in its current state.
  85500. * @returns the current number of particles
  85501. */
  85502. render(): number;
  85503. /**
  85504. * Disposes the particle system and free the associated resources
  85505. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  85506. */
  85507. dispose(disposeTexture?: boolean): void;
  85508. /**
  85509. * Clones the particle system.
  85510. * @param name The name of the cloned object
  85511. * @param newEmitter The new emitter to use
  85512. * @returns the cloned particle system
  85513. */
  85514. clone(name: string, newEmitter: any): ParticleSystem;
  85515. /**
  85516. * Serializes the particle system to a JSON object.
  85517. * @returns the JSON object
  85518. */
  85519. serialize(): any;
  85520. /** @hidden */
  85521. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  85522. /** @hidden */
  85523. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  85524. /**
  85525. * Parses a JSON object to create a particle system.
  85526. * @param parsedParticleSystem The JSON object to parse
  85527. * @param scene The scene to create the particle system in
  85528. * @param rootUrl The root url to use to load external dependencies like texture
  85529. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  85530. * @returns the Parsed particle system
  85531. */
  85532. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  85533. }
  85534. }
  85535. declare module BABYLON {
  85536. /**
  85537. * A particle represents one of the element emitted by a particle system.
  85538. * This is mainly define by its coordinates, direction, velocity and age.
  85539. */
  85540. export class Particle {
  85541. /**
  85542. * The particle system the particle belongs to.
  85543. */
  85544. particleSystem: ParticleSystem;
  85545. private static _Count;
  85546. /**
  85547. * Unique ID of the particle
  85548. */
  85549. id: number;
  85550. /**
  85551. * The world position of the particle in the scene.
  85552. */
  85553. position: Vector3;
  85554. /**
  85555. * The world direction of the particle in the scene.
  85556. */
  85557. direction: Vector3;
  85558. /**
  85559. * The color of the particle.
  85560. */
  85561. color: Color4;
  85562. /**
  85563. * The color change of the particle per step.
  85564. */
  85565. colorStep: Color4;
  85566. /**
  85567. * Defines how long will the life of the particle be.
  85568. */
  85569. lifeTime: number;
  85570. /**
  85571. * The current age of the particle.
  85572. */
  85573. age: number;
  85574. /**
  85575. * The current size of the particle.
  85576. */
  85577. size: number;
  85578. /**
  85579. * The current scale of the particle.
  85580. */
  85581. scale: Vector2;
  85582. /**
  85583. * The current angle of the particle.
  85584. */
  85585. angle: number;
  85586. /**
  85587. * Defines how fast is the angle changing.
  85588. */
  85589. angularSpeed: number;
  85590. /**
  85591. * Defines the cell index used by the particle to be rendered from a sprite.
  85592. */
  85593. cellIndex: number;
  85594. /**
  85595. * The information required to support color remapping
  85596. */
  85597. remapData: Vector4;
  85598. /** @hidden */
  85599. _randomCellOffset?: number;
  85600. /** @hidden */
  85601. _initialDirection: Nullable<Vector3>;
  85602. /** @hidden */
  85603. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  85604. /** @hidden */
  85605. _initialStartSpriteCellID: number;
  85606. /** @hidden */
  85607. _initialEndSpriteCellID: number;
  85608. /** @hidden */
  85609. _currentColorGradient: Nullable<ColorGradient>;
  85610. /** @hidden */
  85611. _currentColor1: Color4;
  85612. /** @hidden */
  85613. _currentColor2: Color4;
  85614. /** @hidden */
  85615. _currentSizeGradient: Nullable<FactorGradient>;
  85616. /** @hidden */
  85617. _currentSize1: number;
  85618. /** @hidden */
  85619. _currentSize2: number;
  85620. /** @hidden */
  85621. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  85622. /** @hidden */
  85623. _currentAngularSpeed1: number;
  85624. /** @hidden */
  85625. _currentAngularSpeed2: number;
  85626. /** @hidden */
  85627. _currentVelocityGradient: Nullable<FactorGradient>;
  85628. /** @hidden */
  85629. _currentVelocity1: number;
  85630. /** @hidden */
  85631. _currentVelocity2: number;
  85632. /** @hidden */
  85633. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  85634. /** @hidden */
  85635. _currentLimitVelocity1: number;
  85636. /** @hidden */
  85637. _currentLimitVelocity2: number;
  85638. /** @hidden */
  85639. _currentDragGradient: Nullable<FactorGradient>;
  85640. /** @hidden */
  85641. _currentDrag1: number;
  85642. /** @hidden */
  85643. _currentDrag2: number;
  85644. /** @hidden */
  85645. _randomNoiseCoordinates1: Vector3;
  85646. /** @hidden */
  85647. _randomNoiseCoordinates2: Vector3;
  85648. /**
  85649. * Creates a new instance Particle
  85650. * @param particleSystem the particle system the particle belongs to
  85651. */
  85652. constructor(
  85653. /**
  85654. * The particle system the particle belongs to.
  85655. */
  85656. particleSystem: ParticleSystem);
  85657. private updateCellInfoFromSystem;
  85658. /**
  85659. * Defines how the sprite cell index is updated for the particle
  85660. */
  85661. updateCellIndex(): void;
  85662. /** @hidden */
  85663. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  85664. /** @hidden */
  85665. _inheritParticleInfoToSubEmitters(): void;
  85666. /** @hidden */
  85667. _reset(): void;
  85668. /**
  85669. * Copy the properties of particle to another one.
  85670. * @param other the particle to copy the information to.
  85671. */
  85672. copyTo(other: Particle): void;
  85673. }
  85674. }
  85675. declare module BABYLON {
  85676. /**
  85677. * Particle emitter represents a volume emitting particles.
  85678. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  85679. */
  85680. export interface IParticleEmitterType {
  85681. /**
  85682. * Called by the particle System when the direction is computed for the created particle.
  85683. * @param worldMatrix is the world matrix of the particle system
  85684. * @param directionToUpdate is the direction vector to update with the result
  85685. * @param particle is the particle we are computed the direction for
  85686. */
  85687. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85688. /**
  85689. * Called by the particle System when the position is computed for the created particle.
  85690. * @param worldMatrix is the world matrix of the particle system
  85691. * @param positionToUpdate is the position vector to update with the result
  85692. * @param particle is the particle we are computed the position for
  85693. */
  85694. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85695. /**
  85696. * Clones the current emitter and returns a copy of it
  85697. * @returns the new emitter
  85698. */
  85699. clone(): IParticleEmitterType;
  85700. /**
  85701. * Called by the GPUParticleSystem to setup the update shader
  85702. * @param effect defines the update shader
  85703. */
  85704. applyToShader(effect: Effect): void;
  85705. /**
  85706. * Returns a string to use to update the GPU particles update shader
  85707. * @returns the effect defines string
  85708. */
  85709. getEffectDefines(): string;
  85710. /**
  85711. * Returns a string representing the class name
  85712. * @returns a string containing the class name
  85713. */
  85714. getClassName(): string;
  85715. /**
  85716. * Serializes the particle system to a JSON object.
  85717. * @returns the JSON object
  85718. */
  85719. serialize(): any;
  85720. /**
  85721. * Parse properties from a JSON object
  85722. * @param serializationObject defines the JSON object
  85723. */
  85724. parse(serializationObject: any): void;
  85725. }
  85726. }
  85727. declare module BABYLON {
  85728. /**
  85729. * Particle emitter emitting particles from the inside of a box.
  85730. * It emits the particles randomly between 2 given directions.
  85731. */
  85732. export class BoxParticleEmitter implements IParticleEmitterType {
  85733. /**
  85734. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85735. */
  85736. direction1: Vector3;
  85737. /**
  85738. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85739. */
  85740. direction2: Vector3;
  85741. /**
  85742. * 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.
  85743. */
  85744. minEmitBox: Vector3;
  85745. /**
  85746. * 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.
  85747. */
  85748. maxEmitBox: Vector3;
  85749. /**
  85750. * Creates a new instance BoxParticleEmitter
  85751. */
  85752. constructor();
  85753. /**
  85754. * Called by the particle System when the direction is computed for the created particle.
  85755. * @param worldMatrix is the world matrix of the particle system
  85756. * @param directionToUpdate is the direction vector to update with the result
  85757. * @param particle is the particle we are computed the direction for
  85758. */
  85759. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85760. /**
  85761. * Called by the particle System when the position is computed for the created particle.
  85762. * @param worldMatrix is the world matrix of the particle system
  85763. * @param positionToUpdate is the position vector to update with the result
  85764. * @param particle is the particle we are computed the position for
  85765. */
  85766. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85767. /**
  85768. * Clones the current emitter and returns a copy of it
  85769. * @returns the new emitter
  85770. */
  85771. clone(): BoxParticleEmitter;
  85772. /**
  85773. * Called by the GPUParticleSystem to setup the update shader
  85774. * @param effect defines the update shader
  85775. */
  85776. applyToShader(effect: Effect): void;
  85777. /**
  85778. * Returns a string to use to update the GPU particles update shader
  85779. * @returns a string containng the defines string
  85780. */
  85781. getEffectDefines(): string;
  85782. /**
  85783. * Returns the string "BoxParticleEmitter"
  85784. * @returns a string containing the class name
  85785. */
  85786. getClassName(): string;
  85787. /**
  85788. * Serializes the particle system to a JSON object.
  85789. * @returns the JSON object
  85790. */
  85791. serialize(): any;
  85792. /**
  85793. * Parse properties from a JSON object
  85794. * @param serializationObject defines the JSON object
  85795. */
  85796. parse(serializationObject: any): void;
  85797. }
  85798. }
  85799. declare module BABYLON {
  85800. /**
  85801. * Particle emitter emitting particles from the inside of a cone.
  85802. * It emits the particles alongside the cone volume from the base to the particle.
  85803. * The emission direction might be randomized.
  85804. */
  85805. export class ConeParticleEmitter implements IParticleEmitterType {
  85806. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  85807. directionRandomizer: number;
  85808. private _radius;
  85809. private _angle;
  85810. private _height;
  85811. /**
  85812. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  85813. */
  85814. radiusRange: number;
  85815. /**
  85816. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  85817. */
  85818. heightRange: number;
  85819. /**
  85820. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  85821. */
  85822. emitFromSpawnPointOnly: boolean;
  85823. /**
  85824. * Gets or sets the radius of the emission cone
  85825. */
  85826. radius: number;
  85827. /**
  85828. * Gets or sets the angle of the emission cone
  85829. */
  85830. angle: number;
  85831. private _buildHeight;
  85832. /**
  85833. * Creates a new instance ConeParticleEmitter
  85834. * @param radius the radius of the emission cone (1 by default)
  85835. * @param angle the cone base angle (PI by default)
  85836. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  85837. */
  85838. constructor(radius?: number, angle?: number,
  85839. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  85840. directionRandomizer?: number);
  85841. /**
  85842. * Called by the particle System when the direction is computed for the created particle.
  85843. * @param worldMatrix is the world matrix of the particle system
  85844. * @param directionToUpdate is the direction vector to update with the result
  85845. * @param particle is the particle we are computed the direction for
  85846. */
  85847. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85848. /**
  85849. * Called by the particle System when the position is computed for the created particle.
  85850. * @param worldMatrix is the world matrix of the particle system
  85851. * @param positionToUpdate is the position vector to update with the result
  85852. * @param particle is the particle we are computed the position for
  85853. */
  85854. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85855. /**
  85856. * Clones the current emitter and returns a copy of it
  85857. * @returns the new emitter
  85858. */
  85859. clone(): ConeParticleEmitter;
  85860. /**
  85861. * Called by the GPUParticleSystem to setup the update shader
  85862. * @param effect defines the update shader
  85863. */
  85864. applyToShader(effect: Effect): void;
  85865. /**
  85866. * Returns a string to use to update the GPU particles update shader
  85867. * @returns a string containng the defines string
  85868. */
  85869. getEffectDefines(): string;
  85870. /**
  85871. * Returns the string "ConeParticleEmitter"
  85872. * @returns a string containing the class name
  85873. */
  85874. getClassName(): string;
  85875. /**
  85876. * Serializes the particle system to a JSON object.
  85877. * @returns the JSON object
  85878. */
  85879. serialize(): any;
  85880. /**
  85881. * Parse properties from a JSON object
  85882. * @param serializationObject defines the JSON object
  85883. */
  85884. parse(serializationObject: any): void;
  85885. }
  85886. }
  85887. declare module BABYLON {
  85888. /**
  85889. * Particle emitter emitting particles from the inside of a cylinder.
  85890. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  85891. */
  85892. export class CylinderParticleEmitter implements IParticleEmitterType {
  85893. /**
  85894. * The radius of the emission cylinder.
  85895. */
  85896. radius: number;
  85897. /**
  85898. * The height of the emission cylinder.
  85899. */
  85900. height: number;
  85901. /**
  85902. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85903. */
  85904. radiusRange: number;
  85905. /**
  85906. * How much to randomize the particle direction [0-1].
  85907. */
  85908. directionRandomizer: number;
  85909. /**
  85910. * Creates a new instance CylinderParticleEmitter
  85911. * @param radius the radius of the emission cylinder (1 by default)
  85912. * @param height the height of the emission cylinder (1 by default)
  85913. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85914. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85915. */
  85916. constructor(
  85917. /**
  85918. * The radius of the emission cylinder.
  85919. */
  85920. radius?: number,
  85921. /**
  85922. * The height of the emission cylinder.
  85923. */
  85924. height?: number,
  85925. /**
  85926. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85927. */
  85928. radiusRange?: number,
  85929. /**
  85930. * How much to randomize the particle direction [0-1].
  85931. */
  85932. directionRandomizer?: number);
  85933. /**
  85934. * Called by the particle System when the direction is computed for the created particle.
  85935. * @param worldMatrix is the world matrix of the particle system
  85936. * @param directionToUpdate is the direction vector to update with the result
  85937. * @param particle is the particle we are computed the direction for
  85938. */
  85939. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85940. /**
  85941. * Called by the particle System when the position is computed for the created particle.
  85942. * @param worldMatrix is the world matrix of the particle system
  85943. * @param positionToUpdate is the position vector to update with the result
  85944. * @param particle is the particle we are computed the position for
  85945. */
  85946. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85947. /**
  85948. * Clones the current emitter and returns a copy of it
  85949. * @returns the new emitter
  85950. */
  85951. clone(): CylinderParticleEmitter;
  85952. /**
  85953. * Called by the GPUParticleSystem to setup the update shader
  85954. * @param effect defines the update shader
  85955. */
  85956. applyToShader(effect: Effect): void;
  85957. /**
  85958. * Returns a string to use to update the GPU particles update shader
  85959. * @returns a string containng the defines string
  85960. */
  85961. getEffectDefines(): string;
  85962. /**
  85963. * Returns the string "CylinderParticleEmitter"
  85964. * @returns a string containing the class name
  85965. */
  85966. getClassName(): string;
  85967. /**
  85968. * Serializes the particle system to a JSON object.
  85969. * @returns the JSON object
  85970. */
  85971. serialize(): any;
  85972. /**
  85973. * Parse properties from a JSON object
  85974. * @param serializationObject defines the JSON object
  85975. */
  85976. parse(serializationObject: any): void;
  85977. }
  85978. /**
  85979. * Particle emitter emitting particles from the inside of a cylinder.
  85980. * It emits the particles randomly between two vectors.
  85981. */
  85982. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  85983. /**
  85984. * The min limit of the emission direction.
  85985. */
  85986. direction1: Vector3;
  85987. /**
  85988. * The max limit of the emission direction.
  85989. */
  85990. direction2: Vector3;
  85991. /**
  85992. * Creates a new instance CylinderDirectedParticleEmitter
  85993. * @param radius the radius of the emission cylinder (1 by default)
  85994. * @param height the height of the emission cylinder (1 by default)
  85995. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85996. * @param direction1 the min limit of the emission direction (up vector by default)
  85997. * @param direction2 the max limit of the emission direction (up vector by default)
  85998. */
  85999. constructor(radius?: number, height?: number, radiusRange?: number,
  86000. /**
  86001. * The min limit of the emission direction.
  86002. */
  86003. direction1?: Vector3,
  86004. /**
  86005. * The max limit of the emission direction.
  86006. */
  86007. direction2?: Vector3);
  86008. /**
  86009. * Called by the particle System when the direction is computed for the created particle.
  86010. * @param worldMatrix is the world matrix of the particle system
  86011. * @param directionToUpdate is the direction vector to update with the result
  86012. * @param particle is the particle we are computed the direction for
  86013. */
  86014. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86015. /**
  86016. * Clones the current emitter and returns a copy of it
  86017. * @returns the new emitter
  86018. */
  86019. clone(): CylinderDirectedParticleEmitter;
  86020. /**
  86021. * Called by the GPUParticleSystem to setup the update shader
  86022. * @param effect defines the update shader
  86023. */
  86024. applyToShader(effect: Effect): void;
  86025. /**
  86026. * Returns a string to use to update the GPU particles update shader
  86027. * @returns a string containng the defines string
  86028. */
  86029. getEffectDefines(): string;
  86030. /**
  86031. * Returns the string "CylinderDirectedParticleEmitter"
  86032. * @returns a string containing the class name
  86033. */
  86034. getClassName(): string;
  86035. /**
  86036. * Serializes the particle system to a JSON object.
  86037. * @returns the JSON object
  86038. */
  86039. serialize(): any;
  86040. /**
  86041. * Parse properties from a JSON object
  86042. * @param serializationObject defines the JSON object
  86043. */
  86044. parse(serializationObject: any): void;
  86045. }
  86046. }
  86047. declare module BABYLON {
  86048. /**
  86049. * Particle emitter emitting particles from the inside of a hemisphere.
  86050. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  86051. */
  86052. export class HemisphericParticleEmitter implements IParticleEmitterType {
  86053. /**
  86054. * The radius of the emission hemisphere.
  86055. */
  86056. radius: number;
  86057. /**
  86058. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86059. */
  86060. radiusRange: number;
  86061. /**
  86062. * How much to randomize the particle direction [0-1].
  86063. */
  86064. directionRandomizer: number;
  86065. /**
  86066. * Creates a new instance HemisphericParticleEmitter
  86067. * @param radius the radius of the emission hemisphere (1 by default)
  86068. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86069. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86070. */
  86071. constructor(
  86072. /**
  86073. * The radius of the emission hemisphere.
  86074. */
  86075. radius?: number,
  86076. /**
  86077. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86078. */
  86079. radiusRange?: number,
  86080. /**
  86081. * How much to randomize the particle direction [0-1].
  86082. */
  86083. directionRandomizer?: number);
  86084. /**
  86085. * Called by the particle System when the direction is computed for the created particle.
  86086. * @param worldMatrix is the world matrix of the particle system
  86087. * @param directionToUpdate is the direction vector to update with the result
  86088. * @param particle is the particle we are computed the direction for
  86089. */
  86090. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86091. /**
  86092. * Called by the particle System when the position is computed for the created particle.
  86093. * @param worldMatrix is the world matrix of the particle system
  86094. * @param positionToUpdate is the position vector to update with the result
  86095. * @param particle is the particle we are computed the position for
  86096. */
  86097. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86098. /**
  86099. * Clones the current emitter and returns a copy of it
  86100. * @returns the new emitter
  86101. */
  86102. clone(): HemisphericParticleEmitter;
  86103. /**
  86104. * Called by the GPUParticleSystem to setup the update shader
  86105. * @param effect defines the update shader
  86106. */
  86107. applyToShader(effect: Effect): void;
  86108. /**
  86109. * Returns a string to use to update the GPU particles update shader
  86110. * @returns a string containng the defines string
  86111. */
  86112. getEffectDefines(): string;
  86113. /**
  86114. * Returns the string "HemisphericParticleEmitter"
  86115. * @returns a string containing the class name
  86116. */
  86117. getClassName(): string;
  86118. /**
  86119. * Serializes the particle system to a JSON object.
  86120. * @returns the JSON object
  86121. */
  86122. serialize(): any;
  86123. /**
  86124. * Parse properties from a JSON object
  86125. * @param serializationObject defines the JSON object
  86126. */
  86127. parse(serializationObject: any): void;
  86128. }
  86129. }
  86130. declare module BABYLON {
  86131. /**
  86132. * Particle emitter emitting particles from a point.
  86133. * It emits the particles randomly between 2 given directions.
  86134. */
  86135. export class PointParticleEmitter implements IParticleEmitterType {
  86136. /**
  86137. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86138. */
  86139. direction1: Vector3;
  86140. /**
  86141. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86142. */
  86143. direction2: Vector3;
  86144. /**
  86145. * Creates a new instance PointParticleEmitter
  86146. */
  86147. constructor();
  86148. /**
  86149. * Called by the particle System when the direction is computed for the created particle.
  86150. * @param worldMatrix is the world matrix of the particle system
  86151. * @param directionToUpdate is the direction vector to update with the result
  86152. * @param particle is the particle we are computed the direction for
  86153. */
  86154. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86155. /**
  86156. * Called by the particle System when the position is computed for the created particle.
  86157. * @param worldMatrix is the world matrix of the particle system
  86158. * @param positionToUpdate is the position vector to update with the result
  86159. * @param particle is the particle we are computed the position for
  86160. */
  86161. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86162. /**
  86163. * Clones the current emitter and returns a copy of it
  86164. * @returns the new emitter
  86165. */
  86166. clone(): PointParticleEmitter;
  86167. /**
  86168. * Called by the GPUParticleSystem to setup the update shader
  86169. * @param effect defines the update shader
  86170. */
  86171. applyToShader(effect: Effect): void;
  86172. /**
  86173. * Returns a string to use to update the GPU particles update shader
  86174. * @returns a string containng the defines string
  86175. */
  86176. getEffectDefines(): string;
  86177. /**
  86178. * Returns the string "PointParticleEmitter"
  86179. * @returns a string containing the class name
  86180. */
  86181. getClassName(): string;
  86182. /**
  86183. * Serializes the particle system to a JSON object.
  86184. * @returns the JSON object
  86185. */
  86186. serialize(): any;
  86187. /**
  86188. * Parse properties from a JSON object
  86189. * @param serializationObject defines the JSON object
  86190. */
  86191. parse(serializationObject: any): void;
  86192. }
  86193. }
  86194. declare module BABYLON {
  86195. /**
  86196. * Particle emitter emitting particles from the inside of a sphere.
  86197. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  86198. */
  86199. export class SphereParticleEmitter implements IParticleEmitterType {
  86200. /**
  86201. * The radius of the emission sphere.
  86202. */
  86203. radius: number;
  86204. /**
  86205. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86206. */
  86207. radiusRange: number;
  86208. /**
  86209. * How much to randomize the particle direction [0-1].
  86210. */
  86211. directionRandomizer: number;
  86212. /**
  86213. * Creates a new instance SphereParticleEmitter
  86214. * @param radius the radius of the emission sphere (1 by default)
  86215. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86216. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86217. */
  86218. constructor(
  86219. /**
  86220. * The radius of the emission sphere.
  86221. */
  86222. radius?: number,
  86223. /**
  86224. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86225. */
  86226. radiusRange?: number,
  86227. /**
  86228. * How much to randomize the particle direction [0-1].
  86229. */
  86230. directionRandomizer?: number);
  86231. /**
  86232. * Called by the particle System when the direction is computed for the created particle.
  86233. * @param worldMatrix is the world matrix of the particle system
  86234. * @param directionToUpdate is the direction vector to update with the result
  86235. * @param particle is the particle we are computed the direction for
  86236. */
  86237. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86238. /**
  86239. * Called by the particle System when the position is computed for the created particle.
  86240. * @param worldMatrix is the world matrix of the particle system
  86241. * @param positionToUpdate is the position vector to update with the result
  86242. * @param particle is the particle we are computed the position for
  86243. */
  86244. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86245. /**
  86246. * Clones the current emitter and returns a copy of it
  86247. * @returns the new emitter
  86248. */
  86249. clone(): SphereParticleEmitter;
  86250. /**
  86251. * Called by the GPUParticleSystem to setup the update shader
  86252. * @param effect defines the update shader
  86253. */
  86254. applyToShader(effect: Effect): void;
  86255. /**
  86256. * Returns a string to use to update the GPU particles update shader
  86257. * @returns a string containng the defines string
  86258. */
  86259. getEffectDefines(): string;
  86260. /**
  86261. * Returns the string "SphereParticleEmitter"
  86262. * @returns a string containing the class name
  86263. */
  86264. getClassName(): string;
  86265. /**
  86266. * Serializes the particle system to a JSON object.
  86267. * @returns the JSON object
  86268. */
  86269. serialize(): any;
  86270. /**
  86271. * Parse properties from a JSON object
  86272. * @param serializationObject defines the JSON object
  86273. */
  86274. parse(serializationObject: any): void;
  86275. }
  86276. /**
  86277. * Particle emitter emitting particles from the inside of a sphere.
  86278. * It emits the particles randomly between two vectors.
  86279. */
  86280. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  86281. /**
  86282. * The min limit of the emission direction.
  86283. */
  86284. direction1: Vector3;
  86285. /**
  86286. * The max limit of the emission direction.
  86287. */
  86288. direction2: Vector3;
  86289. /**
  86290. * Creates a new instance SphereDirectedParticleEmitter
  86291. * @param radius the radius of the emission sphere (1 by default)
  86292. * @param direction1 the min limit of the emission direction (up vector by default)
  86293. * @param direction2 the max limit of the emission direction (up vector by default)
  86294. */
  86295. constructor(radius?: number,
  86296. /**
  86297. * The min limit of the emission direction.
  86298. */
  86299. direction1?: Vector3,
  86300. /**
  86301. * The max limit of the emission direction.
  86302. */
  86303. direction2?: Vector3);
  86304. /**
  86305. * Called by the particle System when the direction is computed for the created particle.
  86306. * @param worldMatrix is the world matrix of the particle system
  86307. * @param directionToUpdate is the direction vector to update with the result
  86308. * @param particle is the particle we are computed the direction for
  86309. */
  86310. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86311. /**
  86312. * Clones the current emitter and returns a copy of it
  86313. * @returns the new emitter
  86314. */
  86315. clone(): SphereDirectedParticleEmitter;
  86316. /**
  86317. * Called by the GPUParticleSystem to setup the update shader
  86318. * @param effect defines the update shader
  86319. */
  86320. applyToShader(effect: Effect): void;
  86321. /**
  86322. * Returns a string to use to update the GPU particles update shader
  86323. * @returns a string containng the defines string
  86324. */
  86325. getEffectDefines(): string;
  86326. /**
  86327. * Returns the string "SphereDirectedParticleEmitter"
  86328. * @returns a string containing the class name
  86329. */
  86330. getClassName(): string;
  86331. /**
  86332. * Serializes the particle system to a JSON object.
  86333. * @returns the JSON object
  86334. */
  86335. serialize(): any;
  86336. /**
  86337. * Parse properties from a JSON object
  86338. * @param serializationObject defines the JSON object
  86339. */
  86340. parse(serializationObject: any): void;
  86341. }
  86342. }
  86343. declare module BABYLON {
  86344. /**
  86345. * Interface representing a particle system in Babylon.js.
  86346. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  86347. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  86348. */
  86349. export interface IParticleSystem {
  86350. /**
  86351. * List of animations used by the particle system.
  86352. */
  86353. animations: Animation[];
  86354. /**
  86355. * The id of the Particle system.
  86356. */
  86357. id: string;
  86358. /**
  86359. * The name of the Particle system.
  86360. */
  86361. name: string;
  86362. /**
  86363. * The emitter represents the Mesh or position we are attaching the particle system to.
  86364. */
  86365. emitter: Nullable<AbstractMesh | Vector3>;
  86366. /**
  86367. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  86368. */
  86369. isBillboardBased: boolean;
  86370. /**
  86371. * The rendering group used by the Particle system to chose when to render.
  86372. */
  86373. renderingGroupId: number;
  86374. /**
  86375. * The layer mask we are rendering the particles through.
  86376. */
  86377. layerMask: number;
  86378. /**
  86379. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  86380. */
  86381. updateSpeed: number;
  86382. /**
  86383. * The amount of time the particle system is running (depends of the overall update speed).
  86384. */
  86385. targetStopDuration: number;
  86386. /**
  86387. * The texture used to render each particle. (this can be a spritesheet)
  86388. */
  86389. particleTexture: Nullable<Texture>;
  86390. /**
  86391. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  86392. */
  86393. blendMode: number;
  86394. /**
  86395. * Minimum life time of emitting particles.
  86396. */
  86397. minLifeTime: number;
  86398. /**
  86399. * Maximum life time of emitting particles.
  86400. */
  86401. maxLifeTime: number;
  86402. /**
  86403. * Minimum Size of emitting particles.
  86404. */
  86405. minSize: number;
  86406. /**
  86407. * Maximum Size of emitting particles.
  86408. */
  86409. maxSize: number;
  86410. /**
  86411. * Minimum scale of emitting particles on X axis.
  86412. */
  86413. minScaleX: number;
  86414. /**
  86415. * Maximum scale of emitting particles on X axis.
  86416. */
  86417. maxScaleX: number;
  86418. /**
  86419. * Minimum scale of emitting particles on Y axis.
  86420. */
  86421. minScaleY: number;
  86422. /**
  86423. * Maximum scale of emitting particles on Y axis.
  86424. */
  86425. maxScaleY: number;
  86426. /**
  86427. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86428. */
  86429. color1: Color4;
  86430. /**
  86431. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86432. */
  86433. color2: Color4;
  86434. /**
  86435. * Color the particle will have at the end of its lifetime.
  86436. */
  86437. colorDead: Color4;
  86438. /**
  86439. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  86440. */
  86441. emitRate: number;
  86442. /**
  86443. * You can use gravity if you want to give an orientation to your particles.
  86444. */
  86445. gravity: Vector3;
  86446. /**
  86447. * Minimum power of emitting particles.
  86448. */
  86449. minEmitPower: number;
  86450. /**
  86451. * Maximum power of emitting particles.
  86452. */
  86453. maxEmitPower: number;
  86454. /**
  86455. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  86456. */
  86457. minAngularSpeed: number;
  86458. /**
  86459. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  86460. */
  86461. maxAngularSpeed: number;
  86462. /**
  86463. * Gets or sets the minimal initial rotation in radians.
  86464. */
  86465. minInitialRotation: number;
  86466. /**
  86467. * Gets or sets the maximal initial rotation in radians.
  86468. */
  86469. maxInitialRotation: number;
  86470. /**
  86471. * The particle emitter type defines the emitter used by the particle system.
  86472. * It can be for example box, sphere, or cone...
  86473. */
  86474. particleEmitterType: Nullable<IParticleEmitterType>;
  86475. /**
  86476. * Defines the delay in milliseconds before starting the system (0 by default)
  86477. */
  86478. startDelay: number;
  86479. /**
  86480. * 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
  86481. */
  86482. preWarmCycles: number;
  86483. /**
  86484. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  86485. */
  86486. preWarmStepOffset: number;
  86487. /**
  86488. * 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)
  86489. */
  86490. spriteCellChangeSpeed: number;
  86491. /**
  86492. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  86493. */
  86494. startSpriteCellID: number;
  86495. /**
  86496. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  86497. */
  86498. endSpriteCellID: number;
  86499. /**
  86500. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  86501. */
  86502. spriteCellWidth: number;
  86503. /**
  86504. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  86505. */
  86506. spriteCellHeight: number;
  86507. /**
  86508. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  86509. */
  86510. spriteRandomStartCell: boolean;
  86511. /**
  86512. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  86513. */
  86514. isAnimationSheetEnabled: boolean;
  86515. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  86516. translationPivot: Vector2;
  86517. /**
  86518. * Gets or sets a texture used to add random noise to particle positions
  86519. */
  86520. noiseTexture: Nullable<BaseTexture>;
  86521. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  86522. noiseStrength: Vector3;
  86523. /**
  86524. * Gets or sets the billboard mode to use when isBillboardBased = true.
  86525. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  86526. */
  86527. billboardMode: number;
  86528. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  86529. limitVelocityDamping: number;
  86530. /**
  86531. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  86532. */
  86533. beginAnimationOnStart: boolean;
  86534. /**
  86535. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  86536. */
  86537. beginAnimationFrom: number;
  86538. /**
  86539. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  86540. */
  86541. beginAnimationTo: number;
  86542. /**
  86543. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  86544. */
  86545. beginAnimationLoop: boolean;
  86546. /**
  86547. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  86548. */
  86549. disposeOnStop: boolean;
  86550. /**
  86551. * Gets the maximum number of particles active at the same time.
  86552. * @returns The max number of active particles.
  86553. */
  86554. getCapacity(): number;
  86555. /**
  86556. * Gets if the system has been started. (Note: this will still be true after stop is called)
  86557. * @returns True if it has been started, otherwise false.
  86558. */
  86559. isStarted(): boolean;
  86560. /**
  86561. * Animates the particle system for this frame.
  86562. */
  86563. animate(): void;
  86564. /**
  86565. * Renders the particle system in its current state.
  86566. * @returns the current number of particles
  86567. */
  86568. render(): number;
  86569. /**
  86570. * Dispose the particle system and frees its associated resources.
  86571. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  86572. */
  86573. dispose(disposeTexture?: boolean): void;
  86574. /**
  86575. * Clones the particle system.
  86576. * @param name The name of the cloned object
  86577. * @param newEmitter The new emitter to use
  86578. * @returns the cloned particle system
  86579. */
  86580. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  86581. /**
  86582. * Serializes the particle system to a JSON object.
  86583. * @returns the JSON object
  86584. */
  86585. serialize(): any;
  86586. /**
  86587. * Rebuild the particle system
  86588. */
  86589. rebuild(): void;
  86590. /**
  86591. * Starts the particle system and begins to emit
  86592. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  86593. */
  86594. start(delay?: number): void;
  86595. /**
  86596. * Stops the particle system.
  86597. */
  86598. stop(): void;
  86599. /**
  86600. * Remove all active particles
  86601. */
  86602. reset(): void;
  86603. /**
  86604. * Is this system ready to be used/rendered
  86605. * @return true if the system is ready
  86606. */
  86607. isReady(): boolean;
  86608. /**
  86609. * Adds a new color gradient
  86610. * @param gradient defines the gradient to use (between 0 and 1)
  86611. * @param color1 defines the color to affect to the specified gradient
  86612. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  86613. * @returns the current particle system
  86614. */
  86615. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  86616. /**
  86617. * Remove a specific color gradient
  86618. * @param gradient defines the gradient to remove
  86619. * @returns the current particle system
  86620. */
  86621. removeColorGradient(gradient: number): IParticleSystem;
  86622. /**
  86623. * Adds a new size gradient
  86624. * @param gradient defines the gradient to use (between 0 and 1)
  86625. * @param factor defines the size factor to affect to the specified gradient
  86626. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86627. * @returns the current particle system
  86628. */
  86629. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86630. /**
  86631. * Remove a specific size gradient
  86632. * @param gradient defines the gradient to remove
  86633. * @returns the current particle system
  86634. */
  86635. removeSizeGradient(gradient: number): IParticleSystem;
  86636. /**
  86637. * Gets the current list of color gradients.
  86638. * You must use addColorGradient and removeColorGradient to udpate this list
  86639. * @returns the list of color gradients
  86640. */
  86641. getColorGradients(): Nullable<Array<ColorGradient>>;
  86642. /**
  86643. * Gets the current list of size gradients.
  86644. * You must use addSizeGradient and removeSizeGradient to udpate this list
  86645. * @returns the list of size gradients
  86646. */
  86647. getSizeGradients(): Nullable<Array<FactorGradient>>;
  86648. /**
  86649. * Gets the current list of angular speed gradients.
  86650. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  86651. * @returns the list of angular speed gradients
  86652. */
  86653. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  86654. /**
  86655. * Adds a new angular speed gradient
  86656. * @param gradient defines the gradient to use (between 0 and 1)
  86657. * @param factor defines the angular speed to affect to the specified gradient
  86658. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86659. * @returns the current particle system
  86660. */
  86661. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86662. /**
  86663. * Remove a specific angular speed gradient
  86664. * @param gradient defines the gradient to remove
  86665. * @returns the current particle system
  86666. */
  86667. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  86668. /**
  86669. * Gets the current list of velocity gradients.
  86670. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  86671. * @returns the list of velocity gradients
  86672. */
  86673. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  86674. /**
  86675. * Adds a new velocity gradient
  86676. * @param gradient defines the gradient to use (between 0 and 1)
  86677. * @param factor defines the velocity to affect to the specified gradient
  86678. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86679. * @returns the current particle system
  86680. */
  86681. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86682. /**
  86683. * Remove a specific velocity gradient
  86684. * @param gradient defines the gradient to remove
  86685. * @returns the current particle system
  86686. */
  86687. removeVelocityGradient(gradient: number): IParticleSystem;
  86688. /**
  86689. * Gets the current list of limit velocity gradients.
  86690. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  86691. * @returns the list of limit velocity gradients
  86692. */
  86693. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  86694. /**
  86695. * Adds a new limit velocity gradient
  86696. * @param gradient defines the gradient to use (between 0 and 1)
  86697. * @param factor defines the limit velocity to affect to the specified gradient
  86698. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86699. * @returns the current particle system
  86700. */
  86701. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86702. /**
  86703. * Remove a specific limit velocity gradient
  86704. * @param gradient defines the gradient to remove
  86705. * @returns the current particle system
  86706. */
  86707. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  86708. /**
  86709. * Adds a new drag gradient
  86710. * @param gradient defines the gradient to use (between 0 and 1)
  86711. * @param factor defines the drag to affect to the specified gradient
  86712. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86713. * @returns the current particle system
  86714. */
  86715. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86716. /**
  86717. * Remove a specific drag gradient
  86718. * @param gradient defines the gradient to remove
  86719. * @returns the current particle system
  86720. */
  86721. removeDragGradient(gradient: number): IParticleSystem;
  86722. /**
  86723. * Gets the current list of drag gradients.
  86724. * You must use addDragGradient and removeDragGradient to udpate this list
  86725. * @returns the list of drag gradients
  86726. */
  86727. getDragGradients(): Nullable<Array<FactorGradient>>;
  86728. /**
  86729. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  86730. * @param gradient defines the gradient to use (between 0 and 1)
  86731. * @param factor defines the emit rate to affect to the specified gradient
  86732. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86733. * @returns the current particle system
  86734. */
  86735. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86736. /**
  86737. * Remove a specific emit rate gradient
  86738. * @param gradient defines the gradient to remove
  86739. * @returns the current particle system
  86740. */
  86741. removeEmitRateGradient(gradient: number): IParticleSystem;
  86742. /**
  86743. * Gets the current list of emit rate gradients.
  86744. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  86745. * @returns the list of emit rate gradients
  86746. */
  86747. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  86748. /**
  86749. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  86750. * @param gradient defines the gradient to use (between 0 and 1)
  86751. * @param factor defines the start size to affect to the specified gradient
  86752. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86753. * @returns the current particle system
  86754. */
  86755. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86756. /**
  86757. * Remove a specific start size gradient
  86758. * @param gradient defines the gradient to remove
  86759. * @returns the current particle system
  86760. */
  86761. removeStartSizeGradient(gradient: number): IParticleSystem;
  86762. /**
  86763. * Gets the current list of start size gradients.
  86764. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  86765. * @returns the list of start size gradients
  86766. */
  86767. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  86768. /**
  86769. * Adds a new life time gradient
  86770. * @param gradient defines the gradient to use (between 0 and 1)
  86771. * @param factor defines the life time factor to affect to the specified gradient
  86772. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86773. * @returns the current particle system
  86774. */
  86775. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86776. /**
  86777. * Remove a specific life time gradient
  86778. * @param gradient defines the gradient to remove
  86779. * @returns the current particle system
  86780. */
  86781. removeLifeTimeGradient(gradient: number): IParticleSystem;
  86782. /**
  86783. * Gets the current list of life time gradients.
  86784. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  86785. * @returns the list of life time gradients
  86786. */
  86787. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  86788. /**
  86789. * Gets the current list of color gradients.
  86790. * You must use addColorGradient and removeColorGradient to udpate this list
  86791. * @returns the list of color gradients
  86792. */
  86793. getColorGradients(): Nullable<Array<ColorGradient>>;
  86794. /**
  86795. * Adds a new ramp gradient used to remap particle colors
  86796. * @param gradient defines the gradient to use (between 0 and 1)
  86797. * @param color defines the color to affect to the specified gradient
  86798. * @returns the current particle system
  86799. */
  86800. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  86801. /**
  86802. * Gets the current list of ramp gradients.
  86803. * You must use addRampGradient and removeRampGradient to udpate this list
  86804. * @returns the list of ramp gradients
  86805. */
  86806. getRampGradients(): Nullable<Array<Color3Gradient>>;
  86807. /** Gets or sets a boolean indicating that ramp gradients must be used
  86808. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  86809. */
  86810. useRampGradients: boolean;
  86811. /**
  86812. * Adds a new color remap gradient
  86813. * @param gradient defines the gradient to use (between 0 and 1)
  86814. * @param min defines the color remap minimal range
  86815. * @param max defines the color remap maximal range
  86816. * @returns the current particle system
  86817. */
  86818. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  86819. /**
  86820. * Gets the current list of color remap gradients.
  86821. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  86822. * @returns the list of color remap gradients
  86823. */
  86824. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  86825. /**
  86826. * Adds a new alpha remap gradient
  86827. * @param gradient defines the gradient to use (between 0 and 1)
  86828. * @param min defines the alpha remap minimal range
  86829. * @param max defines the alpha remap maximal range
  86830. * @returns the current particle system
  86831. */
  86832. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  86833. /**
  86834. * Gets the current list of alpha remap gradients.
  86835. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  86836. * @returns the list of alpha remap gradients
  86837. */
  86838. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  86839. /**
  86840. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  86841. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  86842. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  86843. * @returns the emitter
  86844. */
  86845. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  86846. /**
  86847. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  86848. * @param radius The radius of the hemisphere to emit from
  86849. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  86850. * @returns the emitter
  86851. */
  86852. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  86853. /**
  86854. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  86855. * @param radius The radius of the sphere to emit from
  86856. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  86857. * @returns the emitter
  86858. */
  86859. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  86860. /**
  86861. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  86862. * @param radius The radius of the sphere to emit from
  86863. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  86864. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  86865. * @returns the emitter
  86866. */
  86867. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  86868. /**
  86869. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  86870. * @param radius The radius of the emission cylinder
  86871. * @param height The height of the emission cylinder
  86872. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  86873. * @param directionRandomizer How much to randomize the particle direction [0-1]
  86874. * @returns the emitter
  86875. */
  86876. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  86877. /**
  86878. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  86879. * @param radius The radius of the cylinder to emit from
  86880. * @param height The height of the emission cylinder
  86881. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86882. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  86883. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  86884. * @returns the emitter
  86885. */
  86886. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  86887. /**
  86888. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  86889. * @param radius The radius of the cone to emit from
  86890. * @param angle The base angle of the cone
  86891. * @returns the emitter
  86892. */
  86893. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  86894. /**
  86895. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  86896. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  86897. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  86898. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  86899. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  86900. * @returns the emitter
  86901. */
  86902. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  86903. /**
  86904. * Get hosting scene
  86905. * @returns the scene
  86906. */
  86907. getScene(): Scene;
  86908. }
  86909. }
  86910. declare module BABYLON {
  86911. /**
  86912. * Creates an instance based on a source mesh.
  86913. */
  86914. export class InstancedMesh extends AbstractMesh {
  86915. private _sourceMesh;
  86916. private _currentLOD;
  86917. /** @hidden */
  86918. _indexInSourceMeshInstanceArray: number;
  86919. constructor(name: string, source: Mesh);
  86920. /**
  86921. * Returns the string "InstancedMesh".
  86922. */
  86923. getClassName(): string;
  86924. /** Gets the list of lights affecting that mesh */
  86925. readonly lightSources: Light[];
  86926. _resyncLightSources(): void;
  86927. _resyncLighSource(light: Light): void;
  86928. _removeLightSource(light: Light, dispose: boolean): void;
  86929. /**
  86930. * If the source mesh receives shadows
  86931. */
  86932. readonly receiveShadows: boolean;
  86933. /**
  86934. * The material of the source mesh
  86935. */
  86936. readonly material: Nullable<Material>;
  86937. /**
  86938. * Visibility of the source mesh
  86939. */
  86940. readonly visibility: number;
  86941. /**
  86942. * Skeleton of the source mesh
  86943. */
  86944. readonly skeleton: Nullable<Skeleton>;
  86945. /**
  86946. * Rendering ground id of the source mesh
  86947. */
  86948. renderingGroupId: number;
  86949. /**
  86950. * Returns the total number of vertices (integer).
  86951. */
  86952. getTotalVertices(): number;
  86953. /**
  86954. * Returns a positive integer : the total number of indices in this mesh geometry.
  86955. * @returns the numner of indices or zero if the mesh has no geometry.
  86956. */
  86957. getTotalIndices(): number;
  86958. /**
  86959. * The source mesh of the instance
  86960. */
  86961. readonly sourceMesh: Mesh;
  86962. /**
  86963. * Is this node ready to be used/rendered
  86964. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  86965. * @return {boolean} is it ready
  86966. */
  86967. isReady(completeCheck?: boolean): boolean;
  86968. /**
  86969. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  86970. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  86971. * @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.
  86972. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  86973. */
  86974. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  86975. /**
  86976. * Sets the vertex data of the mesh geometry for the requested `kind`.
  86977. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  86978. * The `data` are either a numeric array either a Float32Array.
  86979. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  86980. * 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).
  86981. * Note that a new underlying VertexBuffer object is created each call.
  86982. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  86983. *
  86984. * Possible `kind` values :
  86985. * - VertexBuffer.PositionKind
  86986. * - VertexBuffer.UVKind
  86987. * - VertexBuffer.UV2Kind
  86988. * - VertexBuffer.UV3Kind
  86989. * - VertexBuffer.UV4Kind
  86990. * - VertexBuffer.UV5Kind
  86991. * - VertexBuffer.UV6Kind
  86992. * - VertexBuffer.ColorKind
  86993. * - VertexBuffer.MatricesIndicesKind
  86994. * - VertexBuffer.MatricesIndicesExtraKind
  86995. * - VertexBuffer.MatricesWeightsKind
  86996. * - VertexBuffer.MatricesWeightsExtraKind
  86997. *
  86998. * Returns the Mesh.
  86999. */
  87000. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  87001. /**
  87002. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  87003. * If the mesh has no geometry, it is simply returned as it is.
  87004. * The `data` are either a numeric array either a Float32Array.
  87005. * No new underlying VertexBuffer object is created.
  87006. * 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.
  87007. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  87008. *
  87009. * Possible `kind` values :
  87010. * - VertexBuffer.PositionKind
  87011. * - VertexBuffer.UVKind
  87012. * - VertexBuffer.UV2Kind
  87013. * - VertexBuffer.UV3Kind
  87014. * - VertexBuffer.UV4Kind
  87015. * - VertexBuffer.UV5Kind
  87016. * - VertexBuffer.UV6Kind
  87017. * - VertexBuffer.ColorKind
  87018. * - VertexBuffer.MatricesIndicesKind
  87019. * - VertexBuffer.MatricesIndicesExtraKind
  87020. * - VertexBuffer.MatricesWeightsKind
  87021. * - VertexBuffer.MatricesWeightsExtraKind
  87022. *
  87023. * Returns the Mesh.
  87024. */
  87025. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  87026. /**
  87027. * Sets the mesh indices.
  87028. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  87029. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  87030. * This method creates a new index buffer each call.
  87031. * Returns the Mesh.
  87032. */
  87033. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  87034. /**
  87035. * Boolean : True if the mesh owns the requested kind of data.
  87036. */
  87037. isVerticesDataPresent(kind: string): boolean;
  87038. /**
  87039. * Returns an array of indices (IndicesArray).
  87040. */
  87041. getIndices(): Nullable<IndicesArray>;
  87042. readonly _positions: Nullable<Vector3[]>;
  87043. /**
  87044. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  87045. * This means the mesh underlying bounding box and sphere are recomputed.
  87046. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  87047. * @returns the current mesh
  87048. */
  87049. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  87050. /** @hidden */
  87051. _preActivate(): InstancedMesh;
  87052. /** @hidden */
  87053. _activate(renderId: number, intermediateRendering: boolean): boolean;
  87054. /** @hidden */
  87055. _postActivate(): void;
  87056. getWorldMatrix(): Matrix;
  87057. readonly isAnInstance: boolean;
  87058. /**
  87059. * Returns the current associated LOD AbstractMesh.
  87060. */
  87061. getLOD(camera: Camera): AbstractMesh;
  87062. /** @hidden */
  87063. _syncSubMeshes(): InstancedMesh;
  87064. /** @hidden */
  87065. _generatePointsArray(): boolean;
  87066. /**
  87067. * Creates a new InstancedMesh from the current mesh.
  87068. * - name (string) : the cloned mesh name
  87069. * - newParent (optional Node) : the optional Node to parent the clone to.
  87070. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  87071. *
  87072. * Returns the clone.
  87073. */
  87074. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  87075. /**
  87076. * Disposes the InstancedMesh.
  87077. * Returns nothing.
  87078. */
  87079. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87080. }
  87081. interface Mesh {
  87082. /**
  87083. * Register a custom buffer that will be instanced
  87084. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  87085. * @param kind defines the buffer kind
  87086. * @param stride defines the stride in floats
  87087. */
  87088. registerInstancedBuffer(kind: string, stride: number): void;
  87089. /** @hidden */
  87090. _userInstancedBuffersStorage: {
  87091. data: {
  87092. [key: string]: Float32Array;
  87093. };
  87094. sizes: {
  87095. [key: string]: number;
  87096. };
  87097. vertexBuffers: {
  87098. [key: string]: Nullable<VertexBuffer>;
  87099. };
  87100. strides: {
  87101. [key: string]: number;
  87102. };
  87103. };
  87104. }
  87105. interface AbstractMesh {
  87106. /**
  87107. * Object used to store instanced buffers defined by user
  87108. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  87109. */
  87110. instancedBuffers: {
  87111. [key: string]: any;
  87112. };
  87113. }
  87114. }
  87115. declare module BABYLON {
  87116. /**
  87117. * Defines the options associated with the creation of a shader material.
  87118. */
  87119. export interface IShaderMaterialOptions {
  87120. /**
  87121. * Does the material work in alpha blend mode
  87122. */
  87123. needAlphaBlending: boolean;
  87124. /**
  87125. * Does the material work in alpha test mode
  87126. */
  87127. needAlphaTesting: boolean;
  87128. /**
  87129. * The list of attribute names used in the shader
  87130. */
  87131. attributes: string[];
  87132. /**
  87133. * The list of unifrom names used in the shader
  87134. */
  87135. uniforms: string[];
  87136. /**
  87137. * The list of UBO names used in the shader
  87138. */
  87139. uniformBuffers: string[];
  87140. /**
  87141. * The list of sampler names used in the shader
  87142. */
  87143. samplers: string[];
  87144. /**
  87145. * The list of defines used in the shader
  87146. */
  87147. defines: string[];
  87148. }
  87149. /**
  87150. * 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.
  87151. *
  87152. * This returned material effects how the mesh will look based on the code in the shaders.
  87153. *
  87154. * @see http://doc.babylonjs.com/how_to/shader_material
  87155. */
  87156. export class ShaderMaterial extends Material {
  87157. private _shaderPath;
  87158. private _options;
  87159. private _textures;
  87160. private _textureArrays;
  87161. private _floats;
  87162. private _ints;
  87163. private _floatsArrays;
  87164. private _colors3;
  87165. private _colors3Arrays;
  87166. private _colors4;
  87167. private _colors4Arrays;
  87168. private _vectors2;
  87169. private _vectors3;
  87170. private _vectors4;
  87171. private _matrices;
  87172. private _matrixArrays;
  87173. private _matrices3x3;
  87174. private _matrices2x2;
  87175. private _vectors2Arrays;
  87176. private _vectors3Arrays;
  87177. private _vectors4Arrays;
  87178. private _cachedWorldViewMatrix;
  87179. private _cachedWorldViewProjectionMatrix;
  87180. private _renderId;
  87181. /**
  87182. * Instantiate a new shader material.
  87183. * 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.
  87184. * This returned material effects how the mesh will look based on the code in the shaders.
  87185. * @see http://doc.babylonjs.com/how_to/shader_material
  87186. * @param name Define the name of the material in the scene
  87187. * @param scene Define the scene the material belongs to
  87188. * @param shaderPath Defines the route to the shader code in one of three ways:
  87189. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  87190. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  87191. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  87192. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  87193. * @param options Define the options used to create the shader
  87194. */
  87195. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  87196. /**
  87197. * Gets the shader path used to define the shader code
  87198. * It can be modified to trigger a new compilation
  87199. */
  87200. /**
  87201. * Sets the shader path used to define the shader code
  87202. * It can be modified to trigger a new compilation
  87203. */
  87204. shaderPath: any;
  87205. /**
  87206. * Gets the options used to compile the shader.
  87207. * They can be modified to trigger a new compilation
  87208. */
  87209. readonly options: IShaderMaterialOptions;
  87210. /**
  87211. * Gets the current class name of the material e.g. "ShaderMaterial"
  87212. * Mainly use in serialization.
  87213. * @returns the class name
  87214. */
  87215. getClassName(): string;
  87216. /**
  87217. * Specifies if the material will require alpha blending
  87218. * @returns a boolean specifying if alpha blending is needed
  87219. */
  87220. needAlphaBlending(): boolean;
  87221. /**
  87222. * Specifies if this material should be rendered in alpha test mode
  87223. * @returns a boolean specifying if an alpha test is needed.
  87224. */
  87225. needAlphaTesting(): boolean;
  87226. private _checkUniform;
  87227. /**
  87228. * Set a texture in the shader.
  87229. * @param name Define the name of the uniform samplers as defined in the shader
  87230. * @param texture Define the texture to bind to this sampler
  87231. * @return the material itself allowing "fluent" like uniform updates
  87232. */
  87233. setTexture(name: string, texture: Texture): ShaderMaterial;
  87234. /**
  87235. * Set a texture array in the shader.
  87236. * @param name Define the name of the uniform sampler array as defined in the shader
  87237. * @param textures Define the list of textures to bind to this sampler
  87238. * @return the material itself allowing "fluent" like uniform updates
  87239. */
  87240. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  87241. /**
  87242. * Set a float in the shader.
  87243. * @param name Define the name of the uniform as defined in the shader
  87244. * @param value Define the value to give to the uniform
  87245. * @return the material itself allowing "fluent" like uniform updates
  87246. */
  87247. setFloat(name: string, value: number): ShaderMaterial;
  87248. /**
  87249. * Set a int in the shader.
  87250. * @param name Define the name of the uniform as defined in the shader
  87251. * @param value Define the value to give to the uniform
  87252. * @return the material itself allowing "fluent" like uniform updates
  87253. */
  87254. setInt(name: string, value: number): ShaderMaterial;
  87255. /**
  87256. * Set an array of floats in the shader.
  87257. * @param name Define the name of the uniform as defined in the shader
  87258. * @param value Define the value to give to the uniform
  87259. * @return the material itself allowing "fluent" like uniform updates
  87260. */
  87261. setFloats(name: string, value: number[]): ShaderMaterial;
  87262. /**
  87263. * Set a vec3 in the shader from a Color3.
  87264. * @param name Define the name of the uniform as defined in the shader
  87265. * @param value Define the value to give to the uniform
  87266. * @return the material itself allowing "fluent" like uniform updates
  87267. */
  87268. setColor3(name: string, value: Color3): ShaderMaterial;
  87269. /**
  87270. * Set a vec3 array in the shader from a Color3 array.
  87271. * @param name Define the name of the uniform as defined in the shader
  87272. * @param value Define the value to give to the uniform
  87273. * @return the material itself allowing "fluent" like uniform updates
  87274. */
  87275. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  87276. /**
  87277. * Set a vec4 in the shader from a Color4.
  87278. * @param name Define the name of the uniform as defined in the shader
  87279. * @param value Define the value to give to the uniform
  87280. * @return the material itself allowing "fluent" like uniform updates
  87281. */
  87282. setColor4(name: string, value: Color4): ShaderMaterial;
  87283. /**
  87284. * Set a vec4 array in the shader from a Color4 array.
  87285. * @param name Define the name of the uniform as defined in the shader
  87286. * @param value Define the value to give to the uniform
  87287. * @return the material itself allowing "fluent" like uniform updates
  87288. */
  87289. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  87290. /**
  87291. * Set a vec2 in the shader from a Vector2.
  87292. * @param name Define the name of the uniform as defined in the shader
  87293. * @param value Define the value to give to the uniform
  87294. * @return the material itself allowing "fluent" like uniform updates
  87295. */
  87296. setVector2(name: string, value: Vector2): ShaderMaterial;
  87297. /**
  87298. * Set a vec3 in the shader from a Vector3.
  87299. * @param name Define the name of the uniform as defined in the shader
  87300. * @param value Define the value to give to the uniform
  87301. * @return the material itself allowing "fluent" like uniform updates
  87302. */
  87303. setVector3(name: string, value: Vector3): ShaderMaterial;
  87304. /**
  87305. * Set a vec4 in the shader from a Vector4.
  87306. * @param name Define the name of the uniform as defined in the shader
  87307. * @param value Define the value to give to the uniform
  87308. * @return the material itself allowing "fluent" like uniform updates
  87309. */
  87310. setVector4(name: string, value: Vector4): ShaderMaterial;
  87311. /**
  87312. * Set a mat4 in the shader from a Matrix.
  87313. * @param name Define the name of the uniform as defined in the shader
  87314. * @param value Define the value to give to the uniform
  87315. * @return the material itself allowing "fluent" like uniform updates
  87316. */
  87317. setMatrix(name: string, value: Matrix): ShaderMaterial;
  87318. /**
  87319. * Set a float32Array in the shader from a matrix array.
  87320. * @param name Define the name of the uniform as defined in the shader
  87321. * @param value Define the value to give to the uniform
  87322. * @return the material itself allowing "fluent" like uniform updates
  87323. */
  87324. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  87325. /**
  87326. * Set a mat3 in the shader from a Float32Array.
  87327. * @param name Define the name of the uniform as defined in the shader
  87328. * @param value Define the value to give to the uniform
  87329. * @return the material itself allowing "fluent" like uniform updates
  87330. */
  87331. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  87332. /**
  87333. * Set a mat2 in the shader from a Float32Array.
  87334. * @param name Define the name of the uniform as defined in the shader
  87335. * @param value Define the value to give to the uniform
  87336. * @return the material itself allowing "fluent" like uniform updates
  87337. */
  87338. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  87339. /**
  87340. * Set a vec2 array in the shader from a number array.
  87341. * @param name Define the name of the uniform as defined in the shader
  87342. * @param value Define the value to give to the uniform
  87343. * @return the material itself allowing "fluent" like uniform updates
  87344. */
  87345. setArray2(name: string, value: number[]): ShaderMaterial;
  87346. /**
  87347. * Set a vec3 array in the shader from a number array.
  87348. * @param name Define the name of the uniform as defined in the shader
  87349. * @param value Define the value to give to the uniform
  87350. * @return the material itself allowing "fluent" like uniform updates
  87351. */
  87352. setArray3(name: string, value: number[]): ShaderMaterial;
  87353. /**
  87354. * Set a vec4 array in the shader from a number array.
  87355. * @param name Define the name of the uniform as defined in the shader
  87356. * @param value Define the value to give to the uniform
  87357. * @return the material itself allowing "fluent" like uniform updates
  87358. */
  87359. setArray4(name: string, value: number[]): ShaderMaterial;
  87360. private _checkCache;
  87361. /**
  87362. * Specifies that the submesh is ready to be used
  87363. * @param mesh defines the mesh to check
  87364. * @param subMesh defines which submesh to check
  87365. * @param useInstances specifies that instances should be used
  87366. * @returns a boolean indicating that the submesh is ready or not
  87367. */
  87368. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  87369. /**
  87370. * Checks if the material is ready to render the requested mesh
  87371. * @param mesh Define the mesh to render
  87372. * @param useInstances Define whether or not the material is used with instances
  87373. * @returns true if ready, otherwise false
  87374. */
  87375. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  87376. /**
  87377. * Binds the world matrix to the material
  87378. * @param world defines the world transformation matrix
  87379. */
  87380. bindOnlyWorldMatrix(world: Matrix): void;
  87381. /**
  87382. * Binds the material to the mesh
  87383. * @param world defines the world transformation matrix
  87384. * @param mesh defines the mesh to bind the material to
  87385. */
  87386. bind(world: Matrix, mesh?: Mesh): void;
  87387. /**
  87388. * Gets the active textures from the material
  87389. * @returns an array of textures
  87390. */
  87391. getActiveTextures(): BaseTexture[];
  87392. /**
  87393. * Specifies if the material uses a texture
  87394. * @param texture defines the texture to check against the material
  87395. * @returns a boolean specifying if the material uses the texture
  87396. */
  87397. hasTexture(texture: BaseTexture): boolean;
  87398. /**
  87399. * Makes a duplicate of the material, and gives it a new name
  87400. * @param name defines the new name for the duplicated material
  87401. * @returns the cloned material
  87402. */
  87403. clone(name: string): ShaderMaterial;
  87404. /**
  87405. * Disposes the material
  87406. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  87407. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  87408. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  87409. */
  87410. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  87411. /**
  87412. * Serializes this material in a JSON representation
  87413. * @returns the serialized material object
  87414. */
  87415. serialize(): any;
  87416. /**
  87417. * Creates a shader material from parsed shader material data
  87418. * @param source defines the JSON represnetation of the material
  87419. * @param scene defines the hosting scene
  87420. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  87421. * @returns a new material
  87422. */
  87423. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  87424. }
  87425. }
  87426. declare module BABYLON {
  87427. /** @hidden */
  87428. export var colorPixelShader: {
  87429. name: string;
  87430. shader: string;
  87431. };
  87432. }
  87433. declare module BABYLON {
  87434. /** @hidden */
  87435. export var colorVertexShader: {
  87436. name: string;
  87437. shader: string;
  87438. };
  87439. }
  87440. declare module BABYLON {
  87441. /**
  87442. * Line mesh
  87443. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  87444. */
  87445. export class LinesMesh extends Mesh {
  87446. /**
  87447. * If vertex color should be applied to the mesh
  87448. */
  87449. readonly useVertexColor?: boolean | undefined;
  87450. /**
  87451. * If vertex alpha should be applied to the mesh
  87452. */
  87453. readonly useVertexAlpha?: boolean | undefined;
  87454. /**
  87455. * Color of the line (Default: White)
  87456. */
  87457. color: Color3;
  87458. /**
  87459. * Alpha of the line (Default: 1)
  87460. */
  87461. alpha: number;
  87462. /**
  87463. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87464. * This margin is expressed in world space coordinates, so its value may vary.
  87465. * Default value is 0.1
  87466. */
  87467. intersectionThreshold: number;
  87468. private _colorShader;
  87469. private color4;
  87470. /**
  87471. * Creates a new LinesMesh
  87472. * @param name defines the name
  87473. * @param scene defines the hosting scene
  87474. * @param parent defines the parent mesh if any
  87475. * @param source defines the optional source LinesMesh used to clone data from
  87476. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87477. * When false, achieved by calling a clone(), also passing False.
  87478. * This will make creation of children, recursive.
  87479. * @param useVertexColor defines if this LinesMesh supports vertex color
  87480. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  87481. */
  87482. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  87483. /**
  87484. * If vertex color should be applied to the mesh
  87485. */
  87486. useVertexColor?: boolean | undefined,
  87487. /**
  87488. * If vertex alpha should be applied to the mesh
  87489. */
  87490. useVertexAlpha?: boolean | undefined);
  87491. private _addClipPlaneDefine;
  87492. private _removeClipPlaneDefine;
  87493. isReady(): boolean;
  87494. /**
  87495. * Returns the string "LineMesh"
  87496. */
  87497. getClassName(): string;
  87498. /**
  87499. * @hidden
  87500. */
  87501. /**
  87502. * @hidden
  87503. */
  87504. material: Material;
  87505. /**
  87506. * @hidden
  87507. */
  87508. readonly checkCollisions: boolean;
  87509. /** @hidden */
  87510. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  87511. /** @hidden */
  87512. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  87513. /**
  87514. * Disposes of the line mesh
  87515. * @param doNotRecurse If children should be disposed
  87516. */
  87517. dispose(doNotRecurse?: boolean): void;
  87518. /**
  87519. * Returns a new LineMesh object cloned from the current one.
  87520. */
  87521. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  87522. /**
  87523. * Creates a new InstancedLinesMesh object from the mesh model.
  87524. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87525. * @param name defines the name of the new instance
  87526. * @returns a new InstancedLinesMesh
  87527. */
  87528. createInstance(name: string): InstancedLinesMesh;
  87529. }
  87530. /**
  87531. * Creates an instance based on a source LinesMesh
  87532. */
  87533. export class InstancedLinesMesh extends InstancedMesh {
  87534. /**
  87535. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87536. * This margin is expressed in world space coordinates, so its value may vary.
  87537. * Initilized with the intersectionThreshold value of the source LinesMesh
  87538. */
  87539. intersectionThreshold: number;
  87540. constructor(name: string, source: LinesMesh);
  87541. /**
  87542. * Returns the string "InstancedLinesMesh".
  87543. */
  87544. getClassName(): string;
  87545. }
  87546. }
  87547. declare module BABYLON {
  87548. /** @hidden */
  87549. export var linePixelShader: {
  87550. name: string;
  87551. shader: string;
  87552. };
  87553. }
  87554. declare module BABYLON {
  87555. /** @hidden */
  87556. export var lineVertexShader: {
  87557. name: string;
  87558. shader: string;
  87559. };
  87560. }
  87561. declare module BABYLON {
  87562. interface AbstractMesh {
  87563. /**
  87564. * Gets the edgesRenderer associated with the mesh
  87565. */
  87566. edgesRenderer: Nullable<EdgesRenderer>;
  87567. }
  87568. interface LinesMesh {
  87569. /**
  87570. * Enables the edge rendering mode on the mesh.
  87571. * This mode makes the mesh edges visible
  87572. * @param epsilon defines the maximal distance between two angles to detect a face
  87573. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  87574. * @returns the currentAbstractMesh
  87575. * @see https://www.babylonjs-playground.com/#19O9TU#0
  87576. */
  87577. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  87578. }
  87579. interface InstancedLinesMesh {
  87580. /**
  87581. * Enables the edge rendering mode on the mesh.
  87582. * This mode makes the mesh edges visible
  87583. * @param epsilon defines the maximal distance between two angles to detect a face
  87584. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  87585. * @returns the current InstancedLinesMesh
  87586. * @see https://www.babylonjs-playground.com/#19O9TU#0
  87587. */
  87588. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  87589. }
  87590. /**
  87591. * Defines the minimum contract an Edges renderer should follow.
  87592. */
  87593. export interface IEdgesRenderer extends IDisposable {
  87594. /**
  87595. * Gets or sets a boolean indicating if the edgesRenderer is active
  87596. */
  87597. isEnabled: boolean;
  87598. /**
  87599. * Renders the edges of the attached mesh,
  87600. */
  87601. render(): void;
  87602. /**
  87603. * Checks wether or not the edges renderer is ready to render.
  87604. * @return true if ready, otherwise false.
  87605. */
  87606. isReady(): boolean;
  87607. }
  87608. /**
  87609. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  87610. */
  87611. export class EdgesRenderer implements IEdgesRenderer {
  87612. /**
  87613. * Define the size of the edges with an orthographic camera
  87614. */
  87615. edgesWidthScalerForOrthographic: number;
  87616. /**
  87617. * Define the size of the edges with a perspective camera
  87618. */
  87619. edgesWidthScalerForPerspective: number;
  87620. protected _source: AbstractMesh;
  87621. protected _linesPositions: number[];
  87622. protected _linesNormals: number[];
  87623. protected _linesIndices: number[];
  87624. protected _epsilon: number;
  87625. protected _indicesCount: number;
  87626. protected _lineShader: ShaderMaterial;
  87627. protected _ib: DataBuffer;
  87628. protected _buffers: {
  87629. [key: string]: Nullable<VertexBuffer>;
  87630. };
  87631. protected _checkVerticesInsteadOfIndices: boolean;
  87632. private _meshRebuildObserver;
  87633. private _meshDisposeObserver;
  87634. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  87635. isEnabled: boolean;
  87636. /**
  87637. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  87638. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  87639. * @param source Mesh used to create edges
  87640. * @param epsilon sum of angles in adjacency to check for edge
  87641. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  87642. * @param generateEdgesLines - should generate Lines or only prepare resources.
  87643. */
  87644. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  87645. protected _prepareRessources(): void;
  87646. /** @hidden */
  87647. _rebuild(): void;
  87648. /**
  87649. * Releases the required resources for the edges renderer
  87650. */
  87651. dispose(): void;
  87652. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  87653. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  87654. /**
  87655. * Checks if the pair of p0 and p1 is en edge
  87656. * @param faceIndex
  87657. * @param edge
  87658. * @param faceNormals
  87659. * @param p0
  87660. * @param p1
  87661. * @private
  87662. */
  87663. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  87664. /**
  87665. * push line into the position, normal and index buffer
  87666. * @protected
  87667. */
  87668. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  87669. /**
  87670. * Generates lines edges from adjacencjes
  87671. * @private
  87672. */
  87673. _generateEdgesLines(): void;
  87674. /**
  87675. * Checks wether or not the edges renderer is ready to render.
  87676. * @return true if ready, otherwise false.
  87677. */
  87678. isReady(): boolean;
  87679. /**
  87680. * Renders the edges of the attached mesh,
  87681. */
  87682. render(): void;
  87683. }
  87684. /**
  87685. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  87686. */
  87687. export class LineEdgesRenderer extends EdgesRenderer {
  87688. /**
  87689. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  87690. * @param source LineMesh used to generate edges
  87691. * @param epsilon not important (specified angle for edge detection)
  87692. * @param checkVerticesInsteadOfIndices not important for LineMesh
  87693. */
  87694. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  87695. /**
  87696. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  87697. */
  87698. _generateEdgesLines(): void;
  87699. }
  87700. }
  87701. declare module BABYLON {
  87702. /**
  87703. * This represents the object necessary to create a rendering group.
  87704. * This is exclusively used and created by the rendering manager.
  87705. * To modify the behavior, you use the available helpers in your scene or meshes.
  87706. * @hidden
  87707. */
  87708. export class RenderingGroup {
  87709. index: number;
  87710. private static _zeroVector;
  87711. private _scene;
  87712. private _opaqueSubMeshes;
  87713. private _transparentSubMeshes;
  87714. private _alphaTestSubMeshes;
  87715. private _depthOnlySubMeshes;
  87716. private _particleSystems;
  87717. private _spriteManagers;
  87718. private _opaqueSortCompareFn;
  87719. private _alphaTestSortCompareFn;
  87720. private _transparentSortCompareFn;
  87721. private _renderOpaque;
  87722. private _renderAlphaTest;
  87723. private _renderTransparent;
  87724. /** @hidden */
  87725. _edgesRenderers: SmartArray<IEdgesRenderer>;
  87726. onBeforeTransparentRendering: () => void;
  87727. /**
  87728. * Set the opaque sort comparison function.
  87729. * If null the sub meshes will be render in the order they were created
  87730. */
  87731. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87732. /**
  87733. * Set the alpha test sort comparison function.
  87734. * If null the sub meshes will be render in the order they were created
  87735. */
  87736. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87737. /**
  87738. * Set the transparent sort comparison function.
  87739. * If null the sub meshes will be render in the order they were created
  87740. */
  87741. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87742. /**
  87743. * Creates a new rendering group.
  87744. * @param index The rendering group index
  87745. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  87746. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  87747. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  87748. */
  87749. 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>);
  87750. /**
  87751. * Render all the sub meshes contained in the group.
  87752. * @param customRenderFunction Used to override the default render behaviour of the group.
  87753. * @returns true if rendered some submeshes.
  87754. */
  87755. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  87756. /**
  87757. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  87758. * @param subMeshes The submeshes to render
  87759. */
  87760. private renderOpaqueSorted;
  87761. /**
  87762. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  87763. * @param subMeshes The submeshes to render
  87764. */
  87765. private renderAlphaTestSorted;
  87766. /**
  87767. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  87768. * @param subMeshes The submeshes to render
  87769. */
  87770. private renderTransparentSorted;
  87771. /**
  87772. * Renders the submeshes in a specified order.
  87773. * @param subMeshes The submeshes to sort before render
  87774. * @param sortCompareFn The comparison function use to sort
  87775. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  87776. * @param transparent Specifies to activate blending if true
  87777. */
  87778. private static renderSorted;
  87779. /**
  87780. * Renders the submeshes in the order they were dispatched (no sort applied).
  87781. * @param subMeshes The submeshes to render
  87782. */
  87783. private static renderUnsorted;
  87784. /**
  87785. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87786. * are rendered back to front if in the same alpha index.
  87787. *
  87788. * @param a The first submesh
  87789. * @param b The second submesh
  87790. * @returns The result of the comparison
  87791. */
  87792. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  87793. /**
  87794. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87795. * are rendered back to front.
  87796. *
  87797. * @param a The first submesh
  87798. * @param b The second submesh
  87799. * @returns The result of the comparison
  87800. */
  87801. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  87802. /**
  87803. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87804. * are rendered front to back (prevent overdraw).
  87805. *
  87806. * @param a The first submesh
  87807. * @param b The second submesh
  87808. * @returns The result of the comparison
  87809. */
  87810. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  87811. /**
  87812. * Resets the different lists of submeshes to prepare a new frame.
  87813. */
  87814. prepare(): void;
  87815. dispose(): void;
  87816. /**
  87817. * Inserts the submesh in its correct queue depending on its material.
  87818. * @param subMesh The submesh to dispatch
  87819. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  87820. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  87821. */
  87822. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  87823. dispatchSprites(spriteManager: ISpriteManager): void;
  87824. dispatchParticles(particleSystem: IParticleSystem): void;
  87825. private _renderParticles;
  87826. private _renderSprites;
  87827. }
  87828. }
  87829. declare module BABYLON {
  87830. /**
  87831. * Interface describing the different options available in the rendering manager
  87832. * regarding Auto Clear between groups.
  87833. */
  87834. export interface IRenderingManagerAutoClearSetup {
  87835. /**
  87836. * Defines whether or not autoclear is enable.
  87837. */
  87838. autoClear: boolean;
  87839. /**
  87840. * Defines whether or not to autoclear the depth buffer.
  87841. */
  87842. depth: boolean;
  87843. /**
  87844. * Defines whether or not to autoclear the stencil buffer.
  87845. */
  87846. stencil: boolean;
  87847. }
  87848. /**
  87849. * This class is used by the onRenderingGroupObservable
  87850. */
  87851. export class RenderingGroupInfo {
  87852. /**
  87853. * The Scene that being rendered
  87854. */
  87855. scene: Scene;
  87856. /**
  87857. * The camera currently used for the rendering pass
  87858. */
  87859. camera: Nullable<Camera>;
  87860. /**
  87861. * The ID of the renderingGroup being processed
  87862. */
  87863. renderingGroupId: number;
  87864. }
  87865. /**
  87866. * This is the manager responsible of all the rendering for meshes sprites and particles.
  87867. * It is enable to manage the different groups as well as the different necessary sort functions.
  87868. * This should not be used directly aside of the few static configurations
  87869. */
  87870. export class RenderingManager {
  87871. /**
  87872. * The max id used for rendering groups (not included)
  87873. */
  87874. static MAX_RENDERINGGROUPS: number;
  87875. /**
  87876. * The min id used for rendering groups (included)
  87877. */
  87878. static MIN_RENDERINGGROUPS: number;
  87879. /**
  87880. * Used to globally prevent autoclearing scenes.
  87881. */
  87882. static AUTOCLEAR: boolean;
  87883. /**
  87884. * @hidden
  87885. */
  87886. _useSceneAutoClearSetup: boolean;
  87887. private _scene;
  87888. private _renderingGroups;
  87889. private _depthStencilBufferAlreadyCleaned;
  87890. private _autoClearDepthStencil;
  87891. private _customOpaqueSortCompareFn;
  87892. private _customAlphaTestSortCompareFn;
  87893. private _customTransparentSortCompareFn;
  87894. private _renderingGroupInfo;
  87895. /**
  87896. * Instantiates a new rendering group for a particular scene
  87897. * @param scene Defines the scene the groups belongs to
  87898. */
  87899. constructor(scene: Scene);
  87900. private _clearDepthStencilBuffer;
  87901. /**
  87902. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  87903. * @hidden
  87904. */
  87905. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  87906. /**
  87907. * Resets the different information of the group to prepare a new frame
  87908. * @hidden
  87909. */
  87910. reset(): void;
  87911. /**
  87912. * Dispose and release the group and its associated resources.
  87913. * @hidden
  87914. */
  87915. dispose(): void;
  87916. /**
  87917. * Clear the info related to rendering groups preventing retention points during dispose.
  87918. */
  87919. freeRenderingGroups(): void;
  87920. private _prepareRenderingGroup;
  87921. /**
  87922. * Add a sprite manager to the rendering manager in order to render it this frame.
  87923. * @param spriteManager Define the sprite manager to render
  87924. */
  87925. dispatchSprites(spriteManager: ISpriteManager): void;
  87926. /**
  87927. * Add a particle system to the rendering manager in order to render it this frame.
  87928. * @param particleSystem Define the particle system to render
  87929. */
  87930. dispatchParticles(particleSystem: IParticleSystem): void;
  87931. /**
  87932. * Add a submesh to the manager in order to render it this frame
  87933. * @param subMesh The submesh to dispatch
  87934. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  87935. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  87936. */
  87937. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  87938. /**
  87939. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  87940. * This allowed control for front to back rendering or reversly depending of the special needs.
  87941. *
  87942. * @param renderingGroupId The rendering group id corresponding to its index
  87943. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  87944. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  87945. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  87946. */
  87947. 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;
  87948. /**
  87949. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  87950. *
  87951. * @param renderingGroupId The rendering group id corresponding to its index
  87952. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  87953. * @param depth Automatically clears depth between groups if true and autoClear is true.
  87954. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  87955. */
  87956. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  87957. /**
  87958. * Gets the current auto clear configuration for one rendering group of the rendering
  87959. * manager.
  87960. * @param index the rendering group index to get the information for
  87961. * @returns The auto clear setup for the requested rendering group
  87962. */
  87963. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  87964. }
  87965. }
  87966. declare module BABYLON {
  87967. /**
  87968. * This Helps creating a texture that will be created from a camera in your scene.
  87969. * It is basically a dynamic texture that could be used to create special effects for instance.
  87970. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  87971. */
  87972. export class RenderTargetTexture extends Texture {
  87973. isCube: boolean;
  87974. /**
  87975. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  87976. */
  87977. static readonly REFRESHRATE_RENDER_ONCE: number;
  87978. /**
  87979. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  87980. */
  87981. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  87982. /**
  87983. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  87984. * the central point of your effect and can save a lot of performances.
  87985. */
  87986. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  87987. /**
  87988. * Use this predicate to dynamically define the list of mesh you want to render.
  87989. * If set, the renderList property will be overwritten.
  87990. */
  87991. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  87992. private _renderList;
  87993. /**
  87994. * Use this list to define the list of mesh you want to render.
  87995. */
  87996. renderList: Nullable<Array<AbstractMesh>>;
  87997. private _hookArray;
  87998. /**
  87999. * Define if particles should be rendered in your texture.
  88000. */
  88001. renderParticles: boolean;
  88002. /**
  88003. * Define if sprites should be rendered in your texture.
  88004. */
  88005. renderSprites: boolean;
  88006. /**
  88007. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  88008. */
  88009. coordinatesMode: number;
  88010. /**
  88011. * Define the camera used to render the texture.
  88012. */
  88013. activeCamera: Nullable<Camera>;
  88014. /**
  88015. * Override the render function of the texture with your own one.
  88016. */
  88017. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  88018. /**
  88019. * Define if camera post processes should be use while rendering the texture.
  88020. */
  88021. useCameraPostProcesses: boolean;
  88022. /**
  88023. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  88024. */
  88025. ignoreCameraViewport: boolean;
  88026. private _postProcessManager;
  88027. private _postProcesses;
  88028. private _resizeObserver;
  88029. /**
  88030. * An event triggered when the texture is unbind.
  88031. */
  88032. onBeforeBindObservable: Observable<RenderTargetTexture>;
  88033. /**
  88034. * An event triggered when the texture is unbind.
  88035. */
  88036. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  88037. private _onAfterUnbindObserver;
  88038. /**
  88039. * Set a after unbind callback in the texture.
  88040. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  88041. */
  88042. onAfterUnbind: () => void;
  88043. /**
  88044. * An event triggered before rendering the texture
  88045. */
  88046. onBeforeRenderObservable: Observable<number>;
  88047. private _onBeforeRenderObserver;
  88048. /**
  88049. * Set a before render callback in the texture.
  88050. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  88051. */
  88052. onBeforeRender: (faceIndex: number) => void;
  88053. /**
  88054. * An event triggered after rendering the texture
  88055. */
  88056. onAfterRenderObservable: Observable<number>;
  88057. private _onAfterRenderObserver;
  88058. /**
  88059. * Set a after render callback in the texture.
  88060. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  88061. */
  88062. onAfterRender: (faceIndex: number) => void;
  88063. /**
  88064. * An event triggered after the texture clear
  88065. */
  88066. onClearObservable: Observable<Engine>;
  88067. private _onClearObserver;
  88068. /**
  88069. * Set a clear callback in the texture.
  88070. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  88071. */
  88072. onClear: (Engine: Engine) => void;
  88073. /**
  88074. * An event triggered when the texture is resized.
  88075. */
  88076. onResizeObservable: Observable<RenderTargetTexture>;
  88077. /**
  88078. * Define the clear color of the Render Target if it should be different from the scene.
  88079. */
  88080. clearColor: Color4;
  88081. protected _size: number | {
  88082. width: number;
  88083. height: number;
  88084. };
  88085. protected _initialSizeParameter: number | {
  88086. width: number;
  88087. height: number;
  88088. } | {
  88089. ratio: number;
  88090. };
  88091. protected _sizeRatio: Nullable<number>;
  88092. /** @hidden */
  88093. _generateMipMaps: boolean;
  88094. protected _renderingManager: RenderingManager;
  88095. /** @hidden */
  88096. _waitingRenderList: string[];
  88097. protected _doNotChangeAspectRatio: boolean;
  88098. protected _currentRefreshId: number;
  88099. protected _refreshRate: number;
  88100. protected _textureMatrix: Matrix;
  88101. protected _samples: number;
  88102. protected _renderTargetOptions: RenderTargetCreationOptions;
  88103. /**
  88104. * Gets render target creation options that were used.
  88105. */
  88106. readonly renderTargetOptions: RenderTargetCreationOptions;
  88107. protected _engine: Engine;
  88108. protected _onRatioRescale(): void;
  88109. /**
  88110. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  88111. * It must define where the camera used to render the texture is set
  88112. */
  88113. boundingBoxPosition: Vector3;
  88114. private _boundingBoxSize;
  88115. /**
  88116. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  88117. * When defined, the cubemap will switch to local mode
  88118. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  88119. * @example https://www.babylonjs-playground.com/#RNASML
  88120. */
  88121. boundingBoxSize: Vector3;
  88122. /**
  88123. * In case the RTT has been created with a depth texture, get the associated
  88124. * depth texture.
  88125. * Otherwise, return null.
  88126. */
  88127. depthStencilTexture: Nullable<InternalTexture>;
  88128. /**
  88129. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  88130. * or used a shadow, depth texture...
  88131. * @param name The friendly name of the texture
  88132. * @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)
  88133. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  88134. * @param generateMipMaps True if mip maps need to be generated after render.
  88135. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  88136. * @param type The type of the buffer in the RTT (int, half float, float...)
  88137. * @param isCube True if a cube texture needs to be created
  88138. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  88139. * @param generateDepthBuffer True to generate a depth buffer
  88140. * @param generateStencilBuffer True to generate a stencil buffer
  88141. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  88142. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  88143. * @param delayAllocation if the texture allocation should be delayed (default: false)
  88144. */
  88145. constructor(name: string, size: number | {
  88146. width: number;
  88147. height: number;
  88148. } | {
  88149. ratio: number;
  88150. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  88151. /**
  88152. * Creates a depth stencil texture.
  88153. * This is only available in WebGL 2 or with the depth texture extension available.
  88154. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  88155. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  88156. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  88157. */
  88158. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  88159. private _processSizeParameter;
  88160. /**
  88161. * Define the number of samples to use in case of MSAA.
  88162. * It defaults to one meaning no MSAA has been enabled.
  88163. */
  88164. samples: number;
  88165. /**
  88166. * Resets the refresh counter of the texture and start bak from scratch.
  88167. * Could be useful to regenerate the texture if it is setup to render only once.
  88168. */
  88169. resetRefreshCounter(): void;
  88170. /**
  88171. * Define the refresh rate of the texture or the rendering frequency.
  88172. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  88173. */
  88174. refreshRate: number;
  88175. /**
  88176. * Adds a post process to the render target rendering passes.
  88177. * @param postProcess define the post process to add
  88178. */
  88179. addPostProcess(postProcess: PostProcess): void;
  88180. /**
  88181. * Clear all the post processes attached to the render target
  88182. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  88183. */
  88184. clearPostProcesses(dispose?: boolean): void;
  88185. /**
  88186. * Remove one of the post process from the list of attached post processes to the texture
  88187. * @param postProcess define the post process to remove from the list
  88188. */
  88189. removePostProcess(postProcess: PostProcess): void;
  88190. /** @hidden */
  88191. _shouldRender(): boolean;
  88192. /**
  88193. * Gets the actual render size of the texture.
  88194. * @returns the width of the render size
  88195. */
  88196. getRenderSize(): number;
  88197. /**
  88198. * Gets the actual render width of the texture.
  88199. * @returns the width of the render size
  88200. */
  88201. getRenderWidth(): number;
  88202. /**
  88203. * Gets the actual render height of the texture.
  88204. * @returns the height of the render size
  88205. */
  88206. getRenderHeight(): number;
  88207. /**
  88208. * Get if the texture can be rescaled or not.
  88209. */
  88210. readonly canRescale: boolean;
  88211. /**
  88212. * Resize the texture using a ratio.
  88213. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  88214. */
  88215. scale(ratio: number): void;
  88216. /**
  88217. * Get the texture reflection matrix used to rotate/transform the reflection.
  88218. * @returns the reflection matrix
  88219. */
  88220. getReflectionTextureMatrix(): Matrix;
  88221. /**
  88222. * Resize the texture to a new desired size.
  88223. * Be carrefull as it will recreate all the data in the new texture.
  88224. * @param size Define the new size. It can be:
  88225. * - a number for squared texture,
  88226. * - an object containing { width: number, height: number }
  88227. * - or an object containing a ratio { ratio: number }
  88228. */
  88229. resize(size: number | {
  88230. width: number;
  88231. height: number;
  88232. } | {
  88233. ratio: number;
  88234. }): void;
  88235. /**
  88236. * Renders all the objects from the render list into the texture.
  88237. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  88238. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  88239. */
  88240. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  88241. private _bestReflectionRenderTargetDimension;
  88242. /**
  88243. * @hidden
  88244. * @param faceIndex face index to bind to if this is a cubetexture
  88245. */
  88246. _bindFrameBuffer(faceIndex?: number): void;
  88247. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  88248. private renderToTarget;
  88249. /**
  88250. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  88251. * This allowed control for front to back rendering or reversly depending of the special needs.
  88252. *
  88253. * @param renderingGroupId The rendering group id corresponding to its index
  88254. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  88255. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  88256. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  88257. */
  88258. 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;
  88259. /**
  88260. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  88261. *
  88262. * @param renderingGroupId The rendering group id corresponding to its index
  88263. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  88264. */
  88265. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  88266. /**
  88267. * Clones the texture.
  88268. * @returns the cloned texture
  88269. */
  88270. clone(): RenderTargetTexture;
  88271. /**
  88272. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  88273. * @returns The JSON representation of the texture
  88274. */
  88275. serialize(): any;
  88276. /**
  88277. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  88278. */
  88279. disposeFramebufferObjects(): void;
  88280. /**
  88281. * Dispose the texture and release its associated resources.
  88282. */
  88283. dispose(): void;
  88284. /** @hidden */
  88285. _rebuild(): void;
  88286. /**
  88287. * Clear the info related to rendering groups preventing retention point in material dispose.
  88288. */
  88289. freeRenderingGroups(): void;
  88290. /**
  88291. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  88292. * @returns the view count
  88293. */
  88294. getViewCount(): number;
  88295. }
  88296. }
  88297. declare module BABYLON {
  88298. /**
  88299. * Options for compiling materials.
  88300. */
  88301. export interface IMaterialCompilationOptions {
  88302. /**
  88303. * Defines whether clip planes are enabled.
  88304. */
  88305. clipPlane: boolean;
  88306. /**
  88307. * Defines whether instances are enabled.
  88308. */
  88309. useInstances: boolean;
  88310. }
  88311. /**
  88312. * Base class for the main features of a material in Babylon.js
  88313. */
  88314. export class Material implements IAnimatable {
  88315. /**
  88316. * Returns the triangle fill mode
  88317. */
  88318. static readonly TriangleFillMode: number;
  88319. /**
  88320. * Returns the wireframe mode
  88321. */
  88322. static readonly WireFrameFillMode: number;
  88323. /**
  88324. * Returns the point fill mode
  88325. */
  88326. static readonly PointFillMode: number;
  88327. /**
  88328. * Returns the point list draw mode
  88329. */
  88330. static readonly PointListDrawMode: number;
  88331. /**
  88332. * Returns the line list draw mode
  88333. */
  88334. static readonly LineListDrawMode: number;
  88335. /**
  88336. * Returns the line loop draw mode
  88337. */
  88338. static readonly LineLoopDrawMode: number;
  88339. /**
  88340. * Returns the line strip draw mode
  88341. */
  88342. static readonly LineStripDrawMode: number;
  88343. /**
  88344. * Returns the triangle strip draw mode
  88345. */
  88346. static readonly TriangleStripDrawMode: number;
  88347. /**
  88348. * Returns the triangle fan draw mode
  88349. */
  88350. static readonly TriangleFanDrawMode: number;
  88351. /**
  88352. * Stores the clock-wise side orientation
  88353. */
  88354. static readonly ClockWiseSideOrientation: number;
  88355. /**
  88356. * Stores the counter clock-wise side orientation
  88357. */
  88358. static readonly CounterClockWiseSideOrientation: number;
  88359. /**
  88360. * The dirty texture flag value
  88361. */
  88362. static readonly TextureDirtyFlag: number;
  88363. /**
  88364. * The dirty light flag value
  88365. */
  88366. static readonly LightDirtyFlag: number;
  88367. /**
  88368. * The dirty fresnel flag value
  88369. */
  88370. static readonly FresnelDirtyFlag: number;
  88371. /**
  88372. * The dirty attribute flag value
  88373. */
  88374. static readonly AttributesDirtyFlag: number;
  88375. /**
  88376. * The dirty misc flag value
  88377. */
  88378. static readonly MiscDirtyFlag: number;
  88379. /**
  88380. * The all dirty flag value
  88381. */
  88382. static readonly AllDirtyFlag: number;
  88383. /**
  88384. * The ID of the material
  88385. */
  88386. id: string;
  88387. /**
  88388. * Gets or sets the unique id of the material
  88389. */
  88390. uniqueId: number;
  88391. /**
  88392. * The name of the material
  88393. */
  88394. name: string;
  88395. /**
  88396. * Gets or sets user defined metadata
  88397. */
  88398. metadata: any;
  88399. /**
  88400. * For internal use only. Please do not use.
  88401. */
  88402. reservedDataStore: any;
  88403. /**
  88404. * Specifies if the ready state should be checked on each call
  88405. */
  88406. checkReadyOnEveryCall: boolean;
  88407. /**
  88408. * Specifies if the ready state should be checked once
  88409. */
  88410. checkReadyOnlyOnce: boolean;
  88411. /**
  88412. * The state of the material
  88413. */
  88414. state: string;
  88415. /**
  88416. * The alpha value of the material
  88417. */
  88418. protected _alpha: number;
  88419. /**
  88420. * List of inspectable custom properties (used by the Inspector)
  88421. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  88422. */
  88423. inspectableCustomProperties: IInspectable[];
  88424. /**
  88425. * Sets the alpha value of the material
  88426. */
  88427. /**
  88428. * Gets the alpha value of the material
  88429. */
  88430. alpha: number;
  88431. /**
  88432. * Specifies if back face culling is enabled
  88433. */
  88434. protected _backFaceCulling: boolean;
  88435. /**
  88436. * Sets the back-face culling state
  88437. */
  88438. /**
  88439. * Gets the back-face culling state
  88440. */
  88441. backFaceCulling: boolean;
  88442. /**
  88443. * Stores the value for side orientation
  88444. */
  88445. sideOrientation: number;
  88446. /**
  88447. * Callback triggered when the material is compiled
  88448. */
  88449. onCompiled: Nullable<(effect: Effect) => void>;
  88450. /**
  88451. * Callback triggered when an error occurs
  88452. */
  88453. onError: Nullable<(effect: Effect, errors: string) => void>;
  88454. /**
  88455. * Callback triggered to get the render target textures
  88456. */
  88457. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  88458. /**
  88459. * Gets a boolean indicating that current material needs to register RTT
  88460. */
  88461. readonly hasRenderTargetTextures: boolean;
  88462. /**
  88463. * Specifies if the material should be serialized
  88464. */
  88465. doNotSerialize: boolean;
  88466. /**
  88467. * @hidden
  88468. */
  88469. _storeEffectOnSubMeshes: boolean;
  88470. /**
  88471. * Stores the animations for the material
  88472. */
  88473. animations: Nullable<Array<Animation>>;
  88474. /**
  88475. * An event triggered when the material is disposed
  88476. */
  88477. onDisposeObservable: Observable<Material>;
  88478. /**
  88479. * An observer which watches for dispose events
  88480. */
  88481. private _onDisposeObserver;
  88482. private _onUnBindObservable;
  88483. /**
  88484. * Called during a dispose event
  88485. */
  88486. onDispose: () => void;
  88487. private _onBindObservable;
  88488. /**
  88489. * An event triggered when the material is bound
  88490. */
  88491. readonly onBindObservable: Observable<AbstractMesh>;
  88492. /**
  88493. * An observer which watches for bind events
  88494. */
  88495. private _onBindObserver;
  88496. /**
  88497. * Called during a bind event
  88498. */
  88499. onBind: (Mesh: AbstractMesh) => void;
  88500. /**
  88501. * An event triggered when the material is unbound
  88502. */
  88503. readonly onUnBindObservable: Observable<Material>;
  88504. /**
  88505. * Stores the value of the alpha mode
  88506. */
  88507. private _alphaMode;
  88508. /**
  88509. * Sets the value of the alpha mode.
  88510. *
  88511. * | Value | Type | Description |
  88512. * | --- | --- | --- |
  88513. * | 0 | ALPHA_DISABLE | |
  88514. * | 1 | ALPHA_ADD | |
  88515. * | 2 | ALPHA_COMBINE | |
  88516. * | 3 | ALPHA_SUBTRACT | |
  88517. * | 4 | ALPHA_MULTIPLY | |
  88518. * | 5 | ALPHA_MAXIMIZED | |
  88519. * | 6 | ALPHA_ONEONE | |
  88520. * | 7 | ALPHA_PREMULTIPLIED | |
  88521. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  88522. * | 9 | ALPHA_INTERPOLATE | |
  88523. * | 10 | ALPHA_SCREENMODE | |
  88524. *
  88525. */
  88526. /**
  88527. * Gets the value of the alpha mode
  88528. */
  88529. alphaMode: number;
  88530. /**
  88531. * Stores the state of the need depth pre-pass value
  88532. */
  88533. private _needDepthPrePass;
  88534. /**
  88535. * Sets the need depth pre-pass value
  88536. */
  88537. /**
  88538. * Gets the depth pre-pass value
  88539. */
  88540. needDepthPrePass: boolean;
  88541. /**
  88542. * Specifies if depth writing should be disabled
  88543. */
  88544. disableDepthWrite: boolean;
  88545. /**
  88546. * Specifies if depth writing should be forced
  88547. */
  88548. forceDepthWrite: boolean;
  88549. /**
  88550. * Specifies if there should be a separate pass for culling
  88551. */
  88552. separateCullingPass: boolean;
  88553. /**
  88554. * Stores the state specifing if fog should be enabled
  88555. */
  88556. private _fogEnabled;
  88557. /**
  88558. * Sets the state for enabling fog
  88559. */
  88560. /**
  88561. * Gets the value of the fog enabled state
  88562. */
  88563. fogEnabled: boolean;
  88564. /**
  88565. * Stores the size of points
  88566. */
  88567. pointSize: number;
  88568. /**
  88569. * Stores the z offset value
  88570. */
  88571. zOffset: number;
  88572. /**
  88573. * Gets a value specifying if wireframe mode is enabled
  88574. */
  88575. /**
  88576. * Sets the state of wireframe mode
  88577. */
  88578. wireframe: boolean;
  88579. /**
  88580. * Gets the value specifying if point clouds are enabled
  88581. */
  88582. /**
  88583. * Sets the state of point cloud mode
  88584. */
  88585. pointsCloud: boolean;
  88586. /**
  88587. * Gets the material fill mode
  88588. */
  88589. /**
  88590. * Sets the material fill mode
  88591. */
  88592. fillMode: number;
  88593. /**
  88594. * @hidden
  88595. * Stores the effects for the material
  88596. */
  88597. _effect: Nullable<Effect>;
  88598. /**
  88599. * @hidden
  88600. * Specifies if the material was previously ready
  88601. */
  88602. _wasPreviouslyReady: boolean;
  88603. /**
  88604. * Specifies if uniform buffers should be used
  88605. */
  88606. private _useUBO;
  88607. /**
  88608. * Stores a reference to the scene
  88609. */
  88610. private _scene;
  88611. /**
  88612. * Stores the fill mode state
  88613. */
  88614. private _fillMode;
  88615. /**
  88616. * Specifies if the depth write state should be cached
  88617. */
  88618. private _cachedDepthWriteState;
  88619. /**
  88620. * Stores the uniform buffer
  88621. */
  88622. protected _uniformBuffer: UniformBuffer;
  88623. /** @hidden */
  88624. _indexInSceneMaterialArray: number;
  88625. /** @hidden */
  88626. meshMap: Nullable<{
  88627. [id: string]: AbstractMesh | undefined;
  88628. }>;
  88629. /**
  88630. * Creates a material instance
  88631. * @param name defines the name of the material
  88632. * @param scene defines the scene to reference
  88633. * @param doNotAdd specifies if the material should be added to the scene
  88634. */
  88635. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  88636. /**
  88637. * Returns a string representation of the current material
  88638. * @param fullDetails defines a boolean indicating which levels of logging is desired
  88639. * @returns a string with material information
  88640. */
  88641. toString(fullDetails?: boolean): string;
  88642. /**
  88643. * Gets the class name of the material
  88644. * @returns a string with the class name of the material
  88645. */
  88646. getClassName(): string;
  88647. /**
  88648. * Specifies if updates for the material been locked
  88649. */
  88650. readonly isFrozen: boolean;
  88651. /**
  88652. * Locks updates for the material
  88653. */
  88654. freeze(): void;
  88655. /**
  88656. * Unlocks updates for the material
  88657. */
  88658. unfreeze(): void;
  88659. /**
  88660. * Specifies if the material is ready to be used
  88661. * @param mesh defines the mesh to check
  88662. * @param useInstances specifies if instances should be used
  88663. * @returns a boolean indicating if the material is ready to be used
  88664. */
  88665. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  88666. /**
  88667. * Specifies that the submesh is ready to be used
  88668. * @param mesh defines the mesh to check
  88669. * @param subMesh defines which submesh to check
  88670. * @param useInstances specifies that instances should be used
  88671. * @returns a boolean indicating that the submesh is ready or not
  88672. */
  88673. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  88674. /**
  88675. * Returns the material effect
  88676. * @returns the effect associated with the material
  88677. */
  88678. getEffect(): Nullable<Effect>;
  88679. /**
  88680. * Returns the current scene
  88681. * @returns a Scene
  88682. */
  88683. getScene(): Scene;
  88684. /**
  88685. * Specifies if the material will require alpha blending
  88686. * @returns a boolean specifying if alpha blending is needed
  88687. */
  88688. needAlphaBlending(): boolean;
  88689. /**
  88690. * Specifies if the mesh will require alpha blending
  88691. * @param mesh defines the mesh to check
  88692. * @returns a boolean specifying if alpha blending is needed for the mesh
  88693. */
  88694. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  88695. /**
  88696. * Specifies if this material should be rendered in alpha test mode
  88697. * @returns a boolean specifying if an alpha test is needed.
  88698. */
  88699. needAlphaTesting(): boolean;
  88700. /**
  88701. * Gets the texture used for the alpha test
  88702. * @returns the texture to use for alpha testing
  88703. */
  88704. getAlphaTestTexture(): Nullable<BaseTexture>;
  88705. /**
  88706. * Marks the material to indicate that it needs to be re-calculated
  88707. */
  88708. markDirty(): void;
  88709. /** @hidden */
  88710. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  88711. /**
  88712. * Binds the material to the mesh
  88713. * @param world defines the world transformation matrix
  88714. * @param mesh defines the mesh to bind the material to
  88715. */
  88716. bind(world: Matrix, mesh?: Mesh): void;
  88717. /**
  88718. * Binds the submesh to the material
  88719. * @param world defines the world transformation matrix
  88720. * @param mesh defines the mesh containing the submesh
  88721. * @param subMesh defines the submesh to bind the material to
  88722. */
  88723. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  88724. /**
  88725. * Binds the world matrix to the material
  88726. * @param world defines the world transformation matrix
  88727. */
  88728. bindOnlyWorldMatrix(world: Matrix): void;
  88729. /**
  88730. * Binds the scene's uniform buffer to the effect.
  88731. * @param effect defines the effect to bind to the scene uniform buffer
  88732. * @param sceneUbo defines the uniform buffer storing scene data
  88733. */
  88734. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  88735. /**
  88736. * Binds the view matrix to the effect
  88737. * @param effect defines the effect to bind the view matrix to
  88738. */
  88739. bindView(effect: Effect): void;
  88740. /**
  88741. * Binds the view projection matrix to the effect
  88742. * @param effect defines the effect to bind the view projection matrix to
  88743. */
  88744. bindViewProjection(effect: Effect): void;
  88745. /**
  88746. * Specifies if material alpha testing should be turned on for the mesh
  88747. * @param mesh defines the mesh to check
  88748. */
  88749. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  88750. /**
  88751. * Processes to execute after binding the material to a mesh
  88752. * @param mesh defines the rendered mesh
  88753. */
  88754. protected _afterBind(mesh?: Mesh): void;
  88755. /**
  88756. * Unbinds the material from the mesh
  88757. */
  88758. unbind(): void;
  88759. /**
  88760. * Gets the active textures from the material
  88761. * @returns an array of textures
  88762. */
  88763. getActiveTextures(): BaseTexture[];
  88764. /**
  88765. * Specifies if the material uses a texture
  88766. * @param texture defines the texture to check against the material
  88767. * @returns a boolean specifying if the material uses the texture
  88768. */
  88769. hasTexture(texture: BaseTexture): boolean;
  88770. /**
  88771. * Makes a duplicate of the material, and gives it a new name
  88772. * @param name defines the new name for the duplicated material
  88773. * @returns the cloned material
  88774. */
  88775. clone(name: string): Nullable<Material>;
  88776. /**
  88777. * Gets the meshes bound to the material
  88778. * @returns an array of meshes bound to the material
  88779. */
  88780. getBindedMeshes(): AbstractMesh[];
  88781. /**
  88782. * Force shader compilation
  88783. * @param mesh defines the mesh associated with this material
  88784. * @param onCompiled defines a function to execute once the material is compiled
  88785. * @param options defines the options to configure the compilation
  88786. * @param onError defines a function to execute if the material fails compiling
  88787. */
  88788. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  88789. /**
  88790. * Force shader compilation
  88791. * @param mesh defines the mesh that will use this material
  88792. * @param options defines additional options for compiling the shaders
  88793. * @returns a promise that resolves when the compilation completes
  88794. */
  88795. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  88796. private static readonly _AllDirtyCallBack;
  88797. private static readonly _ImageProcessingDirtyCallBack;
  88798. private static readonly _TextureDirtyCallBack;
  88799. private static readonly _FresnelDirtyCallBack;
  88800. private static readonly _MiscDirtyCallBack;
  88801. private static readonly _LightsDirtyCallBack;
  88802. private static readonly _AttributeDirtyCallBack;
  88803. private static _FresnelAndMiscDirtyCallBack;
  88804. private static _TextureAndMiscDirtyCallBack;
  88805. private static readonly _DirtyCallbackArray;
  88806. private static readonly _RunDirtyCallBacks;
  88807. /**
  88808. * Marks a define in the material to indicate that it needs to be re-computed
  88809. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  88810. */
  88811. markAsDirty(flag: number): void;
  88812. /**
  88813. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  88814. * @param func defines a function which checks material defines against the submeshes
  88815. */
  88816. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  88817. /**
  88818. * Indicates that we need to re-calculated for all submeshes
  88819. */
  88820. protected _markAllSubMeshesAsAllDirty(): void;
  88821. /**
  88822. * Indicates that image processing needs to be re-calculated for all submeshes
  88823. */
  88824. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  88825. /**
  88826. * Indicates that textures need to be re-calculated for all submeshes
  88827. */
  88828. protected _markAllSubMeshesAsTexturesDirty(): void;
  88829. /**
  88830. * Indicates that fresnel needs to be re-calculated for all submeshes
  88831. */
  88832. protected _markAllSubMeshesAsFresnelDirty(): void;
  88833. /**
  88834. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  88835. */
  88836. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  88837. /**
  88838. * Indicates that lights need to be re-calculated for all submeshes
  88839. */
  88840. protected _markAllSubMeshesAsLightsDirty(): void;
  88841. /**
  88842. * Indicates that attributes need to be re-calculated for all submeshes
  88843. */
  88844. protected _markAllSubMeshesAsAttributesDirty(): void;
  88845. /**
  88846. * Indicates that misc needs to be re-calculated for all submeshes
  88847. */
  88848. protected _markAllSubMeshesAsMiscDirty(): void;
  88849. /**
  88850. * Indicates that textures and misc need to be re-calculated for all submeshes
  88851. */
  88852. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  88853. /**
  88854. * Disposes the material
  88855. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  88856. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  88857. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  88858. */
  88859. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  88860. /** @hidden */
  88861. private releaseVertexArrayObject;
  88862. /**
  88863. * Serializes this material
  88864. * @returns the serialized material object
  88865. */
  88866. serialize(): any;
  88867. /**
  88868. * Creates a material from parsed material data
  88869. * @param parsedMaterial defines parsed material data
  88870. * @param scene defines the hosting scene
  88871. * @param rootUrl defines the root URL to use to load textures
  88872. * @returns a new material
  88873. */
  88874. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  88875. }
  88876. }
  88877. declare module BABYLON {
  88878. /**
  88879. * A multi-material is used to apply different materials to different parts of the same object without the need of
  88880. * separate meshes. This can be use to improve performances.
  88881. * @see http://doc.babylonjs.com/how_to/multi_materials
  88882. */
  88883. export class MultiMaterial extends Material {
  88884. private _subMaterials;
  88885. /**
  88886. * Gets or Sets the list of Materials used within the multi material.
  88887. * They need to be ordered according to the submeshes order in the associated mesh
  88888. */
  88889. subMaterials: Nullable<Material>[];
  88890. /**
  88891. * Function used to align with Node.getChildren()
  88892. * @returns the list of Materials used within the multi material
  88893. */
  88894. getChildren(): Nullable<Material>[];
  88895. /**
  88896. * Instantiates a new Multi Material
  88897. * A multi-material is used to apply different materials to different parts of the same object without the need of
  88898. * separate meshes. This can be use to improve performances.
  88899. * @see http://doc.babylonjs.com/how_to/multi_materials
  88900. * @param name Define the name in the scene
  88901. * @param scene Define the scene the material belongs to
  88902. */
  88903. constructor(name: string, scene: Scene);
  88904. private _hookArray;
  88905. /**
  88906. * Get one of the submaterial by its index in the submaterials array
  88907. * @param index The index to look the sub material at
  88908. * @returns The Material if the index has been defined
  88909. */
  88910. getSubMaterial(index: number): Nullable<Material>;
  88911. /**
  88912. * Get the list of active textures for the whole sub materials list.
  88913. * @returns All the textures that will be used during the rendering
  88914. */
  88915. getActiveTextures(): BaseTexture[];
  88916. /**
  88917. * Gets the current class name of the material e.g. "MultiMaterial"
  88918. * Mainly use in serialization.
  88919. * @returns the class name
  88920. */
  88921. getClassName(): string;
  88922. /**
  88923. * Checks if the material is ready to render the requested sub mesh
  88924. * @param mesh Define the mesh the submesh belongs to
  88925. * @param subMesh Define the sub mesh to look readyness for
  88926. * @param useInstances Define whether or not the material is used with instances
  88927. * @returns true if ready, otherwise false
  88928. */
  88929. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  88930. /**
  88931. * Clones the current material and its related sub materials
  88932. * @param name Define the name of the newly cloned material
  88933. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  88934. * @returns the cloned material
  88935. */
  88936. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  88937. /**
  88938. * Serializes the materials into a JSON representation.
  88939. * @returns the JSON representation
  88940. */
  88941. serialize(): any;
  88942. /**
  88943. * Dispose the material and release its associated resources
  88944. * @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)
  88945. * @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)
  88946. * @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)
  88947. */
  88948. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  88949. /**
  88950. * Creates a MultiMaterial from parsed MultiMaterial data.
  88951. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  88952. * @param scene defines the hosting scene
  88953. * @returns a new MultiMaterial
  88954. */
  88955. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  88956. }
  88957. }
  88958. declare module BABYLON {
  88959. /**
  88960. * Base class for submeshes
  88961. */
  88962. export class BaseSubMesh {
  88963. /** @hidden */
  88964. _materialDefines: Nullable<MaterialDefines>;
  88965. /** @hidden */
  88966. _materialEffect: Nullable<Effect>;
  88967. /**
  88968. * Gets associated effect
  88969. */
  88970. readonly effect: Nullable<Effect>;
  88971. /**
  88972. * Sets associated effect (effect used to render this submesh)
  88973. * @param effect defines the effect to associate with
  88974. * @param defines defines the set of defines used to compile this effect
  88975. */
  88976. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  88977. }
  88978. /**
  88979. * Defines a subdivision inside a mesh
  88980. */
  88981. export class SubMesh extends BaseSubMesh implements ICullable {
  88982. /** the material index to use */
  88983. materialIndex: number;
  88984. /** vertex index start */
  88985. verticesStart: number;
  88986. /** vertices count */
  88987. verticesCount: number;
  88988. /** index start */
  88989. indexStart: number;
  88990. /** indices count */
  88991. indexCount: number;
  88992. /** @hidden */
  88993. _linesIndexCount: number;
  88994. private _mesh;
  88995. private _renderingMesh;
  88996. private _boundingInfo;
  88997. private _linesIndexBuffer;
  88998. /** @hidden */
  88999. _lastColliderWorldVertices: Nullable<Vector3[]>;
  89000. /** @hidden */
  89001. _trianglePlanes: Plane[];
  89002. /** @hidden */
  89003. _lastColliderTransformMatrix: Nullable<Matrix>;
  89004. /** @hidden */
  89005. _renderId: number;
  89006. /** @hidden */
  89007. _alphaIndex: number;
  89008. /** @hidden */
  89009. _distanceToCamera: number;
  89010. /** @hidden */
  89011. _id: number;
  89012. private _currentMaterial;
  89013. /**
  89014. * Add a new submesh to a mesh
  89015. * @param materialIndex defines the material index to use
  89016. * @param verticesStart defines vertex index start
  89017. * @param verticesCount defines vertices count
  89018. * @param indexStart defines index start
  89019. * @param indexCount defines indices count
  89020. * @param mesh defines the parent mesh
  89021. * @param renderingMesh defines an optional rendering mesh
  89022. * @param createBoundingBox defines if bounding box should be created for this submesh
  89023. * @returns the new submesh
  89024. */
  89025. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  89026. /**
  89027. * Creates a new submesh
  89028. * @param materialIndex defines the material index to use
  89029. * @param verticesStart defines vertex index start
  89030. * @param verticesCount defines vertices count
  89031. * @param indexStart defines index start
  89032. * @param indexCount defines indices count
  89033. * @param mesh defines the parent mesh
  89034. * @param renderingMesh defines an optional rendering mesh
  89035. * @param createBoundingBox defines if bounding box should be created for this submesh
  89036. */
  89037. constructor(
  89038. /** the material index to use */
  89039. materialIndex: number,
  89040. /** vertex index start */
  89041. verticesStart: number,
  89042. /** vertices count */
  89043. verticesCount: number,
  89044. /** index start */
  89045. indexStart: number,
  89046. /** indices count */
  89047. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  89048. /**
  89049. * Returns true if this submesh covers the entire parent mesh
  89050. * @ignorenaming
  89051. */
  89052. readonly IsGlobal: boolean;
  89053. /**
  89054. * Returns the submesh BoudingInfo object
  89055. * @returns current bounding info (or mesh's one if the submesh is global)
  89056. */
  89057. getBoundingInfo(): BoundingInfo;
  89058. /**
  89059. * Sets the submesh BoundingInfo
  89060. * @param boundingInfo defines the new bounding info to use
  89061. * @returns the SubMesh
  89062. */
  89063. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  89064. /**
  89065. * Returns the mesh of the current submesh
  89066. * @return the parent mesh
  89067. */
  89068. getMesh(): AbstractMesh;
  89069. /**
  89070. * Returns the rendering mesh of the submesh
  89071. * @returns the rendering mesh (could be different from parent mesh)
  89072. */
  89073. getRenderingMesh(): Mesh;
  89074. /**
  89075. * Returns the submesh material
  89076. * @returns null or the current material
  89077. */
  89078. getMaterial(): Nullable<Material>;
  89079. /**
  89080. * Sets a new updated BoundingInfo object to the submesh
  89081. * @param data defines an optional position array to use to determine the bounding info
  89082. * @returns the SubMesh
  89083. */
  89084. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  89085. /** @hidden */
  89086. _checkCollision(collider: Collider): boolean;
  89087. /**
  89088. * Updates the submesh BoundingInfo
  89089. * @param world defines the world matrix to use to update the bounding info
  89090. * @returns the submesh
  89091. */
  89092. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  89093. /**
  89094. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  89095. * @param frustumPlanes defines the frustum planes
  89096. * @returns true if the submesh is intersecting with the frustum
  89097. */
  89098. isInFrustum(frustumPlanes: Plane[]): boolean;
  89099. /**
  89100. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  89101. * @param frustumPlanes defines the frustum planes
  89102. * @returns true if the submesh is inside the frustum
  89103. */
  89104. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  89105. /**
  89106. * Renders the submesh
  89107. * @param enableAlphaMode defines if alpha needs to be used
  89108. * @returns the submesh
  89109. */
  89110. render(enableAlphaMode: boolean): SubMesh;
  89111. /**
  89112. * @hidden
  89113. */
  89114. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  89115. /**
  89116. * Checks if the submesh intersects with a ray
  89117. * @param ray defines the ray to test
  89118. * @returns true is the passed ray intersects the submesh bounding box
  89119. */
  89120. canIntersects(ray: Ray): boolean;
  89121. /**
  89122. * Intersects current submesh with a ray
  89123. * @param ray defines the ray to test
  89124. * @param positions defines mesh's positions array
  89125. * @param indices defines mesh's indices array
  89126. * @param fastCheck defines if only bounding info should be used
  89127. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  89128. * @returns intersection info or null if no intersection
  89129. */
  89130. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  89131. /** @hidden */
  89132. private _intersectLines;
  89133. /** @hidden */
  89134. private _intersectUnIndexedLines;
  89135. /** @hidden */
  89136. private _intersectTriangles;
  89137. /** @hidden */
  89138. private _intersectUnIndexedTriangles;
  89139. /** @hidden */
  89140. _rebuild(): void;
  89141. /**
  89142. * Creates a new submesh from the passed mesh
  89143. * @param newMesh defines the new hosting mesh
  89144. * @param newRenderingMesh defines an optional rendering mesh
  89145. * @returns the new submesh
  89146. */
  89147. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  89148. /**
  89149. * Release associated resources
  89150. */
  89151. dispose(): void;
  89152. /**
  89153. * Gets the class name
  89154. * @returns the string "SubMesh".
  89155. */
  89156. getClassName(): string;
  89157. /**
  89158. * Creates a new submesh from indices data
  89159. * @param materialIndex the index of the main mesh material
  89160. * @param startIndex the index where to start the copy in the mesh indices array
  89161. * @param indexCount the number of indices to copy then from the startIndex
  89162. * @param mesh the main mesh to create the submesh from
  89163. * @param renderingMesh the optional rendering mesh
  89164. * @returns a new submesh
  89165. */
  89166. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  89167. }
  89168. }
  89169. declare module BABYLON {
  89170. /**
  89171. * Class used to represent data loading progression
  89172. */
  89173. export class SceneLoaderFlags {
  89174. private static _ForceFullSceneLoadingForIncremental;
  89175. private static _ShowLoadingScreen;
  89176. private static _CleanBoneMatrixWeights;
  89177. private static _loggingLevel;
  89178. /**
  89179. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  89180. */
  89181. static ForceFullSceneLoadingForIncremental: boolean;
  89182. /**
  89183. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  89184. */
  89185. static ShowLoadingScreen: boolean;
  89186. /**
  89187. * Defines the current logging level (while loading the scene)
  89188. * @ignorenaming
  89189. */
  89190. static loggingLevel: number;
  89191. /**
  89192. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  89193. */
  89194. static CleanBoneMatrixWeights: boolean;
  89195. }
  89196. }
  89197. declare module BABYLON {
  89198. /**
  89199. * Class used to store geometry data (vertex buffers + index buffer)
  89200. */
  89201. export class Geometry implements IGetSetVerticesData {
  89202. /**
  89203. * Gets or sets the ID of the geometry
  89204. */
  89205. id: string;
  89206. /**
  89207. * Gets or sets the unique ID of the geometry
  89208. */
  89209. uniqueId: number;
  89210. /**
  89211. * Gets the delay loading state of the geometry (none by default which means not delayed)
  89212. */
  89213. delayLoadState: number;
  89214. /**
  89215. * Gets the file containing the data to load when running in delay load state
  89216. */
  89217. delayLoadingFile: Nullable<string>;
  89218. /**
  89219. * Callback called when the geometry is updated
  89220. */
  89221. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  89222. private _scene;
  89223. private _engine;
  89224. private _meshes;
  89225. private _totalVertices;
  89226. /** @hidden */
  89227. _indices: IndicesArray;
  89228. /** @hidden */
  89229. _vertexBuffers: {
  89230. [key: string]: VertexBuffer;
  89231. };
  89232. private _isDisposed;
  89233. private _extend;
  89234. private _boundingBias;
  89235. /** @hidden */
  89236. _delayInfo: Array<string>;
  89237. private _indexBuffer;
  89238. private _indexBufferIsUpdatable;
  89239. /** @hidden */
  89240. _boundingInfo: Nullable<BoundingInfo>;
  89241. /** @hidden */
  89242. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  89243. /** @hidden */
  89244. _softwareSkinningFrameId: number;
  89245. private _vertexArrayObjects;
  89246. private _updatable;
  89247. /** @hidden */
  89248. _positions: Nullable<Vector3[]>;
  89249. /**
  89250. * 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
  89251. */
  89252. /**
  89253. * 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
  89254. */
  89255. boundingBias: Vector2;
  89256. /**
  89257. * Static function used to attach a new empty geometry to a mesh
  89258. * @param mesh defines the mesh to attach the geometry to
  89259. * @returns the new Geometry
  89260. */
  89261. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  89262. /**
  89263. * Creates a new geometry
  89264. * @param id defines the unique ID
  89265. * @param scene defines the hosting scene
  89266. * @param vertexData defines the VertexData used to get geometry data
  89267. * @param updatable defines if geometry must be updatable (false by default)
  89268. * @param mesh defines the mesh that will be associated with the geometry
  89269. */
  89270. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  89271. /**
  89272. * Gets the current extend of the geometry
  89273. */
  89274. readonly extend: {
  89275. minimum: Vector3;
  89276. maximum: Vector3;
  89277. };
  89278. /**
  89279. * Gets the hosting scene
  89280. * @returns the hosting Scene
  89281. */
  89282. getScene(): Scene;
  89283. /**
  89284. * Gets the hosting engine
  89285. * @returns the hosting Engine
  89286. */
  89287. getEngine(): Engine;
  89288. /**
  89289. * Defines if the geometry is ready to use
  89290. * @returns true if the geometry is ready to be used
  89291. */
  89292. isReady(): boolean;
  89293. /**
  89294. * Gets a value indicating that the geometry should not be serialized
  89295. */
  89296. readonly doNotSerialize: boolean;
  89297. /** @hidden */
  89298. _rebuild(): void;
  89299. /**
  89300. * Affects all geometry data in one call
  89301. * @param vertexData defines the geometry data
  89302. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  89303. */
  89304. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  89305. /**
  89306. * Set specific vertex data
  89307. * @param kind defines the data kind (Position, normal, etc...)
  89308. * @param data defines the vertex data to use
  89309. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  89310. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  89311. */
  89312. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  89313. /**
  89314. * Removes a specific vertex data
  89315. * @param kind defines the data kind (Position, normal, etc...)
  89316. */
  89317. removeVerticesData(kind: string): void;
  89318. /**
  89319. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  89320. * @param buffer defines the vertex buffer to use
  89321. * @param totalVertices defines the total number of vertices for position kind (could be null)
  89322. */
  89323. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  89324. /**
  89325. * Update a specific vertex buffer
  89326. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  89327. * It will do nothing if the buffer is not updatable
  89328. * @param kind defines the data kind (Position, normal, etc...)
  89329. * @param data defines the data to use
  89330. * @param offset defines the offset in the target buffer where to store the data
  89331. * @param useBytes set to true if the offset is in bytes
  89332. */
  89333. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  89334. /**
  89335. * Update a specific vertex buffer
  89336. * This function will create a new buffer if the current one is not updatable
  89337. * @param kind defines the data kind (Position, normal, etc...)
  89338. * @param data defines the data to use
  89339. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  89340. */
  89341. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  89342. private _updateBoundingInfo;
  89343. /** @hidden */
  89344. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  89345. /**
  89346. * Gets total number of vertices
  89347. * @returns the total number of vertices
  89348. */
  89349. getTotalVertices(): number;
  89350. /**
  89351. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  89352. * @param kind defines the data kind (Position, normal, etc...)
  89353. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89354. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89355. * @returns a float array containing vertex data
  89356. */
  89357. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89358. /**
  89359. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  89360. * @param kind defines the data kind (Position, normal, etc...)
  89361. * @returns true if the vertex buffer with the specified kind is updatable
  89362. */
  89363. isVertexBufferUpdatable(kind: string): boolean;
  89364. /**
  89365. * Gets a specific vertex buffer
  89366. * @param kind defines the data kind (Position, normal, etc...)
  89367. * @returns a VertexBuffer
  89368. */
  89369. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  89370. /**
  89371. * Returns all vertex buffers
  89372. * @return an object holding all vertex buffers indexed by kind
  89373. */
  89374. getVertexBuffers(): Nullable<{
  89375. [key: string]: VertexBuffer;
  89376. }>;
  89377. /**
  89378. * Gets a boolean indicating if specific vertex buffer is present
  89379. * @param kind defines the data kind (Position, normal, etc...)
  89380. * @returns true if data is present
  89381. */
  89382. isVerticesDataPresent(kind: string): boolean;
  89383. /**
  89384. * Gets a list of all attached data kinds (Position, normal, etc...)
  89385. * @returns a list of string containing all kinds
  89386. */
  89387. getVerticesDataKinds(): string[];
  89388. /**
  89389. * Update index buffer
  89390. * @param indices defines the indices to store in the index buffer
  89391. * @param offset defines the offset in the target buffer where to store the data
  89392. * @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)
  89393. */
  89394. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  89395. /**
  89396. * Creates a new index buffer
  89397. * @param indices defines the indices to store in the index buffer
  89398. * @param totalVertices defines the total number of vertices (could be null)
  89399. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89400. */
  89401. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  89402. /**
  89403. * Return the total number of indices
  89404. * @returns the total number of indices
  89405. */
  89406. getTotalIndices(): number;
  89407. /**
  89408. * Gets the index buffer array
  89409. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89410. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89411. * @returns the index buffer array
  89412. */
  89413. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89414. /**
  89415. * Gets the index buffer
  89416. * @return the index buffer
  89417. */
  89418. getIndexBuffer(): Nullable<DataBuffer>;
  89419. /** @hidden */
  89420. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  89421. /**
  89422. * Release the associated resources for a specific mesh
  89423. * @param mesh defines the source mesh
  89424. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  89425. */
  89426. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  89427. /**
  89428. * Apply current geometry to a given mesh
  89429. * @param mesh defines the mesh to apply geometry to
  89430. */
  89431. applyToMesh(mesh: Mesh): void;
  89432. private _updateExtend;
  89433. private _applyToMesh;
  89434. private notifyUpdate;
  89435. /**
  89436. * Load the geometry if it was flagged as delay loaded
  89437. * @param scene defines the hosting scene
  89438. * @param onLoaded defines a callback called when the geometry is loaded
  89439. */
  89440. load(scene: Scene, onLoaded?: () => void): void;
  89441. private _queueLoad;
  89442. /**
  89443. * Invert the geometry to move from a right handed system to a left handed one.
  89444. */
  89445. toLeftHanded(): void;
  89446. /** @hidden */
  89447. _resetPointsArrayCache(): void;
  89448. /** @hidden */
  89449. _generatePointsArray(): boolean;
  89450. /**
  89451. * Gets a value indicating if the geometry is disposed
  89452. * @returns true if the geometry was disposed
  89453. */
  89454. isDisposed(): boolean;
  89455. private _disposeVertexArrayObjects;
  89456. /**
  89457. * Free all associated resources
  89458. */
  89459. dispose(): void;
  89460. /**
  89461. * Clone the current geometry into a new geometry
  89462. * @param id defines the unique ID of the new geometry
  89463. * @returns a new geometry object
  89464. */
  89465. copy(id: string): Geometry;
  89466. /**
  89467. * Serialize the current geometry info (and not the vertices data) into a JSON object
  89468. * @return a JSON representation of the current geometry data (without the vertices data)
  89469. */
  89470. serialize(): any;
  89471. private toNumberArray;
  89472. /**
  89473. * Serialize all vertices data into a JSON oject
  89474. * @returns a JSON representation of the current geometry data
  89475. */
  89476. serializeVerticeData(): any;
  89477. /**
  89478. * Extracts a clone of a mesh geometry
  89479. * @param mesh defines the source mesh
  89480. * @param id defines the unique ID of the new geometry object
  89481. * @returns the new geometry object
  89482. */
  89483. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  89484. /**
  89485. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  89486. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  89487. * Be aware Math.random() could cause collisions, but:
  89488. * "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"
  89489. * @returns a string containing a new GUID
  89490. */
  89491. static RandomId(): string;
  89492. /** @hidden */
  89493. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  89494. private static _CleanMatricesWeights;
  89495. /**
  89496. * Create a new geometry from persisted data (Using .babylon file format)
  89497. * @param parsedVertexData defines the persisted data
  89498. * @param scene defines the hosting scene
  89499. * @param rootUrl defines the root url to use to load assets (like delayed data)
  89500. * @returns the new geometry object
  89501. */
  89502. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  89503. }
  89504. }
  89505. declare module BABYLON {
  89506. /**
  89507. * Define an interface for all classes that will get and set the data on vertices
  89508. */
  89509. export interface IGetSetVerticesData {
  89510. /**
  89511. * Gets a boolean indicating if specific vertex data is present
  89512. * @param kind defines the vertex data kind to use
  89513. * @returns true is data kind is present
  89514. */
  89515. isVerticesDataPresent(kind: string): boolean;
  89516. /**
  89517. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  89518. * @param kind defines the data kind (Position, normal, etc...)
  89519. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89520. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89521. * @returns a float array containing vertex data
  89522. */
  89523. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89524. /**
  89525. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  89526. * @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.
  89527. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89528. * @returns the indices array or an empty array if the mesh has no geometry
  89529. */
  89530. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89531. /**
  89532. * Set specific vertex data
  89533. * @param kind defines the data kind (Position, normal, etc...)
  89534. * @param data defines the vertex data to use
  89535. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  89536. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  89537. */
  89538. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  89539. /**
  89540. * Update a specific associated vertex buffer
  89541. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89542. * - VertexBuffer.PositionKind
  89543. * - VertexBuffer.UVKind
  89544. * - VertexBuffer.UV2Kind
  89545. * - VertexBuffer.UV3Kind
  89546. * - VertexBuffer.UV4Kind
  89547. * - VertexBuffer.UV5Kind
  89548. * - VertexBuffer.UV6Kind
  89549. * - VertexBuffer.ColorKind
  89550. * - VertexBuffer.MatricesIndicesKind
  89551. * - VertexBuffer.MatricesIndicesExtraKind
  89552. * - VertexBuffer.MatricesWeightsKind
  89553. * - VertexBuffer.MatricesWeightsExtraKind
  89554. * @param data defines the data source
  89555. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  89556. * @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)
  89557. */
  89558. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  89559. /**
  89560. * Creates a new index buffer
  89561. * @param indices defines the indices to store in the index buffer
  89562. * @param totalVertices defines the total number of vertices (could be null)
  89563. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89564. */
  89565. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  89566. }
  89567. /**
  89568. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  89569. */
  89570. export class VertexData {
  89571. /**
  89572. * Mesh side orientation : usually the external or front surface
  89573. */
  89574. static readonly FRONTSIDE: number;
  89575. /**
  89576. * Mesh side orientation : usually the internal or back surface
  89577. */
  89578. static readonly BACKSIDE: number;
  89579. /**
  89580. * Mesh side orientation : both internal and external or front and back surfaces
  89581. */
  89582. static readonly DOUBLESIDE: number;
  89583. /**
  89584. * Mesh side orientation : by default, `FRONTSIDE`
  89585. */
  89586. static readonly DEFAULTSIDE: number;
  89587. /**
  89588. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  89589. */
  89590. positions: Nullable<FloatArray>;
  89591. /**
  89592. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  89593. */
  89594. normals: Nullable<FloatArray>;
  89595. /**
  89596. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  89597. */
  89598. tangents: Nullable<FloatArray>;
  89599. /**
  89600. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89601. */
  89602. uvs: Nullable<FloatArray>;
  89603. /**
  89604. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89605. */
  89606. uvs2: Nullable<FloatArray>;
  89607. /**
  89608. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89609. */
  89610. uvs3: Nullable<FloatArray>;
  89611. /**
  89612. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89613. */
  89614. uvs4: Nullable<FloatArray>;
  89615. /**
  89616. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89617. */
  89618. uvs5: Nullable<FloatArray>;
  89619. /**
  89620. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89621. */
  89622. uvs6: Nullable<FloatArray>;
  89623. /**
  89624. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  89625. */
  89626. colors: Nullable<FloatArray>;
  89627. /**
  89628. * 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).
  89629. */
  89630. matricesIndices: Nullable<FloatArray>;
  89631. /**
  89632. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  89633. */
  89634. matricesWeights: Nullable<FloatArray>;
  89635. /**
  89636. * An array extending the number of possible indices
  89637. */
  89638. matricesIndicesExtra: Nullable<FloatArray>;
  89639. /**
  89640. * An array extending the number of possible weights when the number of indices is extended
  89641. */
  89642. matricesWeightsExtra: Nullable<FloatArray>;
  89643. /**
  89644. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  89645. */
  89646. indices: Nullable<IndicesArray>;
  89647. /**
  89648. * Uses the passed data array to set the set the values for the specified kind of data
  89649. * @param data a linear array of floating numbers
  89650. * @param kind the type of data that is being set, eg positions, colors etc
  89651. */
  89652. set(data: FloatArray, kind: string): void;
  89653. /**
  89654. * Associates the vertexData to the passed Mesh.
  89655. * Sets it as updatable or not (default `false`)
  89656. * @param mesh the mesh the vertexData is applied to
  89657. * @param updatable when used and having the value true allows new data to update the vertexData
  89658. * @returns the VertexData
  89659. */
  89660. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  89661. /**
  89662. * Associates the vertexData to the passed Geometry.
  89663. * Sets it as updatable or not (default `false`)
  89664. * @param geometry the geometry the vertexData is applied to
  89665. * @param updatable when used and having the value true allows new data to update the vertexData
  89666. * @returns VertexData
  89667. */
  89668. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  89669. /**
  89670. * Updates the associated mesh
  89671. * @param mesh the mesh to be updated
  89672. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  89673. * @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
  89674. * @returns VertexData
  89675. */
  89676. updateMesh(mesh: Mesh): VertexData;
  89677. /**
  89678. * Updates the associated geometry
  89679. * @param geometry the geometry to be updated
  89680. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  89681. * @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
  89682. * @returns VertexData.
  89683. */
  89684. updateGeometry(geometry: Geometry): VertexData;
  89685. private _applyTo;
  89686. private _update;
  89687. /**
  89688. * Transforms each position and each normal of the vertexData according to the passed Matrix
  89689. * @param matrix the transforming matrix
  89690. * @returns the VertexData
  89691. */
  89692. transform(matrix: Matrix): VertexData;
  89693. /**
  89694. * Merges the passed VertexData into the current one
  89695. * @param other the VertexData to be merged into the current one
  89696. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  89697. * @returns the modified VertexData
  89698. */
  89699. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  89700. private _mergeElement;
  89701. private _validate;
  89702. /**
  89703. * Serializes the VertexData
  89704. * @returns a serialized object
  89705. */
  89706. serialize(): any;
  89707. /**
  89708. * Extracts the vertexData from a mesh
  89709. * @param mesh the mesh from which to extract the VertexData
  89710. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  89711. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  89712. * @returns the object VertexData associated to the passed mesh
  89713. */
  89714. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  89715. /**
  89716. * Extracts the vertexData from the geometry
  89717. * @param geometry the geometry from which to extract the VertexData
  89718. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  89719. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  89720. * @returns the object VertexData associated to the passed mesh
  89721. */
  89722. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  89723. private static _ExtractFrom;
  89724. /**
  89725. * Creates the VertexData for a Ribbon
  89726. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  89727. * * pathArray array of paths, each of which an array of successive Vector3
  89728. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  89729. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  89730. * * 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
  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. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  89735. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  89736. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  89737. * @returns the VertexData of the ribbon
  89738. */
  89739. static CreateRibbon(options: {
  89740. pathArray: Vector3[][];
  89741. closeArray?: boolean;
  89742. closePath?: boolean;
  89743. offset?: number;
  89744. sideOrientation?: number;
  89745. frontUVs?: Vector4;
  89746. backUVs?: Vector4;
  89747. invertUV?: boolean;
  89748. uvs?: Vector2[];
  89749. colors?: Color4[];
  89750. }): VertexData;
  89751. /**
  89752. * Creates the VertexData for a box
  89753. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89754. * * size sets the width, height and depth of the box to the value of size, optional default 1
  89755. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  89756. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  89757. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  89758. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  89759. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  89760. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89761. * * 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)
  89762. * * 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)
  89763. * @returns the VertexData of the box
  89764. */
  89765. static CreateBox(options: {
  89766. size?: number;
  89767. width?: number;
  89768. height?: number;
  89769. depth?: number;
  89770. faceUV?: Vector4[];
  89771. faceColors?: Color4[];
  89772. sideOrientation?: number;
  89773. frontUVs?: Vector4;
  89774. backUVs?: Vector4;
  89775. }): VertexData;
  89776. /**
  89777. * Creates the VertexData for a tiled box
  89778. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89779. * * faceTiles sets the pattern, tile size and number of tiles for a face
  89780. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  89781. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  89782. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89783. * @returns the VertexData of the box
  89784. */
  89785. static CreateTiledBox(options: {
  89786. pattern?: number;
  89787. width?: number;
  89788. height?: number;
  89789. depth?: number;
  89790. tileSize?: number;
  89791. tileWidth?: number;
  89792. tileHeight?: number;
  89793. alignHorizontal?: number;
  89794. alignVertical?: number;
  89795. faceUV?: Vector4[];
  89796. faceColors?: Color4[];
  89797. sideOrientation?: number;
  89798. }): VertexData;
  89799. /**
  89800. * Creates the VertexData for a tiled plane
  89801. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89802. * * pattern a limited pattern arrangement depending on the number
  89803. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  89804. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  89805. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  89806. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89807. * * 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)
  89808. * * 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)
  89809. * @returns the VertexData of the tiled plane
  89810. */
  89811. static CreateTiledPlane(options: {
  89812. pattern?: number;
  89813. tileSize?: number;
  89814. tileWidth?: number;
  89815. tileHeight?: number;
  89816. size?: number;
  89817. width?: number;
  89818. height?: number;
  89819. alignHorizontal?: number;
  89820. alignVertical?: number;
  89821. sideOrientation?: number;
  89822. frontUVs?: Vector4;
  89823. backUVs?: Vector4;
  89824. }): VertexData;
  89825. /**
  89826. * Creates the VertexData for an ellipsoid, defaults to a sphere
  89827. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89828. * * segments sets the number of horizontal strips optional, default 32
  89829. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  89830. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  89831. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  89832. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  89833. * * 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
  89834. * * 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
  89835. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89836. * * 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)
  89837. * * 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)
  89838. * @returns the VertexData of the ellipsoid
  89839. */
  89840. static CreateSphere(options: {
  89841. segments?: number;
  89842. diameter?: number;
  89843. diameterX?: number;
  89844. diameterY?: number;
  89845. diameterZ?: number;
  89846. arc?: number;
  89847. slice?: number;
  89848. sideOrientation?: number;
  89849. frontUVs?: Vector4;
  89850. backUVs?: Vector4;
  89851. }): VertexData;
  89852. /**
  89853. * Creates the VertexData for a cylinder, cone or prism
  89854. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89855. * * height sets the height (y direction) of the cylinder, optional, default 2
  89856. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  89857. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  89858. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  89859. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  89860. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  89861. * * 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
  89862. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89863. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89864. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  89865. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  89866. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89867. * * 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)
  89868. * * 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)
  89869. * @returns the VertexData of the cylinder, cone or prism
  89870. */
  89871. static CreateCylinder(options: {
  89872. height?: number;
  89873. diameterTop?: number;
  89874. diameterBottom?: number;
  89875. diameter?: number;
  89876. tessellation?: number;
  89877. subdivisions?: number;
  89878. arc?: number;
  89879. faceColors?: Color4[];
  89880. faceUV?: Vector4[];
  89881. hasRings?: boolean;
  89882. enclose?: boolean;
  89883. sideOrientation?: number;
  89884. frontUVs?: Vector4;
  89885. backUVs?: Vector4;
  89886. }): VertexData;
  89887. /**
  89888. * Creates the VertexData for a torus
  89889. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89890. * * diameter the diameter of the torus, optional default 1
  89891. * * thickness the diameter of the tube forming the torus, optional default 0.5
  89892. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  89893. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89894. * * 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)
  89895. * * 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)
  89896. * @returns the VertexData of the torus
  89897. */
  89898. static CreateTorus(options: {
  89899. diameter?: number;
  89900. thickness?: number;
  89901. tessellation?: number;
  89902. sideOrientation?: number;
  89903. frontUVs?: Vector4;
  89904. backUVs?: Vector4;
  89905. }): VertexData;
  89906. /**
  89907. * Creates the VertexData of the LineSystem
  89908. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  89909. * - lines an array of lines, each line being an array of successive Vector3
  89910. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  89911. * @returns the VertexData of the LineSystem
  89912. */
  89913. static CreateLineSystem(options: {
  89914. lines: Vector3[][];
  89915. colors?: Nullable<Color4[][]>;
  89916. }): VertexData;
  89917. /**
  89918. * Create the VertexData for a DashedLines
  89919. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  89920. * - points an array successive Vector3
  89921. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  89922. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  89923. * - dashNb the intended total number of dashes, optional, default 200
  89924. * @returns the VertexData for the DashedLines
  89925. */
  89926. static CreateDashedLines(options: {
  89927. points: Vector3[];
  89928. dashSize?: number;
  89929. gapSize?: number;
  89930. dashNb?: number;
  89931. }): VertexData;
  89932. /**
  89933. * Creates the VertexData for a Ground
  89934. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  89935. * - width the width (x direction) of the ground, optional, default 1
  89936. * - height the height (z direction) of the ground, optional, default 1
  89937. * - subdivisions the number of subdivisions per side, optional, default 1
  89938. * @returns the VertexData of the Ground
  89939. */
  89940. static CreateGround(options: {
  89941. width?: number;
  89942. height?: number;
  89943. subdivisions?: number;
  89944. subdivisionsX?: number;
  89945. subdivisionsY?: number;
  89946. }): VertexData;
  89947. /**
  89948. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  89949. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  89950. * * xmin the ground minimum X coordinate, optional, default -1
  89951. * * zmin the ground minimum Z coordinate, optional, default -1
  89952. * * xmax the ground maximum X coordinate, optional, default 1
  89953. * * zmax the ground maximum Z coordinate, optional, default 1
  89954. * * 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}
  89955. * * 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}
  89956. * @returns the VertexData of the TiledGround
  89957. */
  89958. static CreateTiledGround(options: {
  89959. xmin: number;
  89960. zmin: number;
  89961. xmax: number;
  89962. zmax: number;
  89963. subdivisions?: {
  89964. w: number;
  89965. h: number;
  89966. };
  89967. precision?: {
  89968. w: number;
  89969. h: number;
  89970. };
  89971. }): VertexData;
  89972. /**
  89973. * Creates the VertexData of the Ground designed from a heightmap
  89974. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  89975. * * width the width (x direction) of the ground
  89976. * * height the height (z direction) of the ground
  89977. * * subdivisions the number of subdivisions per side
  89978. * * minHeight the minimum altitude on the ground, optional, default 0
  89979. * * maxHeight the maximum altitude on the ground, optional default 1
  89980. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  89981. * * buffer the array holding the image color data
  89982. * * bufferWidth the width of image
  89983. * * bufferHeight the height of image
  89984. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  89985. * @returns the VertexData of the Ground designed from a heightmap
  89986. */
  89987. static CreateGroundFromHeightMap(options: {
  89988. width: number;
  89989. height: number;
  89990. subdivisions: number;
  89991. minHeight: number;
  89992. maxHeight: number;
  89993. colorFilter: Color3;
  89994. buffer: Uint8Array;
  89995. bufferWidth: number;
  89996. bufferHeight: number;
  89997. alphaFilter: number;
  89998. }): VertexData;
  89999. /**
  90000. * Creates the VertexData for a Plane
  90001. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  90002. * * size sets the width and height of the plane to the value of size, optional default 1
  90003. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  90004. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  90005. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90006. * * 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)
  90007. * * 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)
  90008. * @returns the VertexData of the box
  90009. */
  90010. static CreatePlane(options: {
  90011. size?: number;
  90012. width?: number;
  90013. height?: number;
  90014. sideOrientation?: number;
  90015. frontUVs?: Vector4;
  90016. backUVs?: Vector4;
  90017. }): VertexData;
  90018. /**
  90019. * Creates the VertexData of the Disc or regular Polygon
  90020. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  90021. * * radius the radius of the disc, optional default 0.5
  90022. * * tessellation the number of polygon sides, optional, default 64
  90023. * * 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
  90024. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90025. * * 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)
  90026. * * 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)
  90027. * @returns the VertexData of the box
  90028. */
  90029. static CreateDisc(options: {
  90030. radius?: number;
  90031. tessellation?: number;
  90032. arc?: number;
  90033. sideOrientation?: number;
  90034. frontUVs?: Vector4;
  90035. backUVs?: Vector4;
  90036. }): VertexData;
  90037. /**
  90038. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  90039. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  90040. * @param polygon a mesh built from polygonTriangulation.build()
  90041. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90042. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90043. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90044. * @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)
  90045. * @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)
  90046. * @returns the VertexData of the Polygon
  90047. */
  90048. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  90049. /**
  90050. * Creates the VertexData of the IcoSphere
  90051. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  90052. * * radius the radius of the IcoSphere, optional default 1
  90053. * * radiusX allows stretching in the x direction, optional, default radius
  90054. * * radiusY allows stretching in the y direction, optional, default radius
  90055. * * radiusZ allows stretching in the z direction, optional, default radius
  90056. * * flat when true creates a flat shaded mesh, optional, default true
  90057. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  90058. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90059. * * 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)
  90060. * * 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)
  90061. * @returns the VertexData of the IcoSphere
  90062. */
  90063. static CreateIcoSphere(options: {
  90064. radius?: number;
  90065. radiusX?: number;
  90066. radiusY?: number;
  90067. radiusZ?: number;
  90068. flat?: boolean;
  90069. subdivisions?: number;
  90070. sideOrientation?: number;
  90071. frontUVs?: Vector4;
  90072. backUVs?: Vector4;
  90073. }): VertexData;
  90074. /**
  90075. * Creates the VertexData for a Polyhedron
  90076. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  90077. * * type provided types are:
  90078. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  90079. * * 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)
  90080. * * size the size of the IcoSphere, optional default 1
  90081. * * sizeX allows stretching in the x direction, optional, default size
  90082. * * sizeY allows stretching in the y direction, optional, default size
  90083. * * sizeZ allows stretching in the z direction, optional, default size
  90084. * * 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
  90085. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90086. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90087. * * flat when true creates a flat shaded mesh, optional, default true
  90088. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  90089. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90090. * * 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)
  90091. * * 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)
  90092. * @returns the VertexData of the Polyhedron
  90093. */
  90094. static CreatePolyhedron(options: {
  90095. type?: number;
  90096. size?: number;
  90097. sizeX?: number;
  90098. sizeY?: number;
  90099. sizeZ?: number;
  90100. custom?: any;
  90101. faceUV?: Vector4[];
  90102. faceColors?: Color4[];
  90103. flat?: boolean;
  90104. sideOrientation?: number;
  90105. frontUVs?: Vector4;
  90106. backUVs?: Vector4;
  90107. }): VertexData;
  90108. /**
  90109. * Creates the VertexData for a TorusKnot
  90110. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  90111. * * radius the radius of the torus knot, optional, default 2
  90112. * * tube the thickness of the tube, optional, default 0.5
  90113. * * radialSegments the number of sides on each tube segments, optional, default 32
  90114. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  90115. * * p the number of windings around the z axis, optional, default 2
  90116. * * q the number of windings around the x axis, optional, default 3
  90117. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90118. * * 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)
  90119. * * 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)
  90120. * @returns the VertexData of the Torus Knot
  90121. */
  90122. static CreateTorusKnot(options: {
  90123. radius?: number;
  90124. tube?: number;
  90125. radialSegments?: number;
  90126. tubularSegments?: number;
  90127. p?: number;
  90128. q?: number;
  90129. sideOrientation?: number;
  90130. frontUVs?: Vector4;
  90131. backUVs?: Vector4;
  90132. }): VertexData;
  90133. /**
  90134. * Compute normals for given positions and indices
  90135. * @param positions an array of vertex positions, [...., x, y, z, ......]
  90136. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  90137. * @param normals an array of vertex normals, [...., x, y, z, ......]
  90138. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  90139. * * facetNormals : optional array of facet normals (vector3)
  90140. * * facetPositions : optional array of facet positions (vector3)
  90141. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  90142. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  90143. * * bInfo : optional bounding info, required for facetPartitioning computation
  90144. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  90145. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  90146. * * useRightHandedSystem: optional boolean to for right handed system computation
  90147. * * depthSort : optional boolean to enable the facet depth sort computation
  90148. * * distanceTo : optional Vector3 to compute the facet depth from this location
  90149. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  90150. */
  90151. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  90152. facetNormals?: any;
  90153. facetPositions?: any;
  90154. facetPartitioning?: any;
  90155. ratio?: number;
  90156. bInfo?: any;
  90157. bbSize?: Vector3;
  90158. subDiv?: any;
  90159. useRightHandedSystem?: boolean;
  90160. depthSort?: boolean;
  90161. distanceTo?: Vector3;
  90162. depthSortedFacets?: any;
  90163. }): void;
  90164. /** @hidden */
  90165. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  90166. /**
  90167. * Applies VertexData created from the imported parameters to the geometry
  90168. * @param parsedVertexData the parsed data from an imported file
  90169. * @param geometry the geometry to apply the VertexData to
  90170. */
  90171. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  90172. }
  90173. }
  90174. declare module BABYLON {
  90175. /**
  90176. * Defines a target to use with MorphTargetManager
  90177. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  90178. */
  90179. export class MorphTarget implements IAnimatable {
  90180. /** defines the name of the target */
  90181. name: string;
  90182. /**
  90183. * Gets or sets the list of animations
  90184. */
  90185. animations: Animation[];
  90186. private _scene;
  90187. private _positions;
  90188. private _normals;
  90189. private _tangents;
  90190. private _uvs;
  90191. private _influence;
  90192. private _uniqueId;
  90193. /**
  90194. * Observable raised when the influence changes
  90195. */
  90196. onInfluenceChanged: Observable<boolean>;
  90197. /** @hidden */
  90198. _onDataLayoutChanged: Observable<void>;
  90199. /**
  90200. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  90201. */
  90202. influence: number;
  90203. /**
  90204. * Gets or sets the id of the morph Target
  90205. */
  90206. id: string;
  90207. private _animationPropertiesOverride;
  90208. /**
  90209. * Gets or sets the animation properties override
  90210. */
  90211. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  90212. /**
  90213. * Creates a new MorphTarget
  90214. * @param name defines the name of the target
  90215. * @param influence defines the influence to use
  90216. * @param scene defines the scene the morphtarget belongs to
  90217. */
  90218. constructor(
  90219. /** defines the name of the target */
  90220. name: string, influence?: number, scene?: Nullable<Scene>);
  90221. /**
  90222. * Gets the unique ID of this manager
  90223. */
  90224. readonly uniqueId: number;
  90225. /**
  90226. * Gets a boolean defining if the target contains position data
  90227. */
  90228. readonly hasPositions: boolean;
  90229. /**
  90230. * Gets a boolean defining if the target contains normal data
  90231. */
  90232. readonly hasNormals: boolean;
  90233. /**
  90234. * Gets a boolean defining if the target contains tangent data
  90235. */
  90236. readonly hasTangents: boolean;
  90237. /**
  90238. * Gets a boolean defining if the target contains texture coordinates data
  90239. */
  90240. readonly hasUVs: boolean;
  90241. /**
  90242. * Affects position data to this target
  90243. * @param data defines the position data to use
  90244. */
  90245. setPositions(data: Nullable<FloatArray>): void;
  90246. /**
  90247. * Gets the position data stored in this target
  90248. * @returns a FloatArray containing the position data (or null if not present)
  90249. */
  90250. getPositions(): Nullable<FloatArray>;
  90251. /**
  90252. * Affects normal data to this target
  90253. * @param data defines the normal data to use
  90254. */
  90255. setNormals(data: Nullable<FloatArray>): void;
  90256. /**
  90257. * Gets the normal data stored in this target
  90258. * @returns a FloatArray containing the normal data (or null if not present)
  90259. */
  90260. getNormals(): Nullable<FloatArray>;
  90261. /**
  90262. * Affects tangent data to this target
  90263. * @param data defines the tangent data to use
  90264. */
  90265. setTangents(data: Nullable<FloatArray>): void;
  90266. /**
  90267. * Gets the tangent data stored in this target
  90268. * @returns a FloatArray containing the tangent data (or null if not present)
  90269. */
  90270. getTangents(): Nullable<FloatArray>;
  90271. /**
  90272. * Affects texture coordinates data to this target
  90273. * @param data defines the texture coordinates data to use
  90274. */
  90275. setUVs(data: Nullable<FloatArray>): void;
  90276. /**
  90277. * Gets the texture coordinates data stored in this target
  90278. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  90279. */
  90280. getUVs(): Nullable<FloatArray>;
  90281. /**
  90282. * Clone the current target
  90283. * @returns a new MorphTarget
  90284. */
  90285. clone(): MorphTarget;
  90286. /**
  90287. * Serializes the current target into a Serialization object
  90288. * @returns the serialized object
  90289. */
  90290. serialize(): any;
  90291. /**
  90292. * Returns the string "MorphTarget"
  90293. * @returns "MorphTarget"
  90294. */
  90295. getClassName(): string;
  90296. /**
  90297. * Creates a new target from serialized data
  90298. * @param serializationObject defines the serialized data to use
  90299. * @returns a new MorphTarget
  90300. */
  90301. static Parse(serializationObject: any): MorphTarget;
  90302. /**
  90303. * Creates a MorphTarget from mesh data
  90304. * @param mesh defines the source mesh
  90305. * @param name defines the name to use for the new target
  90306. * @param influence defines the influence to attach to the target
  90307. * @returns a new MorphTarget
  90308. */
  90309. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  90310. }
  90311. }
  90312. declare module BABYLON {
  90313. /**
  90314. * This class is used to deform meshes using morphing between different targets
  90315. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  90316. */
  90317. export class MorphTargetManager {
  90318. private _targets;
  90319. private _targetInfluenceChangedObservers;
  90320. private _targetDataLayoutChangedObservers;
  90321. private _activeTargets;
  90322. private _scene;
  90323. private _influences;
  90324. private _supportsNormals;
  90325. private _supportsTangents;
  90326. private _supportsUVs;
  90327. private _vertexCount;
  90328. private _uniqueId;
  90329. private _tempInfluences;
  90330. /**
  90331. * Gets or sets a boolean indicating if normals must be morphed
  90332. */
  90333. enableNormalMorphing: boolean;
  90334. /**
  90335. * Gets or sets a boolean indicating if tangents must be morphed
  90336. */
  90337. enableTangentMorphing: boolean;
  90338. /**
  90339. * Gets or sets a boolean indicating if UV must be morphed
  90340. */
  90341. enableUVMorphing: boolean;
  90342. /**
  90343. * Creates a new MorphTargetManager
  90344. * @param scene defines the current scene
  90345. */
  90346. constructor(scene?: Nullable<Scene>);
  90347. /**
  90348. * Gets the unique ID of this manager
  90349. */
  90350. readonly uniqueId: number;
  90351. /**
  90352. * Gets the number of vertices handled by this manager
  90353. */
  90354. readonly vertexCount: number;
  90355. /**
  90356. * Gets a boolean indicating if this manager supports morphing of normals
  90357. */
  90358. readonly supportsNormals: boolean;
  90359. /**
  90360. * Gets a boolean indicating if this manager supports morphing of tangents
  90361. */
  90362. readonly supportsTangents: boolean;
  90363. /**
  90364. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  90365. */
  90366. readonly supportsUVs: boolean;
  90367. /**
  90368. * Gets the number of targets stored in this manager
  90369. */
  90370. readonly numTargets: number;
  90371. /**
  90372. * Gets the number of influencers (ie. the number of targets with influences > 0)
  90373. */
  90374. readonly numInfluencers: number;
  90375. /**
  90376. * Gets the list of influences (one per target)
  90377. */
  90378. readonly influences: Float32Array;
  90379. /**
  90380. * Gets the active target at specified index. An active target is a target with an influence > 0
  90381. * @param index defines the index to check
  90382. * @returns the requested target
  90383. */
  90384. getActiveTarget(index: number): MorphTarget;
  90385. /**
  90386. * Gets the target at specified index
  90387. * @param index defines the index to check
  90388. * @returns the requested target
  90389. */
  90390. getTarget(index: number): MorphTarget;
  90391. /**
  90392. * Add a new target to this manager
  90393. * @param target defines the target to add
  90394. */
  90395. addTarget(target: MorphTarget): void;
  90396. /**
  90397. * Removes a target from the manager
  90398. * @param target defines the target to remove
  90399. */
  90400. removeTarget(target: MorphTarget): void;
  90401. /**
  90402. * Clone the current manager
  90403. * @returns a new MorphTargetManager
  90404. */
  90405. clone(): MorphTargetManager;
  90406. /**
  90407. * Serializes the current manager into a Serialization object
  90408. * @returns the serialized object
  90409. */
  90410. serialize(): any;
  90411. private _syncActiveTargets;
  90412. /**
  90413. * Syncrhonize the targets with all the meshes using this morph target manager
  90414. */
  90415. synchronize(): void;
  90416. /**
  90417. * Creates a new MorphTargetManager from serialized data
  90418. * @param serializationObject defines the serialized data
  90419. * @param scene defines the hosting scene
  90420. * @returns the new MorphTargetManager
  90421. */
  90422. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  90423. }
  90424. }
  90425. declare module BABYLON {
  90426. /**
  90427. * Class used to represent a specific level of detail of a mesh
  90428. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  90429. */
  90430. export class MeshLODLevel {
  90431. /** Defines the distance where this level should start being displayed */
  90432. distance: number;
  90433. /** Defines the mesh to use to render this level */
  90434. mesh: Nullable<Mesh>;
  90435. /**
  90436. * Creates a new LOD level
  90437. * @param distance defines the distance where this level should star being displayed
  90438. * @param mesh defines the mesh to use to render this level
  90439. */
  90440. constructor(
  90441. /** Defines the distance where this level should start being displayed */
  90442. distance: number,
  90443. /** Defines the mesh to use to render this level */
  90444. mesh: Nullable<Mesh>);
  90445. }
  90446. }
  90447. declare module BABYLON {
  90448. /**
  90449. * Mesh representing the gorund
  90450. */
  90451. export class GroundMesh extends Mesh {
  90452. /** If octree should be generated */
  90453. generateOctree: boolean;
  90454. private _heightQuads;
  90455. /** @hidden */
  90456. _subdivisionsX: number;
  90457. /** @hidden */
  90458. _subdivisionsY: number;
  90459. /** @hidden */
  90460. _width: number;
  90461. /** @hidden */
  90462. _height: number;
  90463. /** @hidden */
  90464. _minX: number;
  90465. /** @hidden */
  90466. _maxX: number;
  90467. /** @hidden */
  90468. _minZ: number;
  90469. /** @hidden */
  90470. _maxZ: number;
  90471. constructor(name: string, scene: Scene);
  90472. /**
  90473. * "GroundMesh"
  90474. * @returns "GroundMesh"
  90475. */
  90476. getClassName(): string;
  90477. /**
  90478. * The minimum of x and y subdivisions
  90479. */
  90480. readonly subdivisions: number;
  90481. /**
  90482. * X subdivisions
  90483. */
  90484. readonly subdivisionsX: number;
  90485. /**
  90486. * Y subdivisions
  90487. */
  90488. readonly subdivisionsY: number;
  90489. /**
  90490. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  90491. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  90492. * @param chunksCount the number of subdivisions for x and y
  90493. * @param octreeBlocksSize (Default: 32)
  90494. */
  90495. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  90496. /**
  90497. * Returns a height (y) value in the Worl system :
  90498. * the ground altitude at the coordinates (x, z) expressed in the World system.
  90499. * @param x x coordinate
  90500. * @param z z coordinate
  90501. * @returns the ground y position if (x, z) are outside the ground surface.
  90502. */
  90503. getHeightAtCoordinates(x: number, z: number): number;
  90504. /**
  90505. * Returns a normalized vector (Vector3) orthogonal to the ground
  90506. * at the ground coordinates (x, z) expressed in the World system.
  90507. * @param x x coordinate
  90508. * @param z z coordinate
  90509. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  90510. */
  90511. getNormalAtCoordinates(x: number, z: number): Vector3;
  90512. /**
  90513. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  90514. * at the ground coordinates (x, z) expressed in the World system.
  90515. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  90516. * @param x x coordinate
  90517. * @param z z coordinate
  90518. * @param ref vector to store the result
  90519. * @returns the GroundMesh.
  90520. */
  90521. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  90522. /**
  90523. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  90524. * if the ground has been updated.
  90525. * This can be used in the render loop.
  90526. * @returns the GroundMesh.
  90527. */
  90528. updateCoordinateHeights(): GroundMesh;
  90529. private _getFacetAt;
  90530. private _initHeightQuads;
  90531. private _computeHeightQuads;
  90532. /**
  90533. * Serializes this ground mesh
  90534. * @param serializationObject object to write serialization to
  90535. */
  90536. serialize(serializationObject: any): void;
  90537. /**
  90538. * Parses a serialized ground mesh
  90539. * @param parsedMesh the serialized mesh
  90540. * @param scene the scene to create the ground mesh in
  90541. * @returns the created ground mesh
  90542. */
  90543. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  90544. }
  90545. }
  90546. declare module BABYLON {
  90547. /**
  90548. * Interface for Physics-Joint data
  90549. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90550. */
  90551. export interface PhysicsJointData {
  90552. /**
  90553. * The main pivot of the joint
  90554. */
  90555. mainPivot?: Vector3;
  90556. /**
  90557. * The connected pivot of the joint
  90558. */
  90559. connectedPivot?: Vector3;
  90560. /**
  90561. * The main axis of the joint
  90562. */
  90563. mainAxis?: Vector3;
  90564. /**
  90565. * The connected axis of the joint
  90566. */
  90567. connectedAxis?: Vector3;
  90568. /**
  90569. * The collision of the joint
  90570. */
  90571. collision?: boolean;
  90572. /**
  90573. * Native Oimo/Cannon/Energy data
  90574. */
  90575. nativeParams?: any;
  90576. }
  90577. /**
  90578. * This is a holder class for the physics joint created by the physics plugin
  90579. * It holds a set of functions to control the underlying joint
  90580. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90581. */
  90582. export class PhysicsJoint {
  90583. /**
  90584. * The type of the physics joint
  90585. */
  90586. type: number;
  90587. /**
  90588. * The data for the physics joint
  90589. */
  90590. jointData: PhysicsJointData;
  90591. private _physicsJoint;
  90592. protected _physicsPlugin: IPhysicsEnginePlugin;
  90593. /**
  90594. * Initializes the physics joint
  90595. * @param type The type of the physics joint
  90596. * @param jointData The data for the physics joint
  90597. */
  90598. constructor(
  90599. /**
  90600. * The type of the physics joint
  90601. */
  90602. type: number,
  90603. /**
  90604. * The data for the physics joint
  90605. */
  90606. jointData: PhysicsJointData);
  90607. /**
  90608. * Gets the physics joint
  90609. */
  90610. /**
  90611. * Sets the physics joint
  90612. */
  90613. physicsJoint: any;
  90614. /**
  90615. * Sets the physics plugin
  90616. */
  90617. physicsPlugin: IPhysicsEnginePlugin;
  90618. /**
  90619. * Execute a function that is physics-plugin specific.
  90620. * @param {Function} func the function that will be executed.
  90621. * It accepts two parameters: the physics world and the physics joint
  90622. */
  90623. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  90624. /**
  90625. * Distance-Joint type
  90626. */
  90627. static DistanceJoint: number;
  90628. /**
  90629. * Hinge-Joint type
  90630. */
  90631. static HingeJoint: number;
  90632. /**
  90633. * Ball-and-Socket joint type
  90634. */
  90635. static BallAndSocketJoint: number;
  90636. /**
  90637. * Wheel-Joint type
  90638. */
  90639. static WheelJoint: number;
  90640. /**
  90641. * Slider-Joint type
  90642. */
  90643. static SliderJoint: number;
  90644. /**
  90645. * Prismatic-Joint type
  90646. */
  90647. static PrismaticJoint: number;
  90648. /**
  90649. * Universal-Joint type
  90650. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  90651. */
  90652. static UniversalJoint: number;
  90653. /**
  90654. * Hinge-Joint 2 type
  90655. */
  90656. static Hinge2Joint: number;
  90657. /**
  90658. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  90659. */
  90660. static PointToPointJoint: number;
  90661. /**
  90662. * Spring-Joint type
  90663. */
  90664. static SpringJoint: number;
  90665. /**
  90666. * Lock-Joint type
  90667. */
  90668. static LockJoint: number;
  90669. }
  90670. /**
  90671. * A class representing a physics distance joint
  90672. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90673. */
  90674. export class DistanceJoint extends PhysicsJoint {
  90675. /**
  90676. *
  90677. * @param jointData The data for the Distance-Joint
  90678. */
  90679. constructor(jointData: DistanceJointData);
  90680. /**
  90681. * Update the predefined distance.
  90682. * @param maxDistance The maximum preferred distance
  90683. * @param minDistance The minimum preferred distance
  90684. */
  90685. updateDistance(maxDistance: number, minDistance?: number): void;
  90686. }
  90687. /**
  90688. * Represents a Motor-Enabled Joint
  90689. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90690. */
  90691. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  90692. /**
  90693. * Initializes the Motor-Enabled Joint
  90694. * @param type The type of the joint
  90695. * @param jointData The physica joint data for the joint
  90696. */
  90697. constructor(type: number, jointData: PhysicsJointData);
  90698. /**
  90699. * Set the motor values.
  90700. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90701. * @param force the force to apply
  90702. * @param maxForce max force for this motor.
  90703. */
  90704. setMotor(force?: number, maxForce?: number): void;
  90705. /**
  90706. * Set the motor's limits.
  90707. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90708. * @param upperLimit The upper limit of the motor
  90709. * @param lowerLimit The lower limit of the motor
  90710. */
  90711. setLimit(upperLimit: number, lowerLimit?: number): void;
  90712. }
  90713. /**
  90714. * This class represents a single physics Hinge-Joint
  90715. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90716. */
  90717. export class HingeJoint extends MotorEnabledJoint {
  90718. /**
  90719. * Initializes the Hinge-Joint
  90720. * @param jointData The joint data for the Hinge-Joint
  90721. */
  90722. constructor(jointData: PhysicsJointData);
  90723. /**
  90724. * Set the motor values.
  90725. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90726. * @param {number} force the force to apply
  90727. * @param {number} maxForce max force for this motor.
  90728. */
  90729. setMotor(force?: number, maxForce?: number): void;
  90730. /**
  90731. * Set the motor's limits.
  90732. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90733. * @param upperLimit The upper limit of the motor
  90734. * @param lowerLimit The lower limit of the motor
  90735. */
  90736. setLimit(upperLimit: number, lowerLimit?: number): void;
  90737. }
  90738. /**
  90739. * This class represents a dual hinge physics joint (same as wheel joint)
  90740. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90741. */
  90742. export class Hinge2Joint extends MotorEnabledJoint {
  90743. /**
  90744. * Initializes the Hinge2-Joint
  90745. * @param jointData The joint data for the Hinge2-Joint
  90746. */
  90747. constructor(jointData: PhysicsJointData);
  90748. /**
  90749. * Set the motor values.
  90750. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90751. * @param {number} targetSpeed the speed the motor is to reach
  90752. * @param {number} maxForce max force for this motor.
  90753. * @param {motorIndex} the motor's index, 0 or 1.
  90754. */
  90755. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  90756. /**
  90757. * Set the motor limits.
  90758. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90759. * @param {number} upperLimit the upper limit
  90760. * @param {number} lowerLimit lower limit
  90761. * @param {motorIndex} the motor's index, 0 or 1.
  90762. */
  90763. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90764. }
  90765. /**
  90766. * Interface for a motor enabled joint
  90767. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90768. */
  90769. export interface IMotorEnabledJoint {
  90770. /**
  90771. * Physics joint
  90772. */
  90773. physicsJoint: any;
  90774. /**
  90775. * Sets the motor of the motor-enabled joint
  90776. * @param force The force of the motor
  90777. * @param maxForce The maximum force of the motor
  90778. * @param motorIndex The index of the motor
  90779. */
  90780. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  90781. /**
  90782. * Sets the limit of the motor
  90783. * @param upperLimit The upper limit of the motor
  90784. * @param lowerLimit The lower limit of the motor
  90785. * @param motorIndex The index of the motor
  90786. */
  90787. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90788. }
  90789. /**
  90790. * Joint data for a Distance-Joint
  90791. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90792. */
  90793. export interface DistanceJointData extends PhysicsJointData {
  90794. /**
  90795. * Max distance the 2 joint objects can be apart
  90796. */
  90797. maxDistance: number;
  90798. }
  90799. /**
  90800. * Joint data from a spring joint
  90801. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90802. */
  90803. export interface SpringJointData extends PhysicsJointData {
  90804. /**
  90805. * Length of the spring
  90806. */
  90807. length: number;
  90808. /**
  90809. * Stiffness of the spring
  90810. */
  90811. stiffness: number;
  90812. /**
  90813. * Damping of the spring
  90814. */
  90815. damping: number;
  90816. /** this callback will be called when applying the force to the impostors. */
  90817. forceApplicationCallback: () => void;
  90818. }
  90819. }
  90820. declare module BABYLON {
  90821. /**
  90822. * Holds the data for the raycast result
  90823. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90824. */
  90825. export class PhysicsRaycastResult {
  90826. private _hasHit;
  90827. private _hitDistance;
  90828. private _hitNormalWorld;
  90829. private _hitPointWorld;
  90830. private _rayFromWorld;
  90831. private _rayToWorld;
  90832. /**
  90833. * Gets if there was a hit
  90834. */
  90835. readonly hasHit: boolean;
  90836. /**
  90837. * Gets the distance from the hit
  90838. */
  90839. readonly hitDistance: number;
  90840. /**
  90841. * Gets the hit normal/direction in the world
  90842. */
  90843. readonly hitNormalWorld: Vector3;
  90844. /**
  90845. * Gets the hit point in the world
  90846. */
  90847. readonly hitPointWorld: Vector3;
  90848. /**
  90849. * Gets the ray "start point" of the ray in the world
  90850. */
  90851. readonly rayFromWorld: Vector3;
  90852. /**
  90853. * Gets the ray "end point" of the ray in the world
  90854. */
  90855. readonly rayToWorld: Vector3;
  90856. /**
  90857. * Sets the hit data (normal & point in world space)
  90858. * @param hitNormalWorld defines the normal in world space
  90859. * @param hitPointWorld defines the point in world space
  90860. */
  90861. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  90862. /**
  90863. * Sets the distance from the start point to the hit point
  90864. * @param distance
  90865. */
  90866. setHitDistance(distance: number): void;
  90867. /**
  90868. * Calculates the distance manually
  90869. */
  90870. calculateHitDistance(): void;
  90871. /**
  90872. * Resets all the values to default
  90873. * @param from The from point on world space
  90874. * @param to The to point on world space
  90875. */
  90876. reset(from?: Vector3, to?: Vector3): void;
  90877. }
  90878. /**
  90879. * Interface for the size containing width and height
  90880. */
  90881. interface IXYZ {
  90882. /**
  90883. * X
  90884. */
  90885. x: number;
  90886. /**
  90887. * Y
  90888. */
  90889. y: number;
  90890. /**
  90891. * Z
  90892. */
  90893. z: number;
  90894. }
  90895. }
  90896. declare module BABYLON {
  90897. /**
  90898. * Interface used to describe a physics joint
  90899. */
  90900. export interface PhysicsImpostorJoint {
  90901. /** Defines the main impostor to which the joint is linked */
  90902. mainImpostor: PhysicsImpostor;
  90903. /** Defines the impostor that is connected to the main impostor using this joint */
  90904. connectedImpostor: PhysicsImpostor;
  90905. /** Defines the joint itself */
  90906. joint: PhysicsJoint;
  90907. }
  90908. /** @hidden */
  90909. export interface IPhysicsEnginePlugin {
  90910. world: any;
  90911. name: string;
  90912. setGravity(gravity: Vector3): void;
  90913. setTimeStep(timeStep: number): void;
  90914. getTimeStep(): number;
  90915. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  90916. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  90917. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  90918. generatePhysicsBody(impostor: PhysicsImpostor): void;
  90919. removePhysicsBody(impostor: PhysicsImpostor): void;
  90920. generateJoint(joint: PhysicsImpostorJoint): void;
  90921. removeJoint(joint: PhysicsImpostorJoint): void;
  90922. isSupported(): boolean;
  90923. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  90924. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  90925. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  90926. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  90927. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  90928. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  90929. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  90930. getBodyMass(impostor: PhysicsImpostor): number;
  90931. getBodyFriction(impostor: PhysicsImpostor): number;
  90932. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  90933. getBodyRestitution(impostor: PhysicsImpostor): number;
  90934. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  90935. getBodyPressure?(impostor: PhysicsImpostor): number;
  90936. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  90937. getBodyStiffness?(impostor: PhysicsImpostor): number;
  90938. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  90939. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  90940. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  90941. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  90942. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  90943. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  90944. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  90945. sleepBody(impostor: PhysicsImpostor): void;
  90946. wakeUpBody(impostor: PhysicsImpostor): void;
  90947. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  90948. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  90949. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  90950. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90951. getRadius(impostor: PhysicsImpostor): number;
  90952. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  90953. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  90954. dispose(): void;
  90955. }
  90956. /**
  90957. * Interface used to define a physics engine
  90958. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  90959. */
  90960. export interface IPhysicsEngine {
  90961. /**
  90962. * Gets the gravity vector used by the simulation
  90963. */
  90964. gravity: Vector3;
  90965. /**
  90966. * Sets the gravity vector used by the simulation
  90967. * @param gravity defines the gravity vector to use
  90968. */
  90969. setGravity(gravity: Vector3): void;
  90970. /**
  90971. * Set the time step of the physics engine.
  90972. * Default is 1/60.
  90973. * To slow it down, enter 1/600 for example.
  90974. * To speed it up, 1/30
  90975. * @param newTimeStep the new timestep to apply to this world.
  90976. */
  90977. setTimeStep(newTimeStep: number): void;
  90978. /**
  90979. * Get the time step of the physics engine.
  90980. * @returns the current time step
  90981. */
  90982. getTimeStep(): number;
  90983. /**
  90984. * Release all resources
  90985. */
  90986. dispose(): void;
  90987. /**
  90988. * Gets the name of the current physics plugin
  90989. * @returns the name of the plugin
  90990. */
  90991. getPhysicsPluginName(): string;
  90992. /**
  90993. * Adding a new impostor for the impostor tracking.
  90994. * This will be done by the impostor itself.
  90995. * @param impostor the impostor to add
  90996. */
  90997. addImpostor(impostor: PhysicsImpostor): void;
  90998. /**
  90999. * Remove an impostor from the engine.
  91000. * This impostor and its mesh will not longer be updated by the physics engine.
  91001. * @param impostor the impostor to remove
  91002. */
  91003. removeImpostor(impostor: PhysicsImpostor): void;
  91004. /**
  91005. * Add a joint to the physics engine
  91006. * @param mainImpostor defines the main impostor to which the joint is added.
  91007. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  91008. * @param joint defines the joint that will connect both impostors.
  91009. */
  91010. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  91011. /**
  91012. * Removes a joint from the simulation
  91013. * @param mainImpostor defines the impostor used with the joint
  91014. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  91015. * @param joint defines the joint to remove
  91016. */
  91017. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  91018. /**
  91019. * Gets the current plugin used to run the simulation
  91020. * @returns current plugin
  91021. */
  91022. getPhysicsPlugin(): IPhysicsEnginePlugin;
  91023. /**
  91024. * Gets the list of physic impostors
  91025. * @returns an array of PhysicsImpostor
  91026. */
  91027. getImpostors(): Array<PhysicsImpostor>;
  91028. /**
  91029. * Gets the impostor for a physics enabled object
  91030. * @param object defines the object impersonated by the impostor
  91031. * @returns the PhysicsImpostor or null if not found
  91032. */
  91033. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  91034. /**
  91035. * Gets the impostor for a physics body object
  91036. * @param body defines physics body used by the impostor
  91037. * @returns the PhysicsImpostor or null if not found
  91038. */
  91039. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  91040. /**
  91041. * Does a raycast in the physics world
  91042. * @param from when should the ray start?
  91043. * @param to when should the ray end?
  91044. * @returns PhysicsRaycastResult
  91045. */
  91046. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  91047. /**
  91048. * Called by the scene. No need to call it.
  91049. * @param delta defines the timespam between frames
  91050. */
  91051. _step(delta: number): void;
  91052. }
  91053. }
  91054. declare module BABYLON {
  91055. /**
  91056. * The interface for the physics imposter parameters
  91057. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91058. */
  91059. export interface PhysicsImpostorParameters {
  91060. /**
  91061. * The mass of the physics imposter
  91062. */
  91063. mass: number;
  91064. /**
  91065. * The friction of the physics imposter
  91066. */
  91067. friction?: number;
  91068. /**
  91069. * The coefficient of restitution of the physics imposter
  91070. */
  91071. restitution?: number;
  91072. /**
  91073. * The native options of the physics imposter
  91074. */
  91075. nativeOptions?: any;
  91076. /**
  91077. * Specifies if the parent should be ignored
  91078. */
  91079. ignoreParent?: boolean;
  91080. /**
  91081. * Specifies if bi-directional transformations should be disabled
  91082. */
  91083. disableBidirectionalTransformation?: boolean;
  91084. /**
  91085. * The pressure inside the physics imposter, soft object only
  91086. */
  91087. pressure?: number;
  91088. /**
  91089. * The stiffness the physics imposter, soft object only
  91090. */
  91091. stiffness?: number;
  91092. /**
  91093. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  91094. */
  91095. velocityIterations?: number;
  91096. /**
  91097. * The number of iterations used in maintaining consistent vertex positions, soft object only
  91098. */
  91099. positionIterations?: number;
  91100. /**
  91101. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  91102. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  91103. * Add to fix multiple points
  91104. */
  91105. fixedPoints?: number;
  91106. /**
  91107. * The collision margin around a soft object
  91108. */
  91109. margin?: number;
  91110. /**
  91111. * The collision margin around a soft object
  91112. */
  91113. damping?: number;
  91114. /**
  91115. * The path for a rope based on an extrusion
  91116. */
  91117. path?: any;
  91118. /**
  91119. * The shape of an extrusion used for a rope based on an extrusion
  91120. */
  91121. shape?: any;
  91122. }
  91123. /**
  91124. * Interface for a physics-enabled object
  91125. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91126. */
  91127. export interface IPhysicsEnabledObject {
  91128. /**
  91129. * The position of the physics-enabled object
  91130. */
  91131. position: Vector3;
  91132. /**
  91133. * The rotation of the physics-enabled object
  91134. */
  91135. rotationQuaternion: Nullable<Quaternion>;
  91136. /**
  91137. * The scale of the physics-enabled object
  91138. */
  91139. scaling: Vector3;
  91140. /**
  91141. * The rotation of the physics-enabled object
  91142. */
  91143. rotation?: Vector3;
  91144. /**
  91145. * The parent of the physics-enabled object
  91146. */
  91147. parent?: any;
  91148. /**
  91149. * The bounding info of the physics-enabled object
  91150. * @returns The bounding info of the physics-enabled object
  91151. */
  91152. getBoundingInfo(): BoundingInfo;
  91153. /**
  91154. * Computes the world matrix
  91155. * @param force Specifies if the world matrix should be computed by force
  91156. * @returns A world matrix
  91157. */
  91158. computeWorldMatrix(force: boolean): Matrix;
  91159. /**
  91160. * Gets the world matrix
  91161. * @returns A world matrix
  91162. */
  91163. getWorldMatrix?(): Matrix;
  91164. /**
  91165. * Gets the child meshes
  91166. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  91167. * @returns An array of abstract meshes
  91168. */
  91169. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  91170. /**
  91171. * Gets the vertex data
  91172. * @param kind The type of vertex data
  91173. * @returns A nullable array of numbers, or a float32 array
  91174. */
  91175. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  91176. /**
  91177. * Gets the indices from the mesh
  91178. * @returns A nullable array of index arrays
  91179. */
  91180. getIndices?(): Nullable<IndicesArray>;
  91181. /**
  91182. * Gets the scene from the mesh
  91183. * @returns the indices array or null
  91184. */
  91185. getScene?(): Scene;
  91186. /**
  91187. * Gets the absolute position from the mesh
  91188. * @returns the absolute position
  91189. */
  91190. getAbsolutePosition(): Vector3;
  91191. /**
  91192. * Gets the absolute pivot point from the mesh
  91193. * @returns the absolute pivot point
  91194. */
  91195. getAbsolutePivotPoint(): Vector3;
  91196. /**
  91197. * Rotates the mesh
  91198. * @param axis The axis of rotation
  91199. * @param amount The amount of rotation
  91200. * @param space The space of the rotation
  91201. * @returns The rotation transform node
  91202. */
  91203. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  91204. /**
  91205. * Translates the mesh
  91206. * @param axis The axis of translation
  91207. * @param distance The distance of translation
  91208. * @param space The space of the translation
  91209. * @returns The transform node
  91210. */
  91211. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  91212. /**
  91213. * Sets the absolute position of the mesh
  91214. * @param absolutePosition The absolute position of the mesh
  91215. * @returns The transform node
  91216. */
  91217. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  91218. /**
  91219. * Gets the class name of the mesh
  91220. * @returns The class name
  91221. */
  91222. getClassName(): string;
  91223. }
  91224. /**
  91225. * Represents a physics imposter
  91226. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91227. */
  91228. export class PhysicsImpostor {
  91229. /**
  91230. * The physics-enabled object used as the physics imposter
  91231. */
  91232. object: IPhysicsEnabledObject;
  91233. /**
  91234. * The type of the physics imposter
  91235. */
  91236. type: number;
  91237. private _options;
  91238. private _scene?;
  91239. /**
  91240. * The default object size of the imposter
  91241. */
  91242. static DEFAULT_OBJECT_SIZE: Vector3;
  91243. /**
  91244. * The identity quaternion of the imposter
  91245. */
  91246. static IDENTITY_QUATERNION: Quaternion;
  91247. /** @hidden */
  91248. _pluginData: any;
  91249. private _physicsEngine;
  91250. private _physicsBody;
  91251. private _bodyUpdateRequired;
  91252. private _onBeforePhysicsStepCallbacks;
  91253. private _onAfterPhysicsStepCallbacks;
  91254. /** @hidden */
  91255. _onPhysicsCollideCallbacks: Array<{
  91256. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  91257. otherImpostors: Array<PhysicsImpostor>;
  91258. }>;
  91259. private _deltaPosition;
  91260. private _deltaRotation;
  91261. private _deltaRotationConjugated;
  91262. /** @hidden */
  91263. _isFromLine: boolean;
  91264. private _parent;
  91265. private _isDisposed;
  91266. private static _tmpVecs;
  91267. private static _tmpQuat;
  91268. /**
  91269. * Specifies if the physics imposter is disposed
  91270. */
  91271. readonly isDisposed: boolean;
  91272. /**
  91273. * Gets the mass of the physics imposter
  91274. */
  91275. mass: number;
  91276. /**
  91277. * Gets the coefficient of friction
  91278. */
  91279. /**
  91280. * Sets the coefficient of friction
  91281. */
  91282. friction: number;
  91283. /**
  91284. * Gets the coefficient of restitution
  91285. */
  91286. /**
  91287. * Sets the coefficient of restitution
  91288. */
  91289. restitution: number;
  91290. /**
  91291. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  91292. */
  91293. /**
  91294. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  91295. */
  91296. pressure: number;
  91297. /**
  91298. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  91299. */
  91300. /**
  91301. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  91302. */
  91303. stiffness: number;
  91304. /**
  91305. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  91306. */
  91307. /**
  91308. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  91309. */
  91310. velocityIterations: number;
  91311. /**
  91312. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  91313. */
  91314. /**
  91315. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  91316. */
  91317. positionIterations: number;
  91318. /**
  91319. * The unique id of the physics imposter
  91320. * set by the physics engine when adding this impostor to the array
  91321. */
  91322. uniqueId: number;
  91323. /**
  91324. * @hidden
  91325. */
  91326. soft: boolean;
  91327. /**
  91328. * @hidden
  91329. */
  91330. segments: number;
  91331. private _joints;
  91332. /**
  91333. * Initializes the physics imposter
  91334. * @param object The physics-enabled object used as the physics imposter
  91335. * @param type The type of the physics imposter
  91336. * @param _options The options for the physics imposter
  91337. * @param _scene The Babylon scene
  91338. */
  91339. constructor(
  91340. /**
  91341. * The physics-enabled object used as the physics imposter
  91342. */
  91343. object: IPhysicsEnabledObject,
  91344. /**
  91345. * The type of the physics imposter
  91346. */
  91347. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  91348. /**
  91349. * This function will completly initialize this impostor.
  91350. * It will create a new body - but only if this mesh has no parent.
  91351. * If it has, this impostor will not be used other than to define the impostor
  91352. * of the child mesh.
  91353. * @hidden
  91354. */
  91355. _init(): void;
  91356. private _getPhysicsParent;
  91357. /**
  91358. * Should a new body be generated.
  91359. * @returns boolean specifying if body initialization is required
  91360. */
  91361. isBodyInitRequired(): boolean;
  91362. /**
  91363. * Sets the updated scaling
  91364. * @param updated Specifies if the scaling is updated
  91365. */
  91366. setScalingUpdated(): void;
  91367. /**
  91368. * Force a regeneration of this or the parent's impostor's body.
  91369. * Use under cautious - This will remove all joints already implemented.
  91370. */
  91371. forceUpdate(): void;
  91372. /**
  91373. * Gets the body that holds this impostor. Either its own, or its parent.
  91374. */
  91375. /**
  91376. * Set the physics body. Used mainly by the physics engine/plugin
  91377. */
  91378. physicsBody: any;
  91379. /**
  91380. * Get the parent of the physics imposter
  91381. * @returns Physics imposter or null
  91382. */
  91383. /**
  91384. * Sets the parent of the physics imposter
  91385. */
  91386. parent: Nullable<PhysicsImpostor>;
  91387. /**
  91388. * Resets the update flags
  91389. */
  91390. resetUpdateFlags(): void;
  91391. /**
  91392. * Gets the object extend size
  91393. * @returns the object extend size
  91394. */
  91395. getObjectExtendSize(): Vector3;
  91396. /**
  91397. * Gets the object center
  91398. * @returns The object center
  91399. */
  91400. getObjectCenter(): Vector3;
  91401. /**
  91402. * Get a specific parametes from the options parameter
  91403. * @param paramName The object parameter name
  91404. * @returns The object parameter
  91405. */
  91406. getParam(paramName: string): any;
  91407. /**
  91408. * Sets a specific parameter in the options given to the physics plugin
  91409. * @param paramName The parameter name
  91410. * @param value The value of the parameter
  91411. */
  91412. setParam(paramName: string, value: number): void;
  91413. /**
  91414. * Specifically change the body's mass option. Won't recreate the physics body object
  91415. * @param mass The mass of the physics imposter
  91416. */
  91417. setMass(mass: number): void;
  91418. /**
  91419. * Gets the linear velocity
  91420. * @returns linear velocity or null
  91421. */
  91422. getLinearVelocity(): Nullable<Vector3>;
  91423. /**
  91424. * Sets the linear velocity
  91425. * @param velocity linear velocity or null
  91426. */
  91427. setLinearVelocity(velocity: Nullable<Vector3>): void;
  91428. /**
  91429. * Gets the angular velocity
  91430. * @returns angular velocity or null
  91431. */
  91432. getAngularVelocity(): Nullable<Vector3>;
  91433. /**
  91434. * Sets the angular velocity
  91435. * @param velocity The velocity or null
  91436. */
  91437. setAngularVelocity(velocity: Nullable<Vector3>): void;
  91438. /**
  91439. * Execute a function with the physics plugin native code
  91440. * Provide a function the will have two variables - the world object and the physics body object
  91441. * @param func The function to execute with the physics plugin native code
  91442. */
  91443. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  91444. /**
  91445. * Register a function that will be executed before the physics world is stepping forward
  91446. * @param func The function to execute before the physics world is stepped forward
  91447. */
  91448. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91449. /**
  91450. * Unregister a function that will be executed before the physics world is stepping forward
  91451. * @param func The function to execute before the physics world is stepped forward
  91452. */
  91453. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91454. /**
  91455. * Register a function that will be executed after the physics step
  91456. * @param func The function to execute after physics step
  91457. */
  91458. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91459. /**
  91460. * Unregisters a function that will be executed after the physics step
  91461. * @param func The function to execute after physics step
  91462. */
  91463. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91464. /**
  91465. * register a function that will be executed when this impostor collides against a different body
  91466. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  91467. * @param func Callback that is executed on collision
  91468. */
  91469. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  91470. /**
  91471. * Unregisters the physics imposter on contact
  91472. * @param collideAgainst The physics object to collide against
  91473. * @param func Callback to execute on collision
  91474. */
  91475. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  91476. private _tmpQuat;
  91477. private _tmpQuat2;
  91478. /**
  91479. * Get the parent rotation
  91480. * @returns The parent rotation
  91481. */
  91482. getParentsRotation(): Quaternion;
  91483. /**
  91484. * this function is executed by the physics engine.
  91485. */
  91486. beforeStep: () => void;
  91487. /**
  91488. * this function is executed by the physics engine
  91489. */
  91490. afterStep: () => void;
  91491. /**
  91492. * Legacy collision detection event support
  91493. */
  91494. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  91495. /**
  91496. * event and body object due to cannon's event-based architecture.
  91497. */
  91498. onCollide: (e: {
  91499. body: any;
  91500. }) => void;
  91501. /**
  91502. * Apply a force
  91503. * @param force The force to apply
  91504. * @param contactPoint The contact point for the force
  91505. * @returns The physics imposter
  91506. */
  91507. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  91508. /**
  91509. * Apply an impulse
  91510. * @param force The impulse force
  91511. * @param contactPoint The contact point for the impulse force
  91512. * @returns The physics imposter
  91513. */
  91514. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  91515. /**
  91516. * A help function to create a joint
  91517. * @param otherImpostor A physics imposter used to create a joint
  91518. * @param jointType The type of joint
  91519. * @param jointData The data for the joint
  91520. * @returns The physics imposter
  91521. */
  91522. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  91523. /**
  91524. * Add a joint to this impostor with a different impostor
  91525. * @param otherImpostor A physics imposter used to add a joint
  91526. * @param joint The joint to add
  91527. * @returns The physics imposter
  91528. */
  91529. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  91530. /**
  91531. * Add an anchor to a cloth impostor
  91532. * @param otherImpostor rigid impostor to anchor to
  91533. * @param width ratio across width from 0 to 1
  91534. * @param height ratio up height from 0 to 1
  91535. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  91536. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  91537. * @returns impostor the soft imposter
  91538. */
  91539. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  91540. /**
  91541. * Add a hook to a rope impostor
  91542. * @param otherImpostor rigid impostor to anchor to
  91543. * @param length ratio across rope from 0 to 1
  91544. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  91545. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  91546. * @returns impostor the rope imposter
  91547. */
  91548. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  91549. /**
  91550. * Will keep this body still, in a sleep mode.
  91551. * @returns the physics imposter
  91552. */
  91553. sleep(): PhysicsImpostor;
  91554. /**
  91555. * Wake the body up.
  91556. * @returns The physics imposter
  91557. */
  91558. wakeUp(): PhysicsImpostor;
  91559. /**
  91560. * Clones the physics imposter
  91561. * @param newObject The physics imposter clones to this physics-enabled object
  91562. * @returns A nullable physics imposter
  91563. */
  91564. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  91565. /**
  91566. * Disposes the physics imposter
  91567. */
  91568. dispose(): void;
  91569. /**
  91570. * Sets the delta position
  91571. * @param position The delta position amount
  91572. */
  91573. setDeltaPosition(position: Vector3): void;
  91574. /**
  91575. * Sets the delta rotation
  91576. * @param rotation The delta rotation amount
  91577. */
  91578. setDeltaRotation(rotation: Quaternion): void;
  91579. /**
  91580. * Gets the box size of the physics imposter and stores the result in the input parameter
  91581. * @param result Stores the box size
  91582. * @returns The physics imposter
  91583. */
  91584. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  91585. /**
  91586. * Gets the radius of the physics imposter
  91587. * @returns Radius of the physics imposter
  91588. */
  91589. getRadius(): number;
  91590. /**
  91591. * Sync a bone with this impostor
  91592. * @param bone The bone to sync to the impostor.
  91593. * @param boneMesh The mesh that the bone is influencing.
  91594. * @param jointPivot The pivot of the joint / bone in local space.
  91595. * @param distToJoint Optional distance from the impostor to the joint.
  91596. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  91597. */
  91598. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  91599. /**
  91600. * Sync impostor to a bone
  91601. * @param bone The bone that the impostor will be synced to.
  91602. * @param boneMesh The mesh that the bone is influencing.
  91603. * @param jointPivot The pivot of the joint / bone in local space.
  91604. * @param distToJoint Optional distance from the impostor to the joint.
  91605. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  91606. * @param boneAxis Optional vector3 axis the bone is aligned with
  91607. */
  91608. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  91609. /**
  91610. * No-Imposter type
  91611. */
  91612. static NoImpostor: number;
  91613. /**
  91614. * Sphere-Imposter type
  91615. */
  91616. static SphereImpostor: number;
  91617. /**
  91618. * Box-Imposter type
  91619. */
  91620. static BoxImpostor: number;
  91621. /**
  91622. * Plane-Imposter type
  91623. */
  91624. static PlaneImpostor: number;
  91625. /**
  91626. * Mesh-imposter type
  91627. */
  91628. static MeshImpostor: number;
  91629. /**
  91630. * Capsule-Impostor type (Ammo.js plugin only)
  91631. */
  91632. static CapsuleImpostor: number;
  91633. /**
  91634. * Cylinder-Imposter type
  91635. */
  91636. static CylinderImpostor: number;
  91637. /**
  91638. * Particle-Imposter type
  91639. */
  91640. static ParticleImpostor: number;
  91641. /**
  91642. * Heightmap-Imposter type
  91643. */
  91644. static HeightmapImpostor: number;
  91645. /**
  91646. * ConvexHull-Impostor type (Ammo.js plugin only)
  91647. */
  91648. static ConvexHullImpostor: number;
  91649. /**
  91650. * Rope-Imposter type
  91651. */
  91652. static RopeImpostor: number;
  91653. /**
  91654. * Cloth-Imposter type
  91655. */
  91656. static ClothImpostor: number;
  91657. /**
  91658. * Softbody-Imposter type
  91659. */
  91660. static SoftbodyImpostor: number;
  91661. }
  91662. }
  91663. declare module BABYLON {
  91664. /**
  91665. * @hidden
  91666. **/
  91667. export class _CreationDataStorage {
  91668. closePath?: boolean;
  91669. closeArray?: boolean;
  91670. idx: number[];
  91671. dashSize: number;
  91672. gapSize: number;
  91673. path3D: Path3D;
  91674. pathArray: Vector3[][];
  91675. arc: number;
  91676. radius: number;
  91677. cap: number;
  91678. tessellation: number;
  91679. }
  91680. /**
  91681. * @hidden
  91682. **/
  91683. class _InstanceDataStorage {
  91684. visibleInstances: any;
  91685. batchCache: _InstancesBatch;
  91686. instancesBufferSize: number;
  91687. instancesBuffer: Nullable<Buffer>;
  91688. instancesData: Float32Array;
  91689. overridenInstanceCount: number;
  91690. isFrozen: boolean;
  91691. previousBatch: Nullable<_InstancesBatch>;
  91692. hardwareInstancedRendering: boolean;
  91693. sideOrientation: number;
  91694. }
  91695. /**
  91696. * @hidden
  91697. **/
  91698. export class _InstancesBatch {
  91699. mustReturn: boolean;
  91700. visibleInstances: Nullable<InstancedMesh[]>[];
  91701. renderSelf: boolean[];
  91702. hardwareInstancedRendering: boolean[];
  91703. }
  91704. /**
  91705. * Class used to represent renderable models
  91706. */
  91707. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  91708. /**
  91709. * Mesh side orientation : usually the external or front surface
  91710. */
  91711. static readonly FRONTSIDE: number;
  91712. /**
  91713. * Mesh side orientation : usually the internal or back surface
  91714. */
  91715. static readonly BACKSIDE: number;
  91716. /**
  91717. * Mesh side orientation : both internal and external or front and back surfaces
  91718. */
  91719. static readonly DOUBLESIDE: number;
  91720. /**
  91721. * Mesh side orientation : by default, `FRONTSIDE`
  91722. */
  91723. static readonly DEFAULTSIDE: number;
  91724. /**
  91725. * Mesh cap setting : no cap
  91726. */
  91727. static readonly NO_CAP: number;
  91728. /**
  91729. * Mesh cap setting : one cap at the beginning of the mesh
  91730. */
  91731. static readonly CAP_START: number;
  91732. /**
  91733. * Mesh cap setting : one cap at the end of the mesh
  91734. */
  91735. static readonly CAP_END: number;
  91736. /**
  91737. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  91738. */
  91739. static readonly CAP_ALL: number;
  91740. /**
  91741. * Mesh pattern setting : no flip or rotate
  91742. */
  91743. static readonly NO_FLIP: number;
  91744. /**
  91745. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  91746. */
  91747. static readonly FLIP_TILE: number;
  91748. /**
  91749. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  91750. */
  91751. static readonly ROTATE_TILE: number;
  91752. /**
  91753. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  91754. */
  91755. static readonly FLIP_ROW: number;
  91756. /**
  91757. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  91758. */
  91759. static readonly ROTATE_ROW: number;
  91760. /**
  91761. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  91762. */
  91763. static readonly FLIP_N_ROTATE_TILE: number;
  91764. /**
  91765. * Mesh pattern setting : rotate pattern and rotate
  91766. */
  91767. static readonly FLIP_N_ROTATE_ROW: number;
  91768. /**
  91769. * Mesh tile positioning : part tiles same on left/right or top/bottom
  91770. */
  91771. static readonly CENTER: number;
  91772. /**
  91773. * Mesh tile positioning : part tiles on left
  91774. */
  91775. static readonly LEFT: number;
  91776. /**
  91777. * Mesh tile positioning : part tiles on right
  91778. */
  91779. static readonly RIGHT: number;
  91780. /**
  91781. * Mesh tile positioning : part tiles on top
  91782. */
  91783. static readonly TOP: number;
  91784. /**
  91785. * Mesh tile positioning : part tiles on bottom
  91786. */
  91787. static readonly BOTTOM: number;
  91788. /**
  91789. * Gets the default side orientation.
  91790. * @param orientation the orientation to value to attempt to get
  91791. * @returns the default orientation
  91792. * @hidden
  91793. */
  91794. static _GetDefaultSideOrientation(orientation?: number): number;
  91795. private _internalMeshDataInfo;
  91796. /**
  91797. * An event triggered before rendering the mesh
  91798. */
  91799. readonly onBeforeRenderObservable: Observable<Mesh>;
  91800. /**
  91801. * An event triggered before binding the mesh
  91802. */
  91803. readonly onBeforeBindObservable: Observable<Mesh>;
  91804. /**
  91805. * An event triggered after rendering the mesh
  91806. */
  91807. readonly onAfterRenderObservable: Observable<Mesh>;
  91808. /**
  91809. * An event triggered before drawing the mesh
  91810. */
  91811. readonly onBeforeDrawObservable: Observable<Mesh>;
  91812. private _onBeforeDrawObserver;
  91813. /**
  91814. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  91815. */
  91816. onBeforeDraw: () => void;
  91817. readonly hasInstances: boolean;
  91818. /**
  91819. * Gets the delay loading state of the mesh (when delay loading is turned on)
  91820. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  91821. */
  91822. delayLoadState: number;
  91823. /**
  91824. * Gets the list of instances created from this mesh
  91825. * it is not supposed to be modified manually.
  91826. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  91827. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  91828. */
  91829. instances: InstancedMesh[];
  91830. /**
  91831. * Gets the file containing delay loading data for this mesh
  91832. */
  91833. delayLoadingFile: string;
  91834. /** @hidden */
  91835. _binaryInfo: any;
  91836. /**
  91837. * User defined function used to change how LOD level selection is done
  91838. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  91839. */
  91840. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  91841. /**
  91842. * Gets or sets the morph target manager
  91843. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  91844. */
  91845. morphTargetManager: Nullable<MorphTargetManager>;
  91846. /** @hidden */
  91847. _creationDataStorage: Nullable<_CreationDataStorage>;
  91848. /** @hidden */
  91849. _geometry: Nullable<Geometry>;
  91850. /** @hidden */
  91851. _delayInfo: Array<string>;
  91852. /** @hidden */
  91853. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  91854. /** @hidden */
  91855. _instanceDataStorage: _InstanceDataStorage;
  91856. private _effectiveMaterial;
  91857. /** @hidden */
  91858. _shouldGenerateFlatShading: boolean;
  91859. /** @hidden */
  91860. _originalBuilderSideOrientation: number;
  91861. /**
  91862. * Use this property to change the original side orientation defined at construction time
  91863. */
  91864. overrideMaterialSideOrientation: Nullable<number>;
  91865. /**
  91866. * Gets the source mesh (the one used to clone this one from)
  91867. */
  91868. readonly source: Nullable<Mesh>;
  91869. /**
  91870. * Gets or sets a boolean indicating that this mesh does not use index buffer
  91871. */
  91872. isUnIndexed: boolean;
  91873. /**
  91874. * @constructor
  91875. * @param name The value used by scene.getMeshByName() to do a lookup.
  91876. * @param scene The scene to add this mesh to.
  91877. * @param parent The parent of this mesh, if it has one
  91878. * @param source An optional Mesh from which geometry is shared, cloned.
  91879. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  91880. * When false, achieved by calling a clone(), also passing False.
  91881. * This will make creation of children, recursive.
  91882. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  91883. */
  91884. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  91885. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  91886. doNotInstantiate: boolean;
  91887. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  91888. /**
  91889. * Gets the class name
  91890. * @returns the string "Mesh".
  91891. */
  91892. getClassName(): string;
  91893. /** @hidden */
  91894. readonly _isMesh: boolean;
  91895. /**
  91896. * Returns a description of this mesh
  91897. * @param fullDetails define if full details about this mesh must be used
  91898. * @returns a descriptive string representing this mesh
  91899. */
  91900. toString(fullDetails?: boolean): string;
  91901. /** @hidden */
  91902. _unBindEffect(): void;
  91903. /**
  91904. * Gets a boolean indicating if this mesh has LOD
  91905. */
  91906. readonly hasLODLevels: boolean;
  91907. /**
  91908. * Gets the list of MeshLODLevel associated with the current mesh
  91909. * @returns an array of MeshLODLevel
  91910. */
  91911. getLODLevels(): MeshLODLevel[];
  91912. private _sortLODLevels;
  91913. /**
  91914. * Add a mesh as LOD level triggered at the given distance.
  91915. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91916. * @param distance The distance from the center of the object to show this level
  91917. * @param mesh The mesh to be added as LOD level (can be null)
  91918. * @return This mesh (for chaining)
  91919. */
  91920. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  91921. /**
  91922. * Returns the LOD level mesh at the passed distance or null if not found.
  91923. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91924. * @param distance The distance from the center of the object to show this level
  91925. * @returns a Mesh or `null`
  91926. */
  91927. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  91928. /**
  91929. * Remove a mesh from the LOD array
  91930. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91931. * @param mesh defines the mesh to be removed
  91932. * @return This mesh (for chaining)
  91933. */
  91934. removeLODLevel(mesh: Mesh): Mesh;
  91935. /**
  91936. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  91937. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91938. * @param camera defines the camera to use to compute distance
  91939. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  91940. * @return This mesh (for chaining)
  91941. */
  91942. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  91943. /**
  91944. * Gets the mesh internal Geometry object
  91945. */
  91946. readonly geometry: Nullable<Geometry>;
  91947. /**
  91948. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  91949. * @returns the total number of vertices
  91950. */
  91951. getTotalVertices(): number;
  91952. /**
  91953. * Returns the content of an associated vertex buffer
  91954. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91955. * - VertexBuffer.PositionKind
  91956. * - VertexBuffer.UVKind
  91957. * - VertexBuffer.UV2Kind
  91958. * - VertexBuffer.UV3Kind
  91959. * - VertexBuffer.UV4Kind
  91960. * - VertexBuffer.UV5Kind
  91961. * - VertexBuffer.UV6Kind
  91962. * - VertexBuffer.ColorKind
  91963. * - VertexBuffer.MatricesIndicesKind
  91964. * - VertexBuffer.MatricesIndicesExtraKind
  91965. * - VertexBuffer.MatricesWeightsKind
  91966. * - VertexBuffer.MatricesWeightsExtraKind
  91967. * @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
  91968. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  91969. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  91970. */
  91971. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  91972. /**
  91973. * Returns the mesh VertexBuffer object from the requested `kind`
  91974. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91975. * - VertexBuffer.PositionKind
  91976. * - VertexBuffer.NormalKind
  91977. * - VertexBuffer.UVKind
  91978. * - VertexBuffer.UV2Kind
  91979. * - VertexBuffer.UV3Kind
  91980. * - VertexBuffer.UV4Kind
  91981. * - VertexBuffer.UV5Kind
  91982. * - VertexBuffer.UV6Kind
  91983. * - VertexBuffer.ColorKind
  91984. * - VertexBuffer.MatricesIndicesKind
  91985. * - VertexBuffer.MatricesIndicesExtraKind
  91986. * - VertexBuffer.MatricesWeightsKind
  91987. * - VertexBuffer.MatricesWeightsExtraKind
  91988. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  91989. */
  91990. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  91991. /**
  91992. * Tests if a specific vertex buffer is associated with this mesh
  91993. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  91994. * - VertexBuffer.PositionKind
  91995. * - VertexBuffer.NormalKind
  91996. * - VertexBuffer.UVKind
  91997. * - VertexBuffer.UV2Kind
  91998. * - VertexBuffer.UV3Kind
  91999. * - VertexBuffer.UV4Kind
  92000. * - VertexBuffer.UV5Kind
  92001. * - VertexBuffer.UV6Kind
  92002. * - VertexBuffer.ColorKind
  92003. * - VertexBuffer.MatricesIndicesKind
  92004. * - VertexBuffer.MatricesIndicesExtraKind
  92005. * - VertexBuffer.MatricesWeightsKind
  92006. * - VertexBuffer.MatricesWeightsExtraKind
  92007. * @returns a boolean
  92008. */
  92009. isVerticesDataPresent(kind: string): boolean;
  92010. /**
  92011. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  92012. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  92013. * - VertexBuffer.PositionKind
  92014. * - VertexBuffer.UVKind
  92015. * - VertexBuffer.UV2Kind
  92016. * - VertexBuffer.UV3Kind
  92017. * - VertexBuffer.UV4Kind
  92018. * - VertexBuffer.UV5Kind
  92019. * - VertexBuffer.UV6Kind
  92020. * - VertexBuffer.ColorKind
  92021. * - VertexBuffer.MatricesIndicesKind
  92022. * - VertexBuffer.MatricesIndicesExtraKind
  92023. * - VertexBuffer.MatricesWeightsKind
  92024. * - VertexBuffer.MatricesWeightsExtraKind
  92025. * @returns a boolean
  92026. */
  92027. isVertexBufferUpdatable(kind: string): boolean;
  92028. /**
  92029. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  92030. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92031. * - VertexBuffer.PositionKind
  92032. * - VertexBuffer.NormalKind
  92033. * - VertexBuffer.UVKind
  92034. * - VertexBuffer.UV2Kind
  92035. * - VertexBuffer.UV3Kind
  92036. * - VertexBuffer.UV4Kind
  92037. * - VertexBuffer.UV5Kind
  92038. * - VertexBuffer.UV6Kind
  92039. * - VertexBuffer.ColorKind
  92040. * - VertexBuffer.MatricesIndicesKind
  92041. * - VertexBuffer.MatricesIndicesExtraKind
  92042. * - VertexBuffer.MatricesWeightsKind
  92043. * - VertexBuffer.MatricesWeightsExtraKind
  92044. * @returns an array of strings
  92045. */
  92046. getVerticesDataKinds(): string[];
  92047. /**
  92048. * Returns a positive integer : the total number of indices in this mesh geometry.
  92049. * @returns the numner of indices or zero if the mesh has no geometry.
  92050. */
  92051. getTotalIndices(): number;
  92052. /**
  92053. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  92054. * @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.
  92055. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  92056. * @returns the indices array or an empty array if the mesh has no geometry
  92057. */
  92058. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  92059. readonly isBlocked: boolean;
  92060. /**
  92061. * Determine if the current mesh is ready to be rendered
  92062. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  92063. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  92064. * @returns true if all associated assets are ready (material, textures, shaders)
  92065. */
  92066. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  92067. /**
  92068. * 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.
  92069. */
  92070. readonly areNormalsFrozen: boolean;
  92071. /**
  92072. * 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.
  92073. * @returns the current mesh
  92074. */
  92075. freezeNormals(): Mesh;
  92076. /**
  92077. * 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
  92078. * @returns the current mesh
  92079. */
  92080. unfreezeNormals(): Mesh;
  92081. /**
  92082. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  92083. */
  92084. overridenInstanceCount: number;
  92085. /** @hidden */
  92086. _preActivate(): Mesh;
  92087. /** @hidden */
  92088. _preActivateForIntermediateRendering(renderId: number): Mesh;
  92089. /** @hidden */
  92090. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  92091. /**
  92092. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  92093. * This means the mesh underlying bounding box and sphere are recomputed.
  92094. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  92095. * @returns the current mesh
  92096. */
  92097. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  92098. /** @hidden */
  92099. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  92100. /**
  92101. * This function will subdivide the mesh into multiple submeshes
  92102. * @param count defines the expected number of submeshes
  92103. */
  92104. subdivide(count: number): void;
  92105. /**
  92106. * Copy a FloatArray into a specific associated vertex buffer
  92107. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  92108. * - VertexBuffer.PositionKind
  92109. * - VertexBuffer.UVKind
  92110. * - VertexBuffer.UV2Kind
  92111. * - VertexBuffer.UV3Kind
  92112. * - VertexBuffer.UV4Kind
  92113. * - VertexBuffer.UV5Kind
  92114. * - VertexBuffer.UV6Kind
  92115. * - VertexBuffer.ColorKind
  92116. * - VertexBuffer.MatricesIndicesKind
  92117. * - VertexBuffer.MatricesIndicesExtraKind
  92118. * - VertexBuffer.MatricesWeightsKind
  92119. * - VertexBuffer.MatricesWeightsExtraKind
  92120. * @param data defines the data source
  92121. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  92122. * @param stride defines the data stride size (can be null)
  92123. * @returns the current mesh
  92124. */
  92125. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  92126. /**
  92127. * Delete a vertex buffer associated with this mesh
  92128. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  92129. * - VertexBuffer.PositionKind
  92130. * - VertexBuffer.UVKind
  92131. * - VertexBuffer.UV2Kind
  92132. * - VertexBuffer.UV3Kind
  92133. * - VertexBuffer.UV4Kind
  92134. * - VertexBuffer.UV5Kind
  92135. * - VertexBuffer.UV6Kind
  92136. * - VertexBuffer.ColorKind
  92137. * - VertexBuffer.MatricesIndicesKind
  92138. * - VertexBuffer.MatricesIndicesExtraKind
  92139. * - VertexBuffer.MatricesWeightsKind
  92140. * - VertexBuffer.MatricesWeightsExtraKind
  92141. */
  92142. removeVerticesData(kind: string): void;
  92143. /**
  92144. * Flags an associated vertex buffer as updatable
  92145. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  92146. * - VertexBuffer.PositionKind
  92147. * - VertexBuffer.UVKind
  92148. * - VertexBuffer.UV2Kind
  92149. * - VertexBuffer.UV3Kind
  92150. * - VertexBuffer.UV4Kind
  92151. * - VertexBuffer.UV5Kind
  92152. * - VertexBuffer.UV6Kind
  92153. * - VertexBuffer.ColorKind
  92154. * - VertexBuffer.MatricesIndicesKind
  92155. * - VertexBuffer.MatricesIndicesExtraKind
  92156. * - VertexBuffer.MatricesWeightsKind
  92157. * - VertexBuffer.MatricesWeightsExtraKind
  92158. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  92159. */
  92160. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  92161. /**
  92162. * Sets the mesh global Vertex Buffer
  92163. * @param buffer defines the buffer to use
  92164. * @returns the current mesh
  92165. */
  92166. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  92167. /**
  92168. * Update a specific associated vertex buffer
  92169. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  92170. * - VertexBuffer.PositionKind
  92171. * - VertexBuffer.UVKind
  92172. * - VertexBuffer.UV2Kind
  92173. * - VertexBuffer.UV3Kind
  92174. * - VertexBuffer.UV4Kind
  92175. * - VertexBuffer.UV5Kind
  92176. * - VertexBuffer.UV6Kind
  92177. * - VertexBuffer.ColorKind
  92178. * - VertexBuffer.MatricesIndicesKind
  92179. * - VertexBuffer.MatricesIndicesExtraKind
  92180. * - VertexBuffer.MatricesWeightsKind
  92181. * - VertexBuffer.MatricesWeightsExtraKind
  92182. * @param data defines the data source
  92183. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  92184. * @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)
  92185. * @returns the current mesh
  92186. */
  92187. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  92188. /**
  92189. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  92190. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  92191. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  92192. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  92193. * @returns the current mesh
  92194. */
  92195. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  92196. /**
  92197. * Creates a un-shared specific occurence of the geometry for the mesh.
  92198. * @returns the current mesh
  92199. */
  92200. makeGeometryUnique(): Mesh;
  92201. /**
  92202. * Set the index buffer of this mesh
  92203. * @param indices defines the source data
  92204. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  92205. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  92206. * @returns the current mesh
  92207. */
  92208. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  92209. /**
  92210. * Update the current index buffer
  92211. * @param indices defines the source data
  92212. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  92213. * @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)
  92214. * @returns the current mesh
  92215. */
  92216. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  92217. /**
  92218. * Invert the geometry to move from a right handed system to a left handed one.
  92219. * @returns the current mesh
  92220. */
  92221. toLeftHanded(): Mesh;
  92222. /** @hidden */
  92223. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  92224. /** @hidden */
  92225. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  92226. /**
  92227. * Registers for this mesh a javascript function called just before the rendering process
  92228. * @param func defines the function to call before rendering this mesh
  92229. * @returns the current mesh
  92230. */
  92231. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  92232. /**
  92233. * Disposes a previously registered javascript function called before the rendering
  92234. * @param func defines the function to remove
  92235. * @returns the current mesh
  92236. */
  92237. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  92238. /**
  92239. * Registers for this mesh a javascript function called just after the rendering is complete
  92240. * @param func defines the function to call after rendering this mesh
  92241. * @returns the current mesh
  92242. */
  92243. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  92244. /**
  92245. * Disposes a previously registered javascript function called after the rendering.
  92246. * @param func defines the function to remove
  92247. * @returns the current mesh
  92248. */
  92249. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  92250. /** @hidden */
  92251. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  92252. /** @hidden */
  92253. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  92254. /** @hidden */
  92255. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  92256. /** @hidden */
  92257. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  92258. /** @hidden */
  92259. _rebuild(): void;
  92260. /** @hidden */
  92261. _freeze(): void;
  92262. /** @hidden */
  92263. _unFreeze(): void;
  92264. /**
  92265. * 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
  92266. * @param subMesh defines the subMesh to render
  92267. * @param enableAlphaMode defines if alpha mode can be changed
  92268. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  92269. * @returns the current mesh
  92270. */
  92271. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  92272. private _onBeforeDraw;
  92273. /**
  92274. * Renormalize the mesh and patch it up if there are no weights
  92275. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  92276. * However in the case of zero weights then we set just a single influence to 1.
  92277. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  92278. */
  92279. cleanMatrixWeights(): void;
  92280. private normalizeSkinFourWeights;
  92281. private normalizeSkinWeightsAndExtra;
  92282. /**
  92283. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  92284. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  92285. * the user know there was an issue with importing the mesh
  92286. * @returns a validation object with skinned, valid and report string
  92287. */
  92288. validateSkinning(): {
  92289. skinned: boolean;
  92290. valid: boolean;
  92291. report: string;
  92292. };
  92293. /** @hidden */
  92294. _checkDelayState(): Mesh;
  92295. private _queueLoad;
  92296. /**
  92297. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  92298. * A mesh is in the frustum if its bounding box intersects the frustum
  92299. * @param frustumPlanes defines the frustum to test
  92300. * @returns true if the mesh is in the frustum planes
  92301. */
  92302. isInFrustum(frustumPlanes: Plane[]): boolean;
  92303. /**
  92304. * Sets the mesh material by the material or multiMaterial `id` property
  92305. * @param id is a string identifying the material or the multiMaterial
  92306. * @returns the current mesh
  92307. */
  92308. setMaterialByID(id: string): Mesh;
  92309. /**
  92310. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  92311. * @returns an array of IAnimatable
  92312. */
  92313. getAnimatables(): IAnimatable[];
  92314. /**
  92315. * Modifies the mesh geometry according to the passed transformation matrix.
  92316. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  92317. * The mesh normals are modified using the same transformation.
  92318. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92319. * @param transform defines the transform matrix to use
  92320. * @see http://doc.babylonjs.com/resources/baking_transformations
  92321. * @returns the current mesh
  92322. */
  92323. bakeTransformIntoVertices(transform: Matrix): Mesh;
  92324. /**
  92325. * Modifies the mesh geometry according to its own current World Matrix.
  92326. * The mesh World Matrix is then reset.
  92327. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  92328. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92329. * @see http://doc.babylonjs.com/resources/baking_transformations
  92330. * @returns the current mesh
  92331. */
  92332. bakeCurrentTransformIntoVertices(): Mesh;
  92333. /** @hidden */
  92334. readonly _positions: Nullable<Vector3[]>;
  92335. /** @hidden */
  92336. _resetPointsArrayCache(): Mesh;
  92337. /** @hidden */
  92338. _generatePointsArray(): boolean;
  92339. /**
  92340. * Returns a new Mesh object generated from the current mesh properties.
  92341. * This method must not get confused with createInstance()
  92342. * @param name is a string, the name given to the new mesh
  92343. * @param newParent can be any Node object (default `null`)
  92344. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  92345. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  92346. * @returns a new mesh
  92347. */
  92348. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  92349. /**
  92350. * Releases resources associated with this mesh.
  92351. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92352. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92353. */
  92354. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92355. /** @hidden */
  92356. _disposeInstanceSpecificData(): void;
  92357. /**
  92358. * Modifies the mesh geometry according to a displacement map.
  92359. * 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.
  92360. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  92361. * @param url is a string, the URL from the image file is to be downloaded.
  92362. * @param minHeight is the lower limit of the displacement.
  92363. * @param maxHeight is the upper limit of the displacement.
  92364. * @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.
  92365. * @param uvOffset is an optional vector2 used to offset UV.
  92366. * @param uvScale is an optional vector2 used to scale UV.
  92367. * @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.
  92368. * @returns the Mesh.
  92369. */
  92370. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  92371. /**
  92372. * Modifies the mesh geometry according to a displacementMap buffer.
  92373. * 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.
  92374. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  92375. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  92376. * @param heightMapWidth is the width of the buffer image.
  92377. * @param heightMapHeight is the height of the buffer image.
  92378. * @param minHeight is the lower limit of the displacement.
  92379. * @param maxHeight is the upper limit of the displacement.
  92380. * @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.
  92381. * @param uvOffset is an optional vector2 used to offset UV.
  92382. * @param uvScale is an optional vector2 used to scale UV.
  92383. * @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.
  92384. * @returns the Mesh.
  92385. */
  92386. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  92387. /**
  92388. * Modify the mesh to get a flat shading rendering.
  92389. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  92390. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  92391. * @returns current mesh
  92392. */
  92393. convertToFlatShadedMesh(): Mesh;
  92394. /**
  92395. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  92396. * In other words, more vertices, no more indices and a single bigger VBO.
  92397. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  92398. * @returns current mesh
  92399. */
  92400. convertToUnIndexedMesh(): Mesh;
  92401. /**
  92402. * Inverses facet orientations.
  92403. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92404. * @param flipNormals will also inverts the normals
  92405. * @returns current mesh
  92406. */
  92407. flipFaces(flipNormals?: boolean): Mesh;
  92408. /**
  92409. * Increase the number of facets and hence vertices in a mesh
  92410. * Vertex normals are interpolated from existing vertex normals
  92411. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92412. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  92413. */
  92414. increaseVertices(numberPerEdge: number): void;
  92415. /**
  92416. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  92417. * This will undo any application of covertToFlatShadedMesh
  92418. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92419. */
  92420. forceSharedVertices(): void;
  92421. /** @hidden */
  92422. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  92423. /** @hidden */
  92424. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  92425. /**
  92426. * Creates a new InstancedMesh object from the mesh model.
  92427. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92428. * @param name defines the name of the new instance
  92429. * @returns a new InstancedMesh
  92430. */
  92431. createInstance(name: string): InstancedMesh;
  92432. /**
  92433. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  92434. * After this call, all the mesh instances have the same submeshes than the current mesh.
  92435. * @returns the current mesh
  92436. */
  92437. synchronizeInstances(): Mesh;
  92438. /**
  92439. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  92440. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  92441. * This should be used together with the simplification to avoid disappearing triangles.
  92442. * @param successCallback an optional success callback to be called after the optimization finished.
  92443. * @returns the current mesh
  92444. */
  92445. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  92446. /**
  92447. * Serialize current mesh
  92448. * @param serializationObject defines the object which will receive the serialization data
  92449. */
  92450. serialize(serializationObject: any): void;
  92451. /** @hidden */
  92452. _syncGeometryWithMorphTargetManager(): void;
  92453. /** @hidden */
  92454. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  92455. /**
  92456. * Returns a new Mesh object parsed from the source provided.
  92457. * @param parsedMesh is the source
  92458. * @param scene defines the hosting scene
  92459. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  92460. * @returns a new Mesh
  92461. */
  92462. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  92463. /**
  92464. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  92465. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92466. * @param name defines the name of the mesh to create
  92467. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  92468. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  92469. * @param closePath creates a seam between the first and the last points of each path of the path array
  92470. * @param offset is taken in account only if the `pathArray` is containing a single path
  92471. * @param scene defines the hosting scene
  92472. * @param updatable defines if the mesh must be flagged as updatable
  92473. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92474. * @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)
  92475. * @returns a new Mesh
  92476. */
  92477. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92478. /**
  92479. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  92480. * @param name defines the name of the mesh to create
  92481. * @param radius sets the radius size (float) of the polygon (default 0.5)
  92482. * @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
  92483. * @param scene defines the hosting scene
  92484. * @param updatable defines if the mesh must be flagged as updatable
  92485. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92486. * @returns a new Mesh
  92487. */
  92488. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  92489. /**
  92490. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  92491. * @param name defines the name of the mesh to create
  92492. * @param size sets the size (float) of each box side (default 1)
  92493. * @param scene defines the hosting scene
  92494. * @param updatable defines if the mesh must be flagged as updatable
  92495. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92496. * @returns a new Mesh
  92497. */
  92498. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  92499. /**
  92500. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  92501. * @param name defines the name of the mesh to create
  92502. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  92503. * @param diameter sets the diameter size (float) of the sphere (default 1)
  92504. * @param scene defines the hosting scene
  92505. * @param updatable defines if the mesh must be flagged as updatable
  92506. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92507. * @returns a new Mesh
  92508. */
  92509. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92510. /**
  92511. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  92512. * @param name defines the name of the mesh to create
  92513. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  92514. * @param diameter sets the diameter size (float) of the sphere (default 1)
  92515. * @param scene defines the hosting scene
  92516. * @returns a new Mesh
  92517. */
  92518. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  92519. /**
  92520. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  92521. * @param name defines the name of the mesh to create
  92522. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  92523. * @param diameterTop set the top cap diameter (floats, default 1)
  92524. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  92525. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  92526. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  92527. * @param scene defines the hosting scene
  92528. * @param updatable defines if the mesh must be flagged as updatable
  92529. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92530. * @returns a new Mesh
  92531. */
  92532. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  92533. /**
  92534. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  92535. * @param name defines the name of the mesh to create
  92536. * @param diameter sets the diameter size (float) of the torus (default 1)
  92537. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  92538. * @param tessellation sets the number of torus sides (postive integer, default 16)
  92539. * @param scene defines the hosting scene
  92540. * @param updatable defines if the mesh must be flagged as updatable
  92541. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92542. * @returns a new Mesh
  92543. */
  92544. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92545. /**
  92546. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  92547. * @param name defines the name of the mesh to create
  92548. * @param radius sets the global radius size (float) of the torus knot (default 2)
  92549. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  92550. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  92551. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  92552. * @param p the number of windings on X axis (positive integers, default 2)
  92553. * @param q the number of windings on Y axis (positive integers, default 3)
  92554. * @param scene defines the hosting scene
  92555. * @param updatable defines if the mesh must be flagged as updatable
  92556. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92557. * @returns a new Mesh
  92558. */
  92559. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92560. /**
  92561. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  92562. * @param name defines the name of the mesh to create
  92563. * @param points is an array successive Vector3
  92564. * @param scene defines the hosting scene
  92565. * @param updatable defines if the mesh must be flagged as updatable
  92566. * @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).
  92567. * @returns a new Mesh
  92568. */
  92569. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  92570. /**
  92571. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  92572. * @param name defines the name of the mesh to create
  92573. * @param points is an array successive Vector3
  92574. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  92575. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  92576. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  92577. * @param scene defines the hosting scene
  92578. * @param updatable defines if the mesh must be flagged as updatable
  92579. * @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)
  92580. * @returns a new Mesh
  92581. */
  92582. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  92583. /**
  92584. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  92585. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  92586. * 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.
  92587. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92588. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  92589. * Remember you can only change the shape positions, not their number when updating a polygon.
  92590. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  92591. * @param name defines the name of the mesh to create
  92592. * @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
  92593. * @param scene defines the hosting scene
  92594. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  92595. * @param updatable defines if the mesh must be flagged as updatable
  92596. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92597. * @param earcutInjection can be used to inject your own earcut reference
  92598. * @returns a new Mesh
  92599. */
  92600. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  92601. /**
  92602. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  92603. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  92604. * @param name defines the name of the mesh to create
  92605. * @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
  92606. * @param depth defines the height of extrusion
  92607. * @param scene defines the hosting scene
  92608. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  92609. * @param updatable defines if the mesh must be flagged as updatable
  92610. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92611. * @param earcutInjection can be used to inject your own earcut reference
  92612. * @returns a new Mesh
  92613. */
  92614. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  92615. /**
  92616. * Creates an extruded shape mesh.
  92617. * 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
  92618. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92619. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  92620. * @param name defines the name of the mesh to create
  92621. * @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
  92622. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  92623. * @param scale is the value to scale the shape
  92624. * @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
  92625. * @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
  92626. * @param scene defines the hosting scene
  92627. * @param updatable defines if the mesh must be flagged as updatable
  92628. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92629. * @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)
  92630. * @returns a new Mesh
  92631. */
  92632. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92633. /**
  92634. * Creates an custom extruded shape mesh.
  92635. * The custom extrusion is a parametric shape.
  92636. * It has no predefined shape. Its final shape will depend on the input parameters.
  92637. * Please consider using the same method from the MeshBuilder class instead
  92638. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  92639. * @param name defines the name of the mesh to create
  92640. * @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
  92641. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  92642. * @param scaleFunction is a custom Javascript function called on each path point
  92643. * @param rotationFunction is a custom Javascript function called on each path point
  92644. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  92645. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  92646. * @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
  92647. * @param scene defines the hosting scene
  92648. * @param updatable defines if the mesh must be flagged as updatable
  92649. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92650. * @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)
  92651. * @returns a new Mesh
  92652. */
  92653. 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;
  92654. /**
  92655. * Creates lathe mesh.
  92656. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  92657. * Please consider using the same method from the MeshBuilder class instead
  92658. * @param name defines the name of the mesh to create
  92659. * @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
  92660. * @param radius is the radius value of the lathe
  92661. * @param tessellation is the side number of the lathe.
  92662. * @param scene defines the hosting scene
  92663. * @param updatable defines if the mesh must be flagged as updatable
  92664. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92665. * @returns a new Mesh
  92666. */
  92667. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92668. /**
  92669. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  92670. * @param name defines the name of the mesh to create
  92671. * @param size sets the size (float) of both sides of the plane at once (default 1)
  92672. * @param scene defines the hosting scene
  92673. * @param updatable defines if the mesh must be flagged as updatable
  92674. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92675. * @returns a new Mesh
  92676. */
  92677. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92678. /**
  92679. * Creates a ground mesh.
  92680. * Please consider using the same method from the MeshBuilder class instead
  92681. * @param name defines the name of the mesh to create
  92682. * @param width set the width of the ground
  92683. * @param height set the height of the ground
  92684. * @param subdivisions sets the number of subdivisions per side
  92685. * @param scene defines the hosting scene
  92686. * @param updatable defines if the mesh must be flagged as updatable
  92687. * @returns a new Mesh
  92688. */
  92689. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  92690. /**
  92691. * Creates a tiled ground mesh.
  92692. * Please consider using the same method from the MeshBuilder class instead
  92693. * @param name defines the name of the mesh to create
  92694. * @param xmin set the ground minimum X coordinate
  92695. * @param zmin set the ground minimum Y coordinate
  92696. * @param xmax set the ground maximum X coordinate
  92697. * @param zmax set the ground maximum Z coordinate
  92698. * @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
  92699. * @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
  92700. * @param scene defines the hosting scene
  92701. * @param updatable defines if the mesh must be flagged as updatable
  92702. * @returns a new Mesh
  92703. */
  92704. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  92705. w: number;
  92706. h: number;
  92707. }, precision: {
  92708. w: number;
  92709. h: number;
  92710. }, scene: Scene, updatable?: boolean): Mesh;
  92711. /**
  92712. * Creates a ground mesh from a height map.
  92713. * Please consider using the same method from the MeshBuilder class instead
  92714. * @see http://doc.babylonjs.com/babylon101/height_map
  92715. * @param name defines the name of the mesh to create
  92716. * @param url sets the URL of the height map image resource
  92717. * @param width set the ground width size
  92718. * @param height set the ground height size
  92719. * @param subdivisions sets the number of subdivision per side
  92720. * @param minHeight is the minimum altitude on the ground
  92721. * @param maxHeight is the maximum altitude on the ground
  92722. * @param scene defines the hosting scene
  92723. * @param updatable defines if the mesh must be flagged as updatable
  92724. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  92725. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  92726. * @returns a new Mesh
  92727. */
  92728. 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;
  92729. /**
  92730. * Creates a tube mesh.
  92731. * The tube is a parametric shape.
  92732. * It has no predefined shape. Its final shape will depend on the input parameters.
  92733. * Please consider using the same method from the MeshBuilder class instead
  92734. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92735. * @param name defines the name of the mesh to create
  92736. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  92737. * @param radius sets the tube radius size
  92738. * @param tessellation is the number of sides on the tubular surface
  92739. * @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
  92740. * @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
  92741. * @param scene defines the hosting scene
  92742. * @param updatable defines if the mesh must be flagged as updatable
  92743. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92744. * @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)
  92745. * @returns a new Mesh
  92746. */
  92747. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  92748. (i: number, distance: number): number;
  92749. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92750. /**
  92751. * Creates a polyhedron mesh.
  92752. * Please consider using the same method from the MeshBuilder class instead.
  92753. * * 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
  92754. * * The parameter `size` (positive float, default 1) sets the polygon size
  92755. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  92756. * * 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`
  92757. * * 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
  92758. * * 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)`)
  92759. * * 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
  92760. * * 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
  92761. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92762. * * If you create a double-sided mesh, you can choose what parts of 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
  92763. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  92764. * @param name defines the name of the mesh to create
  92765. * @param options defines the options used to create the mesh
  92766. * @param scene defines the hosting scene
  92767. * @returns a new Mesh
  92768. */
  92769. static CreatePolyhedron(name: string, options: {
  92770. type?: number;
  92771. size?: number;
  92772. sizeX?: number;
  92773. sizeY?: number;
  92774. sizeZ?: number;
  92775. custom?: any;
  92776. faceUV?: Vector4[];
  92777. faceColors?: Color4[];
  92778. updatable?: boolean;
  92779. sideOrientation?: number;
  92780. }, scene: Scene): Mesh;
  92781. /**
  92782. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  92783. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  92784. * * 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`)
  92785. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  92786. * * 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
  92787. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92788. * * If you create a double-sided mesh, you can choose what parts of 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
  92789. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  92790. * @param name defines the name of the mesh
  92791. * @param options defines the options used to create the mesh
  92792. * @param scene defines the hosting scene
  92793. * @returns a new Mesh
  92794. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  92795. */
  92796. static CreateIcoSphere(name: string, options: {
  92797. radius?: number;
  92798. flat?: boolean;
  92799. subdivisions?: number;
  92800. sideOrientation?: number;
  92801. updatable?: boolean;
  92802. }, scene: Scene): Mesh;
  92803. /**
  92804. * Creates a decal mesh.
  92805. * Please consider using the same method from the MeshBuilder class instead.
  92806. * A decal is a mesh usually applied as a model onto the surface of another mesh
  92807. * @param name defines the name of the mesh
  92808. * @param sourceMesh defines the mesh receiving the decal
  92809. * @param position sets the position of the decal in world coordinates
  92810. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  92811. * @param size sets the decal scaling
  92812. * @param angle sets the angle to rotate the decal
  92813. * @returns a new Mesh
  92814. */
  92815. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  92816. /**
  92817. * Prepare internal position array for software CPU skinning
  92818. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  92819. */
  92820. setPositionsForCPUSkinning(): Float32Array;
  92821. /**
  92822. * Prepare internal normal array for software CPU skinning
  92823. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  92824. */
  92825. setNormalsForCPUSkinning(): Float32Array;
  92826. /**
  92827. * Updates the vertex buffer by applying transformation from the bones
  92828. * @param skeleton defines the skeleton to apply to current mesh
  92829. * @returns the current mesh
  92830. */
  92831. applySkeleton(skeleton: Skeleton): Mesh;
  92832. /**
  92833. * 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
  92834. * @param meshes defines the list of meshes to scan
  92835. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  92836. */
  92837. static MinMax(meshes: AbstractMesh[]): {
  92838. min: Vector3;
  92839. max: Vector3;
  92840. };
  92841. /**
  92842. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  92843. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  92844. * @returns a vector3
  92845. */
  92846. static Center(meshesOrMinMaxVector: {
  92847. min: Vector3;
  92848. max: Vector3;
  92849. } | AbstractMesh[]): Vector3;
  92850. /**
  92851. * Merge the array of meshes into a single mesh for performance reasons.
  92852. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  92853. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  92854. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  92855. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  92856. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  92857. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  92858. * @returns a new mesh
  92859. */
  92860. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  92861. /** @hidden */
  92862. addInstance(instance: InstancedMesh): void;
  92863. /** @hidden */
  92864. removeInstance(instance: InstancedMesh): void;
  92865. }
  92866. }
  92867. declare module BABYLON {
  92868. /**
  92869. * This is the base class of all the camera used in the application.
  92870. * @see http://doc.babylonjs.com/features/cameras
  92871. */
  92872. export class Camera extends Node {
  92873. /** @hidden */
  92874. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  92875. /**
  92876. * This is the default projection mode used by the cameras.
  92877. * It helps recreating a feeling of perspective and better appreciate depth.
  92878. * This is the best way to simulate real life cameras.
  92879. */
  92880. static readonly PERSPECTIVE_CAMERA: number;
  92881. /**
  92882. * This helps creating camera with an orthographic mode.
  92883. * 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.
  92884. */
  92885. static readonly ORTHOGRAPHIC_CAMERA: number;
  92886. /**
  92887. * This is the default FOV mode for perspective cameras.
  92888. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  92889. */
  92890. static readonly FOVMODE_VERTICAL_FIXED: number;
  92891. /**
  92892. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  92893. */
  92894. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  92895. /**
  92896. * This specifies ther is no need for a camera rig.
  92897. * Basically only one eye is rendered corresponding to the camera.
  92898. */
  92899. static readonly RIG_MODE_NONE: number;
  92900. /**
  92901. * Simulates a camera Rig with one blue eye and one red eye.
  92902. * This can be use with 3d blue and red glasses.
  92903. */
  92904. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  92905. /**
  92906. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  92907. */
  92908. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  92909. /**
  92910. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  92911. */
  92912. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  92913. /**
  92914. * Defines that both eyes of the camera will be rendered over under each other.
  92915. */
  92916. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  92917. /**
  92918. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  92919. */
  92920. static readonly RIG_MODE_VR: number;
  92921. /**
  92922. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  92923. */
  92924. static readonly RIG_MODE_WEBVR: number;
  92925. /**
  92926. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  92927. */
  92928. static readonly RIG_MODE_CUSTOM: number;
  92929. /**
  92930. * Defines if by default attaching controls should prevent the default javascript event to continue.
  92931. */
  92932. static ForceAttachControlToAlwaysPreventDefault: boolean;
  92933. /**
  92934. * Define the input manager associated with the camera.
  92935. */
  92936. inputs: CameraInputsManager<Camera>;
  92937. /** @hidden */
  92938. _position: Vector3;
  92939. /**
  92940. * Define the current local position of the camera in the scene
  92941. */
  92942. position: Vector3;
  92943. /**
  92944. * The vector the camera should consider as up.
  92945. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  92946. */
  92947. upVector: Vector3;
  92948. /**
  92949. * Define the current limit on the left side for an orthographic camera
  92950. * In scene unit
  92951. */
  92952. orthoLeft: Nullable<number>;
  92953. /**
  92954. * Define the current limit on the right side for an orthographic camera
  92955. * In scene unit
  92956. */
  92957. orthoRight: Nullable<number>;
  92958. /**
  92959. * Define the current limit on the bottom side for an orthographic camera
  92960. * In scene unit
  92961. */
  92962. orthoBottom: Nullable<number>;
  92963. /**
  92964. * Define the current limit on the top side for an orthographic camera
  92965. * In scene unit
  92966. */
  92967. orthoTop: Nullable<number>;
  92968. /**
  92969. * Field Of View is set in Radians. (default is 0.8)
  92970. */
  92971. fov: number;
  92972. /**
  92973. * Define the minimum distance the camera can see from.
  92974. * This is important to note that the depth buffer are not infinite and the closer it starts
  92975. * the more your scene might encounter depth fighting issue.
  92976. */
  92977. minZ: number;
  92978. /**
  92979. * Define the maximum distance the camera can see to.
  92980. * This is important to note that the depth buffer are not infinite and the further it end
  92981. * the more your scene might encounter depth fighting issue.
  92982. */
  92983. maxZ: number;
  92984. /**
  92985. * Define the default inertia of the camera.
  92986. * This helps giving a smooth feeling to the camera movement.
  92987. */
  92988. inertia: number;
  92989. /**
  92990. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  92991. */
  92992. mode: number;
  92993. /**
  92994. * Define wether the camera is intermediate.
  92995. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  92996. */
  92997. isIntermediate: boolean;
  92998. /**
  92999. * Define the viewport of the camera.
  93000. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  93001. */
  93002. viewport: Viewport;
  93003. /**
  93004. * Restricts the camera to viewing objects with the same layerMask.
  93005. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  93006. */
  93007. layerMask: number;
  93008. /**
  93009. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  93010. */
  93011. fovMode: number;
  93012. /**
  93013. * Rig mode of the camera.
  93014. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  93015. * This is normally controlled byt the camera themselves as internal use.
  93016. */
  93017. cameraRigMode: number;
  93018. /**
  93019. * Defines the distance between both "eyes" in case of a RIG
  93020. */
  93021. interaxialDistance: number;
  93022. /**
  93023. * Defines if stereoscopic rendering is done side by side or over under.
  93024. */
  93025. isStereoscopicSideBySide: boolean;
  93026. /**
  93027. * 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
  93028. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  93029. * else in the scene. (Eg. security camera)
  93030. *
  93031. * 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)
  93032. */
  93033. customRenderTargets: RenderTargetTexture[];
  93034. /**
  93035. * When set, the camera will render to this render target instead of the default canvas
  93036. *
  93037. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  93038. */
  93039. outputRenderTarget: Nullable<RenderTargetTexture>;
  93040. /**
  93041. * Observable triggered when the camera view matrix has changed.
  93042. */
  93043. onViewMatrixChangedObservable: Observable<Camera>;
  93044. /**
  93045. * Observable triggered when the camera Projection matrix has changed.
  93046. */
  93047. onProjectionMatrixChangedObservable: Observable<Camera>;
  93048. /**
  93049. * Observable triggered when the inputs have been processed.
  93050. */
  93051. onAfterCheckInputsObservable: Observable<Camera>;
  93052. /**
  93053. * Observable triggered when reset has been called and applied to the camera.
  93054. */
  93055. onRestoreStateObservable: Observable<Camera>;
  93056. /** @hidden */
  93057. _cameraRigParams: any;
  93058. /** @hidden */
  93059. _rigCameras: Camera[];
  93060. /** @hidden */
  93061. _rigPostProcess: Nullable<PostProcess>;
  93062. protected _webvrViewMatrix: Matrix;
  93063. /** @hidden */
  93064. _skipRendering: boolean;
  93065. /** @hidden */
  93066. _projectionMatrix: Matrix;
  93067. /** @hidden */
  93068. _postProcesses: Nullable<PostProcess>[];
  93069. /** @hidden */
  93070. _activeMeshes: SmartArray<AbstractMesh>;
  93071. protected _globalPosition: Vector3;
  93072. /** @hidden */
  93073. _computedViewMatrix: Matrix;
  93074. private _doNotComputeProjectionMatrix;
  93075. private _transformMatrix;
  93076. private _frustumPlanes;
  93077. private _refreshFrustumPlanes;
  93078. private _storedFov;
  93079. private _stateStored;
  93080. /**
  93081. * Instantiates a new camera object.
  93082. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  93083. * @see http://doc.babylonjs.com/features/cameras
  93084. * @param name Defines the name of the camera in the scene
  93085. * @param position Defines the position of the camera
  93086. * @param scene Defines the scene the camera belongs too
  93087. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  93088. */
  93089. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  93090. /**
  93091. * Store current camera state (fov, position, etc..)
  93092. * @returns the camera
  93093. */
  93094. storeState(): Camera;
  93095. /**
  93096. * Restores the camera state values if it has been stored. You must call storeState() first
  93097. */
  93098. protected _restoreStateValues(): boolean;
  93099. /**
  93100. * Restored camera state. You must call storeState() first.
  93101. * @returns true if restored and false otherwise
  93102. */
  93103. restoreState(): boolean;
  93104. /**
  93105. * Gets the class name of the camera.
  93106. * @returns the class name
  93107. */
  93108. getClassName(): string;
  93109. /** @hidden */
  93110. readonly _isCamera: boolean;
  93111. /**
  93112. * Gets a string representation of the camera useful for debug purpose.
  93113. * @param fullDetails Defines that a more verboe level of logging is required
  93114. * @returns the string representation
  93115. */
  93116. toString(fullDetails?: boolean): string;
  93117. /**
  93118. * Gets the current world space position of the camera.
  93119. */
  93120. readonly globalPosition: Vector3;
  93121. /**
  93122. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  93123. * @returns the active meshe list
  93124. */
  93125. getActiveMeshes(): SmartArray<AbstractMesh>;
  93126. /**
  93127. * Check wether a mesh is part of the current active mesh list of the camera
  93128. * @param mesh Defines the mesh to check
  93129. * @returns true if active, false otherwise
  93130. */
  93131. isActiveMesh(mesh: Mesh): boolean;
  93132. /**
  93133. * Is this camera ready to be used/rendered
  93134. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  93135. * @return true if the camera is ready
  93136. */
  93137. isReady(completeCheck?: boolean): boolean;
  93138. /** @hidden */
  93139. _initCache(): void;
  93140. /** @hidden */
  93141. _updateCache(ignoreParentClass?: boolean): void;
  93142. /** @hidden */
  93143. _isSynchronized(): boolean;
  93144. /** @hidden */
  93145. _isSynchronizedViewMatrix(): boolean;
  93146. /** @hidden */
  93147. _isSynchronizedProjectionMatrix(): boolean;
  93148. /**
  93149. * Attach the input controls to a specific dom element to get the input from.
  93150. * @param element Defines the element the controls should be listened from
  93151. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  93152. */
  93153. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  93154. /**
  93155. * Detach the current controls from the specified dom element.
  93156. * @param element Defines the element to stop listening the inputs from
  93157. */
  93158. detachControl(element: HTMLElement): void;
  93159. /**
  93160. * Update the camera state according to the different inputs gathered during the frame.
  93161. */
  93162. update(): void;
  93163. /** @hidden */
  93164. _checkInputs(): void;
  93165. /** @hidden */
  93166. readonly rigCameras: Camera[];
  93167. /**
  93168. * Gets the post process used by the rig cameras
  93169. */
  93170. readonly rigPostProcess: Nullable<PostProcess>;
  93171. /**
  93172. * Internal, gets the first post proces.
  93173. * @returns the first post process to be run on this camera.
  93174. */
  93175. _getFirstPostProcess(): Nullable<PostProcess>;
  93176. private _cascadePostProcessesToRigCams;
  93177. /**
  93178. * Attach a post process to the camera.
  93179. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  93180. * @param postProcess The post process to attach to the camera
  93181. * @param insertAt The position of the post process in case several of them are in use in the scene
  93182. * @returns the position the post process has been inserted at
  93183. */
  93184. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  93185. /**
  93186. * Detach a post process to the camera.
  93187. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  93188. * @param postProcess The post process to detach from the camera
  93189. */
  93190. detachPostProcess(postProcess: PostProcess): void;
  93191. /**
  93192. * Gets the current world matrix of the camera
  93193. */
  93194. getWorldMatrix(): Matrix;
  93195. /** @hidden */
  93196. _getViewMatrix(): Matrix;
  93197. /**
  93198. * Gets the current view matrix of the camera.
  93199. * @param force forces the camera to recompute the matrix without looking at the cached state
  93200. * @returns the view matrix
  93201. */
  93202. getViewMatrix(force?: boolean): Matrix;
  93203. /**
  93204. * Freeze the projection matrix.
  93205. * It will prevent the cache check of the camera projection compute and can speed up perf
  93206. * if no parameter of the camera are meant to change
  93207. * @param projection Defines manually a projection if necessary
  93208. */
  93209. freezeProjectionMatrix(projection?: Matrix): void;
  93210. /**
  93211. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  93212. */
  93213. unfreezeProjectionMatrix(): void;
  93214. /**
  93215. * Gets the current projection matrix of the camera.
  93216. * @param force forces the camera to recompute the matrix without looking at the cached state
  93217. * @returns the projection matrix
  93218. */
  93219. getProjectionMatrix(force?: boolean): Matrix;
  93220. /**
  93221. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  93222. * @returns a Matrix
  93223. */
  93224. getTransformationMatrix(): Matrix;
  93225. private _updateFrustumPlanes;
  93226. /**
  93227. * Checks if a cullable object (mesh...) is in the camera frustum
  93228. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  93229. * @param target The object to check
  93230. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  93231. * @returns true if the object is in frustum otherwise false
  93232. */
  93233. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  93234. /**
  93235. * Checks if a cullable object (mesh...) is in the camera frustum
  93236. * Unlike isInFrustum this cheks the full bounding box
  93237. * @param target The object to check
  93238. * @returns true if the object is in frustum otherwise false
  93239. */
  93240. isCompletelyInFrustum(target: ICullable): boolean;
  93241. /**
  93242. * Gets a ray in the forward direction from the camera.
  93243. * @param length Defines the length of the ray to create
  93244. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  93245. * @param origin Defines the start point of the ray which defaults to the camera position
  93246. * @returns the forward ray
  93247. */
  93248. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  93249. /**
  93250. * Releases resources associated with this node.
  93251. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  93252. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  93253. */
  93254. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  93255. /** @hidden */
  93256. _isLeftCamera: boolean;
  93257. /**
  93258. * Gets the left camera of a rig setup in case of Rigged Camera
  93259. */
  93260. readonly isLeftCamera: boolean;
  93261. /** @hidden */
  93262. _isRightCamera: boolean;
  93263. /**
  93264. * Gets the right camera of a rig setup in case of Rigged Camera
  93265. */
  93266. readonly isRightCamera: boolean;
  93267. /**
  93268. * Gets the left camera of a rig setup in case of Rigged Camera
  93269. */
  93270. readonly leftCamera: Nullable<FreeCamera>;
  93271. /**
  93272. * Gets the right camera of a rig setup in case of Rigged Camera
  93273. */
  93274. readonly rightCamera: Nullable<FreeCamera>;
  93275. /**
  93276. * Gets the left camera target of a rig setup in case of Rigged Camera
  93277. * @returns the target position
  93278. */
  93279. getLeftTarget(): Nullable<Vector3>;
  93280. /**
  93281. * Gets the right camera target of a rig setup in case of Rigged Camera
  93282. * @returns the target position
  93283. */
  93284. getRightTarget(): Nullable<Vector3>;
  93285. /**
  93286. * @hidden
  93287. */
  93288. setCameraRigMode(mode: number, rigParams: any): void;
  93289. /** @hidden */
  93290. static _setStereoscopicRigMode(camera: Camera): void;
  93291. /** @hidden */
  93292. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  93293. /** @hidden */
  93294. static _setVRRigMode(camera: Camera, rigParams: any): void;
  93295. /** @hidden */
  93296. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  93297. /** @hidden */
  93298. _getVRProjectionMatrix(): Matrix;
  93299. protected _updateCameraRotationMatrix(): void;
  93300. protected _updateWebVRCameraRotationMatrix(): void;
  93301. /**
  93302. * This function MUST be overwritten by the different WebVR cameras available.
  93303. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  93304. * @hidden
  93305. */
  93306. _getWebVRProjectionMatrix(): Matrix;
  93307. /**
  93308. * This function MUST be overwritten by the different WebVR cameras available.
  93309. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  93310. * @hidden
  93311. */
  93312. _getWebVRViewMatrix(): Matrix;
  93313. /** @hidden */
  93314. setCameraRigParameter(name: string, value: any): void;
  93315. /**
  93316. * needs to be overridden by children so sub has required properties to be copied
  93317. * @hidden
  93318. */
  93319. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  93320. /**
  93321. * May need to be overridden by children
  93322. * @hidden
  93323. */
  93324. _updateRigCameras(): void;
  93325. /** @hidden */
  93326. _setupInputs(): void;
  93327. /**
  93328. * Serialiaze the camera setup to a json represention
  93329. * @returns the JSON representation
  93330. */
  93331. serialize(): any;
  93332. /**
  93333. * Clones the current camera.
  93334. * @param name The cloned camera name
  93335. * @returns the cloned camera
  93336. */
  93337. clone(name: string): Camera;
  93338. /**
  93339. * Gets the direction of the camera relative to a given local axis.
  93340. * @param localAxis Defines the reference axis to provide a relative direction.
  93341. * @return the direction
  93342. */
  93343. getDirection(localAxis: Vector3): Vector3;
  93344. /**
  93345. * Returns the current camera absolute rotation
  93346. */
  93347. readonly absoluteRotation: Quaternion;
  93348. /**
  93349. * Gets the direction of the camera relative to a given local axis into a passed vector.
  93350. * @param localAxis Defines the reference axis to provide a relative direction.
  93351. * @param result Defines the vector to store the result in
  93352. */
  93353. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  93354. /**
  93355. * Gets a camera constructor for a given camera type
  93356. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  93357. * @param name The name of the camera the result will be able to instantiate
  93358. * @param scene The scene the result will construct the camera in
  93359. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  93360. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  93361. * @returns a factory method to construc the camera
  93362. */
  93363. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  93364. /**
  93365. * Compute the world matrix of the camera.
  93366. * @returns the camera world matrix
  93367. */
  93368. computeWorldMatrix(): Matrix;
  93369. /**
  93370. * Parse a JSON and creates the camera from the parsed information
  93371. * @param parsedCamera The JSON to parse
  93372. * @param scene The scene to instantiate the camera in
  93373. * @returns the newly constructed camera
  93374. */
  93375. static Parse(parsedCamera: any, scene: Scene): Camera;
  93376. }
  93377. }
  93378. declare module BABYLON {
  93379. /**
  93380. * Class containing static functions to help procedurally build meshes
  93381. */
  93382. export class DiscBuilder {
  93383. /**
  93384. * Creates a plane polygonal mesh. By default, this is a disc
  93385. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  93386. * * 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
  93387. * * 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
  93388. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  93389. * * If you create a double-sided mesh, you can choose what parts of 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
  93390. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93391. * @param name defines the name of the mesh
  93392. * @param options defines the options used to create the mesh
  93393. * @param scene defines the hosting scene
  93394. * @returns the plane polygonal mesh
  93395. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  93396. */
  93397. static CreateDisc(name: string, options: {
  93398. radius?: number;
  93399. tessellation?: number;
  93400. arc?: number;
  93401. updatable?: boolean;
  93402. sideOrientation?: number;
  93403. frontUVs?: Vector4;
  93404. backUVs?: Vector4;
  93405. }, scene?: Nullable<Scene>): Mesh;
  93406. }
  93407. }
  93408. declare module BABYLON {
  93409. /**
  93410. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  93411. *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.
  93412. * The SPS is also a particle system. It provides some methods to manage the particles.
  93413. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  93414. *
  93415. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  93416. */
  93417. export class SolidParticleSystem implements IDisposable {
  93418. /**
  93419. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  93420. * Example : var p = SPS.particles[i];
  93421. */
  93422. particles: SolidParticle[];
  93423. /**
  93424. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  93425. */
  93426. nbParticles: number;
  93427. /**
  93428. * If the particles must ever face the camera (default false). Useful for planar particles.
  93429. */
  93430. billboard: boolean;
  93431. /**
  93432. * Recompute normals when adding a shape
  93433. */
  93434. recomputeNormals: boolean;
  93435. /**
  93436. * This a counter ofr your own usage. It's not set by any SPS functions.
  93437. */
  93438. counter: number;
  93439. /**
  93440. * The SPS name. This name is also given to the underlying mesh.
  93441. */
  93442. name: string;
  93443. /**
  93444. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  93445. */
  93446. mesh: Mesh;
  93447. /**
  93448. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  93449. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  93450. */
  93451. vars: any;
  93452. /**
  93453. * This array is populated when the SPS is set as 'pickable'.
  93454. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  93455. * Each element of this array is an object `{idx: int, faceId: int}`.
  93456. * `idx` is the picked particle index in the `SPS.particles` array
  93457. * `faceId` is the picked face index counted within this particle.
  93458. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  93459. */
  93460. pickedParticles: {
  93461. idx: number;
  93462. faceId: number;
  93463. }[];
  93464. /**
  93465. * This array is populated when `enableDepthSort` is set to true.
  93466. * Each element of this array is an instance of the class DepthSortedParticle.
  93467. */
  93468. depthSortedParticles: DepthSortedParticle[];
  93469. /**
  93470. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  93471. * @hidden
  93472. */
  93473. _bSphereOnly: boolean;
  93474. /**
  93475. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  93476. * @hidden
  93477. */
  93478. _bSphereRadiusFactor: number;
  93479. private _scene;
  93480. private _positions;
  93481. private _indices;
  93482. private _normals;
  93483. private _colors;
  93484. private _uvs;
  93485. private _indices32;
  93486. private _positions32;
  93487. private _normals32;
  93488. private _fixedNormal32;
  93489. private _colors32;
  93490. private _uvs32;
  93491. private _index;
  93492. private _updatable;
  93493. private _pickable;
  93494. private _isVisibilityBoxLocked;
  93495. private _alwaysVisible;
  93496. private _depthSort;
  93497. private _expandable;
  93498. private _shapeCounter;
  93499. private _copy;
  93500. private _mustResetCopy;
  93501. private _color;
  93502. private _computeParticleColor;
  93503. private _computeParticleTexture;
  93504. private _computeParticleRotation;
  93505. private _computeParticleVertex;
  93506. private _computeBoundingBox;
  93507. private _depthSortParticles;
  93508. private _camera;
  93509. private _mustUnrotateFixedNormals;
  93510. private _particlesIntersect;
  93511. private _needs32Bits;
  93512. private _isNotBuilt;
  93513. private _lastParticleId;
  93514. private _idxOfId;
  93515. /**
  93516. * Creates a SPS (Solid Particle System) object.
  93517. * @param name (String) is the SPS name, this will be the underlying mesh name.
  93518. * @param scene (Scene) is the scene in which the SPS is added.
  93519. * @param options defines the options of the sps e.g.
  93520. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  93521. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  93522. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  93523. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  93524. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  93525. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  93526. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  93527. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  93528. */
  93529. constructor(name: string, scene: Scene, options?: {
  93530. updatable?: boolean;
  93531. isPickable?: boolean;
  93532. enableDepthSort?: boolean;
  93533. particleIntersection?: boolean;
  93534. boundingSphereOnly?: boolean;
  93535. bSphereRadiusFactor?: number;
  93536. expandable?: boolean;
  93537. });
  93538. /**
  93539. * Builds the SPS underlying mesh. Returns a standard Mesh.
  93540. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  93541. * @returns the created mesh
  93542. */
  93543. buildMesh(): Mesh;
  93544. /**
  93545. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  93546. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  93547. * Thus the particles generated from `digest()` have their property `position` set yet.
  93548. * @param mesh ( Mesh ) is the mesh to be digested
  93549. * @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
  93550. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  93551. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  93552. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  93553. * @returns the current SPS
  93554. */
  93555. digest(mesh: Mesh, options?: {
  93556. facetNb?: number;
  93557. number?: number;
  93558. delta?: number;
  93559. storage?: [];
  93560. }): SolidParticleSystem;
  93561. /**
  93562. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  93563. * @hidden
  93564. */
  93565. private _unrotateFixedNormals;
  93566. /**
  93567. * Resets the temporary working copy particle
  93568. * @hidden
  93569. */
  93570. private _resetCopy;
  93571. /**
  93572. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  93573. * @param p the current index in the positions array to be updated
  93574. * @param shape a Vector3 array, the shape geometry
  93575. * @param positions the positions array to be updated
  93576. * @param meshInd the shape indices array
  93577. * @param indices the indices array to be updated
  93578. * @param meshUV the shape uv array
  93579. * @param uvs the uv array to be updated
  93580. * @param meshCol the shape color array
  93581. * @param colors the color array to be updated
  93582. * @param meshNor the shape normals array
  93583. * @param normals the normals array to be updated
  93584. * @param idx the particle index
  93585. * @param idxInShape the particle index in its shape
  93586. * @param options the addShape() method passed options
  93587. * @hidden
  93588. */
  93589. private _meshBuilder;
  93590. /**
  93591. * Returns a shape Vector3 array from positions float array
  93592. * @param positions float array
  93593. * @returns a vector3 array
  93594. * @hidden
  93595. */
  93596. private _posToShape;
  93597. /**
  93598. * Returns a shapeUV array from a float uvs (array deep copy)
  93599. * @param uvs as a float array
  93600. * @returns a shapeUV array
  93601. * @hidden
  93602. */
  93603. private _uvsToShapeUV;
  93604. /**
  93605. * Adds a new particle object in the particles array
  93606. * @param idx particle index in particles array
  93607. * @param id particle id
  93608. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  93609. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  93610. * @param model particle ModelShape object
  93611. * @param shapeId model shape identifier
  93612. * @param idxInShape index of the particle in the current model
  93613. * @param bInfo model bounding info object
  93614. * @param storage target storage array, if any
  93615. * @hidden
  93616. */
  93617. private _addParticle;
  93618. /**
  93619. * Adds some particles to the SPS from the model shape. Returns the shape id.
  93620. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  93621. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  93622. * @param nb (positive integer) the number of particles to be created from this model
  93623. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  93624. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  93625. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  93626. * @returns the number of shapes in the system
  93627. */
  93628. addShape(mesh: Mesh, nb: number, options?: {
  93629. positionFunction?: any;
  93630. vertexFunction?: any;
  93631. storage?: [];
  93632. }): number;
  93633. /**
  93634. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  93635. * @hidden
  93636. */
  93637. private _rebuildParticle;
  93638. /**
  93639. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  93640. * @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.
  93641. * @returns the SPS.
  93642. */
  93643. rebuildMesh(reset?: boolean): SolidParticleSystem;
  93644. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  93645. * Returns an array with the removed particles.
  93646. * 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.
  93647. * The SPS can't be empty so at least one particle needs to remain in place.
  93648. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  93649. * @param start index of the first particle to remove
  93650. * @param end index of the last particle to remove (included)
  93651. * @returns an array populated with the removed particles
  93652. */
  93653. removeParticles(start: number, end: number): SolidParticle[];
  93654. /**
  93655. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  93656. * @param solidParticleArray an array populated with Solid Particles objects
  93657. * @returns the SPS
  93658. */
  93659. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  93660. /**
  93661. * Creates a new particle and modifies the SPS mesh geometry :
  93662. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  93663. * - calls _addParticle() to populate the particle array
  93664. * factorized code from addShape() and insertParticlesFromArray()
  93665. * @param idx particle index in the particles array
  93666. * @param i particle index in its shape
  93667. * @param modelShape particle ModelShape object
  93668. * @param shape shape vertex array
  93669. * @param meshInd shape indices array
  93670. * @param meshUV shape uv array
  93671. * @param meshCol shape color array
  93672. * @param meshNor shape normals array
  93673. * @param bbInfo shape bounding info
  93674. * @param storage target particle storage
  93675. * @options addShape() passed options
  93676. * @hidden
  93677. */
  93678. private _insertNewParticle;
  93679. /**
  93680. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  93681. * This method calls `updateParticle()` for each particle of the SPS.
  93682. * For an animated SPS, it is usually called within the render loop.
  93683. * 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.
  93684. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  93685. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  93686. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  93687. * @returns the SPS.
  93688. */
  93689. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  93690. /**
  93691. * Disposes the SPS.
  93692. */
  93693. dispose(): void;
  93694. /**
  93695. * Returns a SolidParticle object from its identifier : particle.id
  93696. * @param id (integer) the particle Id
  93697. * @returns the searched particle or null if not found in the SPS.
  93698. */
  93699. getParticleById(id: number): Nullable<SolidParticle>;
  93700. /**
  93701. * Returns a new array populated with the particles having the passed shapeId.
  93702. * @param shapeId (integer) the shape identifier
  93703. * @returns a new solid particle array
  93704. */
  93705. getParticlesByShapeId(shapeId: number): SolidParticle[];
  93706. /**
  93707. * Populates the passed array "ref" with the particles having the passed shapeId.
  93708. * @param shapeId the shape identifier
  93709. * @returns the SPS
  93710. * @param ref
  93711. */
  93712. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  93713. /**
  93714. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  93715. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93716. * @returns the SPS.
  93717. */
  93718. refreshVisibleSize(): SolidParticleSystem;
  93719. /**
  93720. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  93721. * @param size the size (float) of the visibility box
  93722. * note : this doesn't lock the SPS mesh bounding box.
  93723. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93724. */
  93725. setVisibilityBox(size: number): void;
  93726. /**
  93727. * Gets whether the SPS as always visible or not
  93728. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93729. */
  93730. /**
  93731. * Sets the SPS as always visible or not
  93732. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93733. */
  93734. isAlwaysVisible: boolean;
  93735. /**
  93736. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  93737. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93738. */
  93739. /**
  93740. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  93741. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93742. */
  93743. isVisibilityBoxLocked: boolean;
  93744. /**
  93745. * Tells to `setParticles()` to compute the particle rotations or not.
  93746. * Default value : true. The SPS is faster when it's set to false.
  93747. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  93748. */
  93749. /**
  93750. * Gets if `setParticles()` computes the particle rotations or not.
  93751. * Default value : true. The SPS is faster when it's set to false.
  93752. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  93753. */
  93754. computeParticleRotation: boolean;
  93755. /**
  93756. * Tells to `setParticles()` to compute the particle colors or not.
  93757. * Default value : true. The SPS is faster when it's set to false.
  93758. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  93759. */
  93760. /**
  93761. * Gets if `setParticles()` computes the particle colors or not.
  93762. * Default value : true. The SPS is faster when it's set to false.
  93763. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  93764. */
  93765. computeParticleColor: boolean;
  93766. /**
  93767. * Gets if `setParticles()` computes the particle textures or not.
  93768. * Default value : true. The SPS is faster when it's set to false.
  93769. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  93770. */
  93771. computeParticleTexture: boolean;
  93772. /**
  93773. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  93774. * Default value : false. The SPS is faster when it's set to false.
  93775. * Note : the particle custom vertex positions aren't stored values.
  93776. */
  93777. /**
  93778. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  93779. * Default value : false. The SPS is faster when it's set to false.
  93780. * Note : the particle custom vertex positions aren't stored values.
  93781. */
  93782. computeParticleVertex: boolean;
  93783. /**
  93784. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  93785. */
  93786. /**
  93787. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  93788. */
  93789. computeBoundingBox: boolean;
  93790. /**
  93791. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  93792. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  93793. * Default : `true`
  93794. */
  93795. /**
  93796. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  93797. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  93798. * Default : `true`
  93799. */
  93800. depthSortParticles: boolean;
  93801. /**
  93802. * Gets if the SPS is created as expandable at construction time.
  93803. * Default : `false`
  93804. */
  93805. readonly expandable: boolean;
  93806. /**
  93807. * This function does nothing. It may be overwritten to set all the particle first values.
  93808. * The SPS doesn't call this function, you may have to call it by your own.
  93809. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93810. */
  93811. initParticles(): void;
  93812. /**
  93813. * This function does nothing. It may be overwritten to recycle a particle.
  93814. * The SPS doesn't call this function, you may have to call it by your own.
  93815. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93816. * @param particle The particle to recycle
  93817. * @returns the recycled particle
  93818. */
  93819. recycleParticle(particle: SolidParticle): SolidParticle;
  93820. /**
  93821. * Updates a particle : this function should be overwritten by the user.
  93822. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  93823. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93824. * @example : just set a particle position or velocity and recycle conditions
  93825. * @param particle The particle to update
  93826. * @returns the updated particle
  93827. */
  93828. updateParticle(particle: SolidParticle): SolidParticle;
  93829. /**
  93830. * Updates a vertex of a particle : it can be overwritten by the user.
  93831. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  93832. * @param particle the current particle
  93833. * @param vertex the current index of the current particle
  93834. * @param pt the index of the current vertex in the particle shape
  93835. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  93836. * @example : just set a vertex particle position
  93837. * @returns the updated vertex
  93838. */
  93839. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  93840. /**
  93841. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  93842. * This does nothing and may be overwritten by the user.
  93843. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93844. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93845. * @param update the boolean update value actually passed to setParticles()
  93846. */
  93847. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  93848. /**
  93849. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  93850. * This will be passed three parameters.
  93851. * This does nothing and may be overwritten by the user.
  93852. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93853. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93854. * @param update the boolean update value actually passed to setParticles()
  93855. */
  93856. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  93857. }
  93858. }
  93859. declare module BABYLON {
  93860. /**
  93861. * Represents one particle of a solid particle system.
  93862. */
  93863. export class SolidParticle {
  93864. /**
  93865. * particle global index
  93866. */
  93867. idx: number;
  93868. /**
  93869. * particle identifier
  93870. */
  93871. id: number;
  93872. /**
  93873. * The color of the particle
  93874. */
  93875. color: Nullable<Color4>;
  93876. /**
  93877. * The world space position of the particle.
  93878. */
  93879. position: Vector3;
  93880. /**
  93881. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  93882. */
  93883. rotation: Vector3;
  93884. /**
  93885. * The world space rotation quaternion of the particle.
  93886. */
  93887. rotationQuaternion: Nullable<Quaternion>;
  93888. /**
  93889. * The scaling of the particle.
  93890. */
  93891. scaling: Vector3;
  93892. /**
  93893. * The uvs of the particle.
  93894. */
  93895. uvs: Vector4;
  93896. /**
  93897. * The current speed of the particle.
  93898. */
  93899. velocity: Vector3;
  93900. /**
  93901. * The pivot point in the particle local space.
  93902. */
  93903. pivot: Vector3;
  93904. /**
  93905. * Must the particle be translated from its pivot point in its local space ?
  93906. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  93907. * Default : false
  93908. */
  93909. translateFromPivot: boolean;
  93910. /**
  93911. * Is the particle active or not ?
  93912. */
  93913. alive: boolean;
  93914. /**
  93915. * Is the particle visible or not ?
  93916. */
  93917. isVisible: boolean;
  93918. /**
  93919. * Index of this particle in the global "positions" array (Internal use)
  93920. * @hidden
  93921. */
  93922. _pos: number;
  93923. /**
  93924. * @hidden Index of this particle in the global "indices" array (Internal use)
  93925. */
  93926. _ind: number;
  93927. /**
  93928. * @hidden ModelShape of this particle (Internal use)
  93929. */
  93930. _model: ModelShape;
  93931. /**
  93932. * ModelShape id of this particle
  93933. */
  93934. shapeId: number;
  93935. /**
  93936. * Index of the particle in its shape id
  93937. */
  93938. idxInShape: number;
  93939. /**
  93940. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  93941. */
  93942. _modelBoundingInfo: BoundingInfo;
  93943. /**
  93944. * @hidden Particle BoundingInfo object (Internal use)
  93945. */
  93946. _boundingInfo: BoundingInfo;
  93947. /**
  93948. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  93949. */
  93950. _sps: SolidParticleSystem;
  93951. /**
  93952. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  93953. */
  93954. _stillInvisible: boolean;
  93955. /**
  93956. * @hidden Last computed particle rotation matrix
  93957. */
  93958. _rotationMatrix: number[];
  93959. /**
  93960. * Parent particle Id, if any.
  93961. * Default null.
  93962. */
  93963. parentId: Nullable<number>;
  93964. /**
  93965. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  93966. * The possible values are :
  93967. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  93968. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93969. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  93970. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  93971. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93972. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  93973. * */
  93974. cullingStrategy: number;
  93975. /**
  93976. * @hidden Internal global position in the SPS.
  93977. */
  93978. _globalPosition: Vector3;
  93979. /**
  93980. * Creates a Solid Particle object.
  93981. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  93982. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  93983. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  93984. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  93985. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  93986. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  93987. * @param shapeId (integer) is the model shape identifier in the SPS.
  93988. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  93989. * @param sps defines the sps it is associated to
  93990. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  93991. */
  93992. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  93993. /**
  93994. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  93995. * @param target the particle target
  93996. * @returns the current particle
  93997. */
  93998. copyToRef(target: SolidParticle): SolidParticle;
  93999. /**
  94000. * Legacy support, changed scale to scaling
  94001. */
  94002. /**
  94003. * Legacy support, changed scale to scaling
  94004. */
  94005. scale: Vector3;
  94006. /**
  94007. * Legacy support, changed quaternion to rotationQuaternion
  94008. */
  94009. /**
  94010. * Legacy support, changed quaternion to rotationQuaternion
  94011. */
  94012. quaternion: Nullable<Quaternion>;
  94013. /**
  94014. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  94015. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  94016. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  94017. * @returns true if it intersects
  94018. */
  94019. intersectsMesh(target: Mesh | SolidParticle): boolean;
  94020. /**
  94021. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  94022. * A particle is in the frustum if its bounding box intersects the frustum
  94023. * @param frustumPlanes defines the frustum to test
  94024. * @returns true if the particle is in the frustum planes
  94025. */
  94026. isInFrustum(frustumPlanes: Plane[]): boolean;
  94027. /**
  94028. * get the rotation matrix of the particle
  94029. * @hidden
  94030. */
  94031. getRotationMatrix(m: Matrix): void;
  94032. }
  94033. /**
  94034. * Represents the shape of the model used by one particle of a solid particle system.
  94035. * SPS internal tool, don't use it manually.
  94036. */
  94037. export class ModelShape {
  94038. /**
  94039. * The shape id
  94040. * @hidden
  94041. */
  94042. shapeID: number;
  94043. /**
  94044. * flat array of model positions (internal use)
  94045. * @hidden
  94046. */
  94047. _shape: Vector3[];
  94048. /**
  94049. * flat array of model UVs (internal use)
  94050. * @hidden
  94051. */
  94052. _shapeUV: number[];
  94053. /**
  94054. * color array of the model
  94055. * @hidden
  94056. */
  94057. _shapeColors: number[];
  94058. /**
  94059. * indices array of the model
  94060. * @hidden
  94061. */
  94062. _indices: number[];
  94063. /**
  94064. * normals array of the model
  94065. * @hidden
  94066. */
  94067. _normals: number[];
  94068. /**
  94069. * length of the shape in the model indices array (internal use)
  94070. * @hidden
  94071. */
  94072. _indicesLength: number;
  94073. /**
  94074. * Custom position function (internal use)
  94075. * @hidden
  94076. */
  94077. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  94078. /**
  94079. * Custom vertex function (internal use)
  94080. * @hidden
  94081. */
  94082. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  94083. /**
  94084. * 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.
  94085. * SPS internal tool, don't use it manually.
  94086. * @hidden
  94087. */
  94088. 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>);
  94089. }
  94090. /**
  94091. * Represents a Depth Sorted Particle in the solid particle system.
  94092. */
  94093. export class DepthSortedParticle {
  94094. /**
  94095. * Index of the particle in the "indices" array
  94096. */
  94097. ind: number;
  94098. /**
  94099. * Length of the particle shape in the "indices" array
  94100. */
  94101. indicesLength: number;
  94102. /**
  94103. * Squared distance from the particle to the camera
  94104. */
  94105. sqDistance: number;
  94106. }
  94107. }
  94108. declare module BABYLON {
  94109. /**
  94110. * @hidden
  94111. */
  94112. export class _MeshCollisionData {
  94113. _checkCollisions: boolean;
  94114. _collisionMask: number;
  94115. _collisionGroup: number;
  94116. _collider: Nullable<Collider>;
  94117. _oldPositionForCollisions: Vector3;
  94118. _diffPositionForCollisions: Vector3;
  94119. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  94120. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  94121. }
  94122. }
  94123. declare module BABYLON {
  94124. /** @hidden */
  94125. class _FacetDataStorage {
  94126. facetPositions: Vector3[];
  94127. facetNormals: Vector3[];
  94128. facetPartitioning: number[][];
  94129. facetNb: number;
  94130. partitioningSubdivisions: number;
  94131. partitioningBBoxRatio: number;
  94132. facetDataEnabled: boolean;
  94133. facetParameters: any;
  94134. bbSize: Vector3;
  94135. subDiv: {
  94136. max: number;
  94137. X: number;
  94138. Y: number;
  94139. Z: number;
  94140. };
  94141. facetDepthSort: boolean;
  94142. facetDepthSortEnabled: boolean;
  94143. depthSortedIndices: IndicesArray;
  94144. depthSortedFacets: {
  94145. ind: number;
  94146. sqDistance: number;
  94147. }[];
  94148. facetDepthSortFunction: (f1: {
  94149. ind: number;
  94150. sqDistance: number;
  94151. }, f2: {
  94152. ind: number;
  94153. sqDistance: number;
  94154. }) => number;
  94155. facetDepthSortFrom: Vector3;
  94156. facetDepthSortOrigin: Vector3;
  94157. invertedMatrix: Matrix;
  94158. }
  94159. /**
  94160. * @hidden
  94161. **/
  94162. class _InternalAbstractMeshDataInfo {
  94163. _hasVertexAlpha: boolean;
  94164. _useVertexColors: boolean;
  94165. _numBoneInfluencers: number;
  94166. _applyFog: boolean;
  94167. _receiveShadows: boolean;
  94168. _facetData: _FacetDataStorage;
  94169. _visibility: number;
  94170. _skeleton: Nullable<Skeleton>;
  94171. _layerMask: number;
  94172. _computeBonesUsingShaders: boolean;
  94173. _isActive: boolean;
  94174. _onlyForInstances: boolean;
  94175. _isActiveIntermediate: boolean;
  94176. _onlyForInstancesIntermediate: boolean;
  94177. _actAsRegularMesh: boolean;
  94178. }
  94179. /**
  94180. * Class used to store all common mesh properties
  94181. */
  94182. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  94183. /** No occlusion */
  94184. static OCCLUSION_TYPE_NONE: number;
  94185. /** Occlusion set to optimisitic */
  94186. static OCCLUSION_TYPE_OPTIMISTIC: number;
  94187. /** Occlusion set to strict */
  94188. static OCCLUSION_TYPE_STRICT: number;
  94189. /** Use an accurante occlusion algorithm */
  94190. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  94191. /** Use a conservative occlusion algorithm */
  94192. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  94193. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  94194. * Test order :
  94195. * Is the bounding sphere outside the frustum ?
  94196. * If not, are the bounding box vertices outside the frustum ?
  94197. * It not, then the cullable object is in the frustum.
  94198. */
  94199. static readonly CULLINGSTRATEGY_STANDARD: number;
  94200. /** Culling strategy : Bounding Sphere Only.
  94201. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  94202. * It's also less accurate than the standard because some not visible objects can still be selected.
  94203. * Test : is the bounding sphere outside the frustum ?
  94204. * If not, then the cullable object is in the frustum.
  94205. */
  94206. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  94207. /** Culling strategy : Optimistic Inclusion.
  94208. * This in an inclusion test first, then the standard exclusion test.
  94209. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  94210. * 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.
  94211. * Anyway, it's as accurate as the standard strategy.
  94212. * Test :
  94213. * Is the cullable object bounding sphere center in the frustum ?
  94214. * If not, apply the default culling strategy.
  94215. */
  94216. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  94217. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  94218. * This in an inclusion test first, then the bounding sphere only exclusion test.
  94219. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  94220. * 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.
  94221. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  94222. * Test :
  94223. * Is the cullable object bounding sphere center in the frustum ?
  94224. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  94225. */
  94226. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  94227. /**
  94228. * No billboard
  94229. */
  94230. static readonly BILLBOARDMODE_NONE: number;
  94231. /** Billboard on X axis */
  94232. static readonly BILLBOARDMODE_X: number;
  94233. /** Billboard on Y axis */
  94234. static readonly BILLBOARDMODE_Y: number;
  94235. /** Billboard on Z axis */
  94236. static readonly BILLBOARDMODE_Z: number;
  94237. /** Billboard on all axes */
  94238. static readonly BILLBOARDMODE_ALL: number;
  94239. /** Billboard on using position instead of orientation */
  94240. static readonly BILLBOARDMODE_USE_POSITION: number;
  94241. /** @hidden */
  94242. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  94243. /**
  94244. * The culling strategy to use to check whether the mesh must be rendered or not.
  94245. * This value can be changed at any time and will be used on the next render mesh selection.
  94246. * The possible values are :
  94247. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  94248. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94249. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  94250. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  94251. * Please read each static variable documentation to get details about the culling process.
  94252. * */
  94253. cullingStrategy: number;
  94254. /**
  94255. * Gets the number of facets in the mesh
  94256. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  94257. */
  94258. readonly facetNb: number;
  94259. /**
  94260. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  94261. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  94262. */
  94263. partitioningSubdivisions: number;
  94264. /**
  94265. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  94266. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  94267. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  94268. */
  94269. partitioningBBoxRatio: number;
  94270. /**
  94271. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  94272. * Works only for updatable meshes.
  94273. * Doesn't work with multi-materials
  94274. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  94275. */
  94276. mustDepthSortFacets: boolean;
  94277. /**
  94278. * The location (Vector3) where the facet depth sort must be computed from.
  94279. * By default, the active camera position.
  94280. * Used only when facet depth sort is enabled
  94281. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  94282. */
  94283. facetDepthSortFrom: Vector3;
  94284. /**
  94285. * gets a boolean indicating if facetData is enabled
  94286. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  94287. */
  94288. readonly isFacetDataEnabled: boolean;
  94289. /** @hidden */
  94290. _updateNonUniformScalingState(value: boolean): boolean;
  94291. /**
  94292. * An event triggered when this mesh collides with another one
  94293. */
  94294. onCollideObservable: Observable<AbstractMesh>;
  94295. /** Set a function to call when this mesh collides with another one */
  94296. onCollide: () => void;
  94297. /**
  94298. * An event triggered when the collision's position changes
  94299. */
  94300. onCollisionPositionChangeObservable: Observable<Vector3>;
  94301. /** Set a function to call when the collision's position changes */
  94302. onCollisionPositionChange: () => void;
  94303. /**
  94304. * An event triggered when material is changed
  94305. */
  94306. onMaterialChangedObservable: Observable<AbstractMesh>;
  94307. /**
  94308. * Gets or sets the orientation for POV movement & rotation
  94309. */
  94310. definedFacingForward: boolean;
  94311. /** @hidden */
  94312. _occlusionQuery: Nullable<WebGLQuery>;
  94313. /** @hidden */
  94314. _renderingGroup: Nullable<RenderingGroup>;
  94315. /**
  94316. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  94317. */
  94318. /**
  94319. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  94320. */
  94321. visibility: number;
  94322. /** Gets or sets the alpha index used to sort transparent meshes
  94323. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  94324. */
  94325. alphaIndex: number;
  94326. /**
  94327. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  94328. */
  94329. isVisible: boolean;
  94330. /**
  94331. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  94332. */
  94333. isPickable: boolean;
  94334. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  94335. showSubMeshesBoundingBox: boolean;
  94336. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  94337. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  94338. */
  94339. isBlocker: boolean;
  94340. /**
  94341. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  94342. */
  94343. enablePointerMoveEvents: boolean;
  94344. /**
  94345. * Specifies the rendering group id for this mesh (0 by default)
  94346. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  94347. */
  94348. renderingGroupId: number;
  94349. private _material;
  94350. /** Gets or sets current material */
  94351. material: Nullable<Material>;
  94352. /**
  94353. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  94354. * @see http://doc.babylonjs.com/babylon101/shadows
  94355. */
  94356. receiveShadows: boolean;
  94357. /** Defines color to use when rendering outline */
  94358. outlineColor: Color3;
  94359. /** Define width to use when rendering outline */
  94360. outlineWidth: number;
  94361. /** Defines color to use when rendering overlay */
  94362. overlayColor: Color3;
  94363. /** Defines alpha to use when rendering overlay */
  94364. overlayAlpha: number;
  94365. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  94366. hasVertexAlpha: boolean;
  94367. /** 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) */
  94368. useVertexColors: boolean;
  94369. /**
  94370. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  94371. */
  94372. computeBonesUsingShaders: boolean;
  94373. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  94374. numBoneInfluencers: number;
  94375. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  94376. applyFog: boolean;
  94377. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  94378. useOctreeForRenderingSelection: boolean;
  94379. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  94380. useOctreeForPicking: boolean;
  94381. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  94382. useOctreeForCollisions: boolean;
  94383. /**
  94384. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  94385. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  94386. */
  94387. layerMask: number;
  94388. /**
  94389. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  94390. */
  94391. alwaysSelectAsActiveMesh: boolean;
  94392. /**
  94393. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  94394. */
  94395. doNotSyncBoundingInfo: boolean;
  94396. /**
  94397. * Gets or sets the current action manager
  94398. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  94399. */
  94400. actionManager: Nullable<AbstractActionManager>;
  94401. private _meshCollisionData;
  94402. /**
  94403. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  94404. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94405. */
  94406. ellipsoid: Vector3;
  94407. /**
  94408. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  94409. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94410. */
  94411. ellipsoidOffset: Vector3;
  94412. /**
  94413. * Gets or sets a collision mask used to mask collisions (default is -1).
  94414. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  94415. */
  94416. collisionMask: number;
  94417. /**
  94418. * Gets or sets the current collision group mask (-1 by default).
  94419. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  94420. */
  94421. collisionGroup: number;
  94422. /**
  94423. * Defines edge width used when edgesRenderer is enabled
  94424. * @see https://www.babylonjs-playground.com/#10OJSG#13
  94425. */
  94426. edgesWidth: number;
  94427. /**
  94428. * Defines edge color used when edgesRenderer is enabled
  94429. * @see https://www.babylonjs-playground.com/#10OJSG#13
  94430. */
  94431. edgesColor: Color4;
  94432. /** @hidden */
  94433. _edgesRenderer: Nullable<IEdgesRenderer>;
  94434. /** @hidden */
  94435. _masterMesh: Nullable<AbstractMesh>;
  94436. /** @hidden */
  94437. _boundingInfo: Nullable<BoundingInfo>;
  94438. /** @hidden */
  94439. _renderId: number;
  94440. /**
  94441. * Gets or sets the list of subMeshes
  94442. * @see http://doc.babylonjs.com/how_to/multi_materials
  94443. */
  94444. subMeshes: SubMesh[];
  94445. /** @hidden */
  94446. _intersectionsInProgress: AbstractMesh[];
  94447. /** @hidden */
  94448. _unIndexed: boolean;
  94449. /** @hidden */
  94450. _lightSources: Light[];
  94451. /** Gets the list of lights affecting that mesh */
  94452. readonly lightSources: Light[];
  94453. /** @hidden */
  94454. readonly _positions: Nullable<Vector3[]>;
  94455. /** @hidden */
  94456. _waitingData: {
  94457. lods: Nullable<any>;
  94458. actions: Nullable<any>;
  94459. freezeWorldMatrix: Nullable<boolean>;
  94460. };
  94461. /** @hidden */
  94462. _bonesTransformMatrices: Nullable<Float32Array>;
  94463. /** @hidden */
  94464. _transformMatrixTexture: Nullable<RawTexture>;
  94465. /**
  94466. * Gets or sets a skeleton to apply skining transformations
  94467. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  94468. */
  94469. skeleton: Nullable<Skeleton>;
  94470. /**
  94471. * An event triggered when the mesh is rebuilt.
  94472. */
  94473. onRebuildObservable: Observable<AbstractMesh>;
  94474. /**
  94475. * Creates a new AbstractMesh
  94476. * @param name defines the name of the mesh
  94477. * @param scene defines the hosting scene
  94478. */
  94479. constructor(name: string, scene?: Nullable<Scene>);
  94480. /**
  94481. * Returns the string "AbstractMesh"
  94482. * @returns "AbstractMesh"
  94483. */
  94484. getClassName(): string;
  94485. /**
  94486. * Gets a string representation of the current mesh
  94487. * @param fullDetails defines a boolean indicating if full details must be included
  94488. * @returns a string representation of the current mesh
  94489. */
  94490. toString(fullDetails?: boolean): string;
  94491. /**
  94492. * @hidden
  94493. */
  94494. protected _getEffectiveParent(): Nullable<Node>;
  94495. /** @hidden */
  94496. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  94497. /** @hidden */
  94498. _rebuild(): void;
  94499. /** @hidden */
  94500. _resyncLightSources(): void;
  94501. /** @hidden */
  94502. _resyncLighSource(light: Light): void;
  94503. /** @hidden */
  94504. _unBindEffect(): void;
  94505. /** @hidden */
  94506. _removeLightSource(light: Light, dispose: boolean): void;
  94507. private _markSubMeshesAsDirty;
  94508. /** @hidden */
  94509. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  94510. /** @hidden */
  94511. _markSubMeshesAsAttributesDirty(): void;
  94512. /** @hidden */
  94513. _markSubMeshesAsMiscDirty(): void;
  94514. /**
  94515. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  94516. */
  94517. scaling: Vector3;
  94518. /**
  94519. * Returns true if the mesh is blocked. Implemented by child classes
  94520. */
  94521. readonly isBlocked: boolean;
  94522. /**
  94523. * Returns the mesh itself by default. Implemented by child classes
  94524. * @param camera defines the camera to use to pick the right LOD level
  94525. * @returns the currentAbstractMesh
  94526. */
  94527. getLOD(camera: Camera): Nullable<AbstractMesh>;
  94528. /**
  94529. * Returns 0 by default. Implemented by child classes
  94530. * @returns an integer
  94531. */
  94532. getTotalVertices(): number;
  94533. /**
  94534. * Returns a positive integer : the total number of indices in this mesh geometry.
  94535. * @returns the numner of indices or zero if the mesh has no geometry.
  94536. */
  94537. getTotalIndices(): number;
  94538. /**
  94539. * Returns null by default. Implemented by child classes
  94540. * @returns null
  94541. */
  94542. getIndices(): Nullable<IndicesArray>;
  94543. /**
  94544. * Returns the array of the requested vertex data kind. Implemented by child classes
  94545. * @param kind defines the vertex data kind to use
  94546. * @returns null
  94547. */
  94548. getVerticesData(kind: string): Nullable<FloatArray>;
  94549. /**
  94550. * Sets the vertex data of the mesh geometry for the requested `kind`.
  94551. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  94552. * Note that a new underlying VertexBuffer object is created each call.
  94553. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  94554. * @param kind defines vertex data kind:
  94555. * * VertexBuffer.PositionKind
  94556. * * VertexBuffer.UVKind
  94557. * * VertexBuffer.UV2Kind
  94558. * * VertexBuffer.UV3Kind
  94559. * * VertexBuffer.UV4Kind
  94560. * * VertexBuffer.UV5Kind
  94561. * * VertexBuffer.UV6Kind
  94562. * * VertexBuffer.ColorKind
  94563. * * VertexBuffer.MatricesIndicesKind
  94564. * * VertexBuffer.MatricesIndicesExtraKind
  94565. * * VertexBuffer.MatricesWeightsKind
  94566. * * VertexBuffer.MatricesWeightsExtraKind
  94567. * @param data defines the data source
  94568. * @param updatable defines if the data must be flagged as updatable (or static)
  94569. * @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
  94570. * @returns the current mesh
  94571. */
  94572. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  94573. /**
  94574. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  94575. * If the mesh has no geometry, it is simply returned as it is.
  94576. * @param kind defines vertex data kind:
  94577. * * VertexBuffer.PositionKind
  94578. * * VertexBuffer.UVKind
  94579. * * VertexBuffer.UV2Kind
  94580. * * VertexBuffer.UV3Kind
  94581. * * VertexBuffer.UV4Kind
  94582. * * VertexBuffer.UV5Kind
  94583. * * VertexBuffer.UV6Kind
  94584. * * VertexBuffer.ColorKind
  94585. * * VertexBuffer.MatricesIndicesKind
  94586. * * VertexBuffer.MatricesIndicesExtraKind
  94587. * * VertexBuffer.MatricesWeightsKind
  94588. * * VertexBuffer.MatricesWeightsExtraKind
  94589. * @param data defines the data source
  94590. * @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
  94591. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  94592. * @returns the current mesh
  94593. */
  94594. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  94595. /**
  94596. * Sets the mesh indices,
  94597. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  94598. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  94599. * @param totalVertices Defines the total number of vertices
  94600. * @returns the current mesh
  94601. */
  94602. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  94603. /**
  94604. * Gets a boolean indicating if specific vertex data is present
  94605. * @param kind defines the vertex data kind to use
  94606. * @returns true is data kind is present
  94607. */
  94608. isVerticesDataPresent(kind: string): boolean;
  94609. /**
  94610. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  94611. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  94612. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  94613. * @returns a BoundingInfo
  94614. */
  94615. getBoundingInfo(): BoundingInfo;
  94616. /**
  94617. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  94618. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  94619. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  94620. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  94621. * @returns the current mesh
  94622. */
  94623. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  94624. /**
  94625. * Overwrite the current bounding info
  94626. * @param boundingInfo defines the new bounding info
  94627. * @returns the current mesh
  94628. */
  94629. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  94630. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  94631. readonly useBones: boolean;
  94632. /** @hidden */
  94633. _preActivate(): void;
  94634. /** @hidden */
  94635. _preActivateForIntermediateRendering(renderId: number): void;
  94636. /** @hidden */
  94637. _activate(renderId: number, intermediateRendering: boolean): boolean;
  94638. /** @hidden */
  94639. _postActivate(): void;
  94640. /** @hidden */
  94641. _freeze(): void;
  94642. /** @hidden */
  94643. _unFreeze(): void;
  94644. /**
  94645. * Gets the current world matrix
  94646. * @returns a Matrix
  94647. */
  94648. getWorldMatrix(): Matrix;
  94649. /** @hidden */
  94650. _getWorldMatrixDeterminant(): number;
  94651. /**
  94652. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  94653. */
  94654. readonly isAnInstance: boolean;
  94655. /**
  94656. * Gets a boolean indicating if this mesh has instances
  94657. */
  94658. readonly hasInstances: boolean;
  94659. /**
  94660. * Perform relative position change from the point of view of behind the front of the mesh.
  94661. * This is performed taking into account the meshes current rotation, so you do not have to care.
  94662. * Supports definition of mesh facing forward or backward
  94663. * @param amountRight defines the distance on the right axis
  94664. * @param amountUp defines the distance on the up axis
  94665. * @param amountForward defines the distance on the forward axis
  94666. * @returns the current mesh
  94667. */
  94668. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  94669. /**
  94670. * Calculate relative position change from the point of view of behind the front of the mesh.
  94671. * This is performed taking into account the meshes current rotation, so you do not have to care.
  94672. * Supports definition of mesh facing forward or backward
  94673. * @param amountRight defines the distance on the right axis
  94674. * @param amountUp defines the distance on the up axis
  94675. * @param amountForward defines the distance on the forward axis
  94676. * @returns the new displacement vector
  94677. */
  94678. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  94679. /**
  94680. * Perform relative rotation change from the point of view of behind the front of the mesh.
  94681. * Supports definition of mesh facing forward or backward
  94682. * @param flipBack defines the flip
  94683. * @param twirlClockwise defines the twirl
  94684. * @param tiltRight defines the tilt
  94685. * @returns the current mesh
  94686. */
  94687. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  94688. /**
  94689. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  94690. * Supports definition of mesh facing forward or backward.
  94691. * @param flipBack defines the flip
  94692. * @param twirlClockwise defines the twirl
  94693. * @param tiltRight defines the tilt
  94694. * @returns the new rotation vector
  94695. */
  94696. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  94697. /**
  94698. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  94699. * This means the mesh underlying bounding box and sphere are recomputed.
  94700. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  94701. * @returns the current mesh
  94702. */
  94703. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  94704. /** @hidden */
  94705. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  94706. /** @hidden */
  94707. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  94708. /** @hidden */
  94709. _updateBoundingInfo(): AbstractMesh;
  94710. /** @hidden */
  94711. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  94712. /** @hidden */
  94713. protected _afterComputeWorldMatrix(): void;
  94714. /** @hidden */
  94715. readonly _effectiveMesh: AbstractMesh;
  94716. /**
  94717. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  94718. * A mesh is in the frustum if its bounding box intersects the frustum
  94719. * @param frustumPlanes defines the frustum to test
  94720. * @returns true if the mesh is in the frustum planes
  94721. */
  94722. isInFrustum(frustumPlanes: Plane[]): boolean;
  94723. /**
  94724. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  94725. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  94726. * @param frustumPlanes defines the frustum to test
  94727. * @returns true if the mesh is completely in the frustum planes
  94728. */
  94729. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  94730. /**
  94731. * True if the mesh intersects another mesh or a SolidParticle object
  94732. * @param mesh defines a target mesh or SolidParticle to test
  94733. * @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)
  94734. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  94735. * @returns true if there is an intersection
  94736. */
  94737. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  94738. /**
  94739. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  94740. * @param point defines the point to test
  94741. * @returns true if there is an intersection
  94742. */
  94743. intersectsPoint(point: Vector3): boolean;
  94744. /**
  94745. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  94746. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94747. */
  94748. checkCollisions: boolean;
  94749. /**
  94750. * Gets Collider object used to compute collisions (not physics)
  94751. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94752. */
  94753. readonly collider: Nullable<Collider>;
  94754. /**
  94755. * Move the mesh using collision engine
  94756. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94757. * @param displacement defines the requested displacement vector
  94758. * @returns the current mesh
  94759. */
  94760. moveWithCollisions(displacement: Vector3): AbstractMesh;
  94761. private _onCollisionPositionChange;
  94762. /** @hidden */
  94763. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  94764. /** @hidden */
  94765. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  94766. /** @hidden */
  94767. _checkCollision(collider: Collider): AbstractMesh;
  94768. /** @hidden */
  94769. _generatePointsArray(): boolean;
  94770. /**
  94771. * Checks if the passed Ray intersects with the mesh
  94772. * @param ray defines the ray to use
  94773. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  94774. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  94775. * @returns the picking info
  94776. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  94777. */
  94778. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  94779. /**
  94780. * Clones the current mesh
  94781. * @param name defines the mesh name
  94782. * @param newParent defines the new mesh parent
  94783. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  94784. * @returns the new mesh
  94785. */
  94786. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  94787. /**
  94788. * Disposes all the submeshes of the current meshnp
  94789. * @returns the current mesh
  94790. */
  94791. releaseSubMeshes(): AbstractMesh;
  94792. /**
  94793. * Releases resources associated with this abstract mesh.
  94794. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  94795. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  94796. */
  94797. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  94798. /**
  94799. * Adds the passed mesh as a child to the current mesh
  94800. * @param mesh defines the child mesh
  94801. * @returns the current mesh
  94802. */
  94803. addChild(mesh: AbstractMesh): AbstractMesh;
  94804. /**
  94805. * Removes the passed mesh from the current mesh children list
  94806. * @param mesh defines the child mesh
  94807. * @returns the current mesh
  94808. */
  94809. removeChild(mesh: AbstractMesh): AbstractMesh;
  94810. /** @hidden */
  94811. private _initFacetData;
  94812. /**
  94813. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  94814. * This method can be called within the render loop.
  94815. * 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
  94816. * @returns the current mesh
  94817. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94818. */
  94819. updateFacetData(): AbstractMesh;
  94820. /**
  94821. * Returns the facetLocalNormals array.
  94822. * The normals are expressed in the mesh local spac
  94823. * @returns an array of Vector3
  94824. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94825. */
  94826. getFacetLocalNormals(): Vector3[];
  94827. /**
  94828. * Returns the facetLocalPositions array.
  94829. * The facet positions are expressed in the mesh local space
  94830. * @returns an array of Vector3
  94831. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94832. */
  94833. getFacetLocalPositions(): Vector3[];
  94834. /**
  94835. * Returns the facetLocalPartioning array
  94836. * @returns an array of array of numbers
  94837. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94838. */
  94839. getFacetLocalPartitioning(): number[][];
  94840. /**
  94841. * Returns the i-th facet position in the world system.
  94842. * This method allocates a new Vector3 per call
  94843. * @param i defines the facet index
  94844. * @returns a new Vector3
  94845. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94846. */
  94847. getFacetPosition(i: number): Vector3;
  94848. /**
  94849. * Sets the reference Vector3 with the i-th facet position in the world system
  94850. * @param i defines the facet index
  94851. * @param ref defines the target vector
  94852. * @returns the current mesh
  94853. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94854. */
  94855. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  94856. /**
  94857. * Returns the i-th facet normal in the world system.
  94858. * This method allocates a new Vector3 per call
  94859. * @param i defines the facet index
  94860. * @returns a new Vector3
  94861. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94862. */
  94863. getFacetNormal(i: number): Vector3;
  94864. /**
  94865. * Sets the reference Vector3 with the i-th facet normal in the world system
  94866. * @param i defines the facet index
  94867. * @param ref defines the target vector
  94868. * @returns the current mesh
  94869. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94870. */
  94871. getFacetNormalToRef(i: number, ref: Vector3): this;
  94872. /**
  94873. * 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)
  94874. * @param x defines x coordinate
  94875. * @param y defines y coordinate
  94876. * @param z defines z coordinate
  94877. * @returns the array of facet indexes
  94878. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94879. */
  94880. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  94881. /**
  94882. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  94883. * @param projected sets as the (x,y,z) world projection on the facet
  94884. * @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
  94885. * @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
  94886. * @param x defines x coordinate
  94887. * @param y defines y coordinate
  94888. * @param z defines z coordinate
  94889. * @returns the face index if found (or null instead)
  94890. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94891. */
  94892. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  94893. /**
  94894. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  94895. * @param projected sets as the (x,y,z) local projection on the facet
  94896. * @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
  94897. * @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
  94898. * @param x defines x coordinate
  94899. * @param y defines y coordinate
  94900. * @param z defines z coordinate
  94901. * @returns the face index if found (or null instead)
  94902. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94903. */
  94904. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  94905. /**
  94906. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  94907. * @returns the parameters
  94908. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94909. */
  94910. getFacetDataParameters(): any;
  94911. /**
  94912. * Disables the feature FacetData and frees the related memory
  94913. * @returns the current mesh
  94914. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94915. */
  94916. disableFacetData(): AbstractMesh;
  94917. /**
  94918. * Updates the AbstractMesh indices array
  94919. * @param indices defines the data source
  94920. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  94921. * @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)
  94922. * @returns the current mesh
  94923. */
  94924. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  94925. /**
  94926. * Creates new normals data for the mesh
  94927. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  94928. * @returns the current mesh
  94929. */
  94930. createNormals(updatable: boolean): AbstractMesh;
  94931. /**
  94932. * Align the mesh with a normal
  94933. * @param normal defines the normal to use
  94934. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  94935. * @returns the current mesh
  94936. */
  94937. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  94938. /** @hidden */
  94939. _checkOcclusionQuery(): boolean;
  94940. /**
  94941. * Disables the mesh edge rendering mode
  94942. * @returns the currentAbstractMesh
  94943. */
  94944. disableEdgesRendering(): AbstractMesh;
  94945. /**
  94946. * Enables the edge rendering mode on the mesh.
  94947. * This mode makes the mesh edges visible
  94948. * @param epsilon defines the maximal distance between two angles to detect a face
  94949. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  94950. * @returns the currentAbstractMesh
  94951. * @see https://www.babylonjs-playground.com/#19O9TU#0
  94952. */
  94953. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  94954. }
  94955. }
  94956. declare module BABYLON {
  94957. /**
  94958. * Interface used to define ActionEvent
  94959. */
  94960. export interface IActionEvent {
  94961. /** The mesh or sprite that triggered the action */
  94962. source: any;
  94963. /** The X mouse cursor position at the time of the event */
  94964. pointerX: number;
  94965. /** The Y mouse cursor position at the time of the event */
  94966. pointerY: number;
  94967. /** The mesh that is currently pointed at (can be null) */
  94968. meshUnderPointer: Nullable<AbstractMesh>;
  94969. /** the original (browser) event that triggered the ActionEvent */
  94970. sourceEvent?: any;
  94971. /** additional data for the event */
  94972. additionalData?: any;
  94973. }
  94974. /**
  94975. * ActionEvent is the event being sent when an action is triggered.
  94976. */
  94977. export class ActionEvent implements IActionEvent {
  94978. /** The mesh or sprite that triggered the action */
  94979. source: any;
  94980. /** The X mouse cursor position at the time of the event */
  94981. pointerX: number;
  94982. /** The Y mouse cursor position at the time of the event */
  94983. pointerY: number;
  94984. /** The mesh that is currently pointed at (can be null) */
  94985. meshUnderPointer: Nullable<AbstractMesh>;
  94986. /** the original (browser) event that triggered the ActionEvent */
  94987. sourceEvent?: any;
  94988. /** additional data for the event */
  94989. additionalData?: any;
  94990. /**
  94991. * Creates a new ActionEvent
  94992. * @param source The mesh or sprite that triggered the action
  94993. * @param pointerX The X mouse cursor position at the time of the event
  94994. * @param pointerY The Y mouse cursor position at the time of the event
  94995. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  94996. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  94997. * @param additionalData additional data for the event
  94998. */
  94999. constructor(
  95000. /** The mesh or sprite that triggered the action */
  95001. source: any,
  95002. /** The X mouse cursor position at the time of the event */
  95003. pointerX: number,
  95004. /** The Y mouse cursor position at the time of the event */
  95005. pointerY: number,
  95006. /** The mesh that is currently pointed at (can be null) */
  95007. meshUnderPointer: Nullable<AbstractMesh>,
  95008. /** the original (browser) event that triggered the ActionEvent */
  95009. sourceEvent?: any,
  95010. /** additional data for the event */
  95011. additionalData?: any);
  95012. /**
  95013. * Helper function to auto-create an ActionEvent from a source mesh.
  95014. * @param source The source mesh that triggered the event
  95015. * @param evt The original (browser) event
  95016. * @param additionalData additional data for the event
  95017. * @returns the new ActionEvent
  95018. */
  95019. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  95020. /**
  95021. * Helper function to auto-create an ActionEvent from a source sprite
  95022. * @param source The source sprite that triggered the event
  95023. * @param scene Scene associated with the sprite
  95024. * @param evt The original (browser) event
  95025. * @param additionalData additional data for the event
  95026. * @returns the new ActionEvent
  95027. */
  95028. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  95029. /**
  95030. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  95031. * @param scene the scene where the event occurred
  95032. * @param evt The original (browser) event
  95033. * @returns the new ActionEvent
  95034. */
  95035. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  95036. /**
  95037. * Helper function to auto-create an ActionEvent from a primitive
  95038. * @param prim defines the target primitive
  95039. * @param pointerPos defines the pointer position
  95040. * @param evt The original (browser) event
  95041. * @param additionalData additional data for the event
  95042. * @returns the new ActionEvent
  95043. */
  95044. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  95045. }
  95046. }
  95047. declare module BABYLON {
  95048. /**
  95049. * Abstract class used to decouple action Manager from scene and meshes.
  95050. * Do not instantiate.
  95051. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  95052. */
  95053. export abstract class AbstractActionManager implements IDisposable {
  95054. /** Gets the list of active triggers */
  95055. static Triggers: {
  95056. [key: string]: number;
  95057. };
  95058. /** Gets the cursor to use when hovering items */
  95059. hoverCursor: string;
  95060. /** Gets the list of actions */
  95061. actions: IAction[];
  95062. /**
  95063. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  95064. */
  95065. isRecursive: boolean;
  95066. /**
  95067. * Releases all associated resources
  95068. */
  95069. abstract dispose(): void;
  95070. /**
  95071. * Does this action manager has pointer triggers
  95072. */
  95073. abstract readonly hasPointerTriggers: boolean;
  95074. /**
  95075. * Does this action manager has pick triggers
  95076. */
  95077. abstract readonly hasPickTriggers: boolean;
  95078. /**
  95079. * Process a specific trigger
  95080. * @param trigger defines the trigger to process
  95081. * @param evt defines the event details to be processed
  95082. */
  95083. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  95084. /**
  95085. * Does this action manager handles actions of any of the given triggers
  95086. * @param triggers defines the triggers to be tested
  95087. * @return a boolean indicating whether one (or more) of the triggers is handled
  95088. */
  95089. abstract hasSpecificTriggers(triggers: number[]): boolean;
  95090. /**
  95091. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  95092. * speed.
  95093. * @param triggerA defines the trigger to be tested
  95094. * @param triggerB defines the trigger to be tested
  95095. * @return a boolean indicating whether one (or more) of the triggers is handled
  95096. */
  95097. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  95098. /**
  95099. * Does this action manager handles actions of a given trigger
  95100. * @param trigger defines the trigger to be tested
  95101. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  95102. * @return whether the trigger is handled
  95103. */
  95104. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  95105. /**
  95106. * Serialize this manager to a JSON object
  95107. * @param name defines the property name to store this manager
  95108. * @returns a JSON representation of this manager
  95109. */
  95110. abstract serialize(name: string): any;
  95111. /**
  95112. * Registers an action to this action manager
  95113. * @param action defines the action to be registered
  95114. * @return the action amended (prepared) after registration
  95115. */
  95116. abstract registerAction(action: IAction): Nullable<IAction>;
  95117. /**
  95118. * Unregisters an action to this action manager
  95119. * @param action defines the action to be unregistered
  95120. * @return a boolean indicating whether the action has been unregistered
  95121. */
  95122. abstract unregisterAction(action: IAction): Boolean;
  95123. /**
  95124. * Does exist one action manager with at least one trigger
  95125. **/
  95126. static readonly HasTriggers: boolean;
  95127. /**
  95128. * Does exist one action manager with at least one pick trigger
  95129. **/
  95130. static readonly HasPickTriggers: boolean;
  95131. /**
  95132. * Does exist one action manager that handles actions of a given trigger
  95133. * @param trigger defines the trigger to be tested
  95134. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  95135. **/
  95136. static HasSpecificTrigger(trigger: number): boolean;
  95137. }
  95138. }
  95139. declare module BABYLON {
  95140. /**
  95141. * Defines how a node can be built from a string name.
  95142. */
  95143. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  95144. /**
  95145. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  95146. */
  95147. export class Node implements IBehaviorAware<Node> {
  95148. /** @hidden */
  95149. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  95150. private static _NodeConstructors;
  95151. /**
  95152. * Add a new node constructor
  95153. * @param type defines the type name of the node to construct
  95154. * @param constructorFunc defines the constructor function
  95155. */
  95156. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  95157. /**
  95158. * Returns a node constructor based on type name
  95159. * @param type defines the type name
  95160. * @param name defines the new node name
  95161. * @param scene defines the hosting scene
  95162. * @param options defines optional options to transmit to constructors
  95163. * @returns the new constructor or null
  95164. */
  95165. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  95166. /**
  95167. * Gets or sets the name of the node
  95168. */
  95169. name: string;
  95170. /**
  95171. * Gets or sets the id of the node
  95172. */
  95173. id: string;
  95174. /**
  95175. * Gets or sets the unique id of the node
  95176. */
  95177. uniqueId: number;
  95178. /**
  95179. * Gets or sets a string used to store user defined state for the node
  95180. */
  95181. state: string;
  95182. /**
  95183. * Gets or sets an object used to store user defined information for the node
  95184. */
  95185. metadata: any;
  95186. /**
  95187. * For internal use only. Please do not use.
  95188. */
  95189. reservedDataStore: any;
  95190. /**
  95191. * List of inspectable custom properties (used by the Inspector)
  95192. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  95193. */
  95194. inspectableCustomProperties: IInspectable[];
  95195. private _doNotSerialize;
  95196. /**
  95197. * Gets or sets a boolean used to define if the node must be serialized
  95198. */
  95199. doNotSerialize: boolean;
  95200. /** @hidden */
  95201. _isDisposed: boolean;
  95202. /**
  95203. * Gets a list of Animations associated with the node
  95204. */
  95205. animations: Animation[];
  95206. protected _ranges: {
  95207. [name: string]: Nullable<AnimationRange>;
  95208. };
  95209. /**
  95210. * Callback raised when the node is ready to be used
  95211. */
  95212. onReady: Nullable<(node: Node) => void>;
  95213. private _isEnabled;
  95214. private _isParentEnabled;
  95215. private _isReady;
  95216. /** @hidden */
  95217. _currentRenderId: number;
  95218. private _parentUpdateId;
  95219. /** @hidden */
  95220. _childUpdateId: number;
  95221. /** @hidden */
  95222. _waitingParentId: Nullable<string>;
  95223. /** @hidden */
  95224. _scene: Scene;
  95225. /** @hidden */
  95226. _cache: any;
  95227. private _parentNode;
  95228. private _children;
  95229. /** @hidden */
  95230. _worldMatrix: Matrix;
  95231. /** @hidden */
  95232. _worldMatrixDeterminant: number;
  95233. /** @hidden */
  95234. _worldMatrixDeterminantIsDirty: boolean;
  95235. /** @hidden */
  95236. private _sceneRootNodesIndex;
  95237. /**
  95238. * Gets a boolean indicating if the node has been disposed
  95239. * @returns true if the node was disposed
  95240. */
  95241. isDisposed(): boolean;
  95242. /**
  95243. * Gets or sets the parent of the node (without keeping the current position in the scene)
  95244. * @see https://doc.babylonjs.com/how_to/parenting
  95245. */
  95246. parent: Nullable<Node>;
  95247. /** @hidden */
  95248. _addToSceneRootNodes(): void;
  95249. /** @hidden */
  95250. _removeFromSceneRootNodes(): void;
  95251. private _animationPropertiesOverride;
  95252. /**
  95253. * Gets or sets the animation properties override
  95254. */
  95255. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  95256. /**
  95257. * Gets a string idenfifying the name of the class
  95258. * @returns "Node" string
  95259. */
  95260. getClassName(): string;
  95261. /** @hidden */
  95262. readonly _isNode: boolean;
  95263. /**
  95264. * An event triggered when the mesh is disposed
  95265. */
  95266. onDisposeObservable: Observable<Node>;
  95267. private _onDisposeObserver;
  95268. /**
  95269. * Sets a callback that will be raised when the node will be disposed
  95270. */
  95271. onDispose: () => void;
  95272. /**
  95273. * Creates a new Node
  95274. * @param name the name and id to be given to this node
  95275. * @param scene the scene this node will be added to
  95276. */
  95277. constructor(name: string, scene?: Nullable<Scene>);
  95278. /**
  95279. * Gets the scene of the node
  95280. * @returns a scene
  95281. */
  95282. getScene(): Scene;
  95283. /**
  95284. * Gets the engine of the node
  95285. * @returns a Engine
  95286. */
  95287. getEngine(): Engine;
  95288. private _behaviors;
  95289. /**
  95290. * Attach a behavior to the node
  95291. * @see http://doc.babylonjs.com/features/behaviour
  95292. * @param behavior defines the behavior to attach
  95293. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  95294. * @returns the current Node
  95295. */
  95296. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  95297. /**
  95298. * Remove an attached behavior
  95299. * @see http://doc.babylonjs.com/features/behaviour
  95300. * @param behavior defines the behavior to attach
  95301. * @returns the current Node
  95302. */
  95303. removeBehavior(behavior: Behavior<Node>): Node;
  95304. /**
  95305. * Gets the list of attached behaviors
  95306. * @see http://doc.babylonjs.com/features/behaviour
  95307. */
  95308. readonly behaviors: Behavior<Node>[];
  95309. /**
  95310. * Gets an attached behavior by name
  95311. * @param name defines the name of the behavior to look for
  95312. * @see http://doc.babylonjs.com/features/behaviour
  95313. * @returns null if behavior was not found else the requested behavior
  95314. */
  95315. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  95316. /**
  95317. * Returns the latest update of the World matrix
  95318. * @returns a Matrix
  95319. */
  95320. getWorldMatrix(): Matrix;
  95321. /** @hidden */
  95322. _getWorldMatrixDeterminant(): number;
  95323. /**
  95324. * Returns directly the latest state of the mesh World matrix.
  95325. * A Matrix is returned.
  95326. */
  95327. readonly worldMatrixFromCache: Matrix;
  95328. /** @hidden */
  95329. _initCache(): void;
  95330. /** @hidden */
  95331. updateCache(force?: boolean): void;
  95332. /** @hidden */
  95333. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  95334. /** @hidden */
  95335. _updateCache(ignoreParentClass?: boolean): void;
  95336. /** @hidden */
  95337. _isSynchronized(): boolean;
  95338. /** @hidden */
  95339. _markSyncedWithParent(): void;
  95340. /** @hidden */
  95341. isSynchronizedWithParent(): boolean;
  95342. /** @hidden */
  95343. isSynchronized(): boolean;
  95344. /**
  95345. * Is this node ready to be used/rendered
  95346. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  95347. * @return true if the node is ready
  95348. */
  95349. isReady(completeCheck?: boolean): boolean;
  95350. /**
  95351. * Is this node enabled?
  95352. * 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
  95353. * @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
  95354. * @return whether this node (and its parent) is enabled
  95355. */
  95356. isEnabled(checkAncestors?: boolean): boolean;
  95357. /** @hidden */
  95358. protected _syncParentEnabledState(): void;
  95359. /**
  95360. * Set the enabled state of this node
  95361. * @param value defines the new enabled state
  95362. */
  95363. setEnabled(value: boolean): void;
  95364. /**
  95365. * Is this node a descendant of the given node?
  95366. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  95367. * @param ancestor defines the parent node to inspect
  95368. * @returns a boolean indicating if this node is a descendant of the given node
  95369. */
  95370. isDescendantOf(ancestor: Node): boolean;
  95371. /** @hidden */
  95372. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  95373. /**
  95374. * Will return all nodes that have this node as ascendant
  95375. * @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
  95376. * @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
  95377. * @return all children nodes of all types
  95378. */
  95379. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  95380. /**
  95381. * Get all child-meshes of this node
  95382. * @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)
  95383. * @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
  95384. * @returns an array of AbstractMesh
  95385. */
  95386. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  95387. /**
  95388. * Get all direct children of this node
  95389. * @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
  95390. * @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)
  95391. * @returns an array of Node
  95392. */
  95393. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  95394. /** @hidden */
  95395. _setReady(state: boolean): void;
  95396. /**
  95397. * Get an animation by name
  95398. * @param name defines the name of the animation to look for
  95399. * @returns null if not found else the requested animation
  95400. */
  95401. getAnimationByName(name: string): Nullable<Animation>;
  95402. /**
  95403. * Creates an animation range for this node
  95404. * @param name defines the name of the range
  95405. * @param from defines the starting key
  95406. * @param to defines the end key
  95407. */
  95408. createAnimationRange(name: string, from: number, to: number): void;
  95409. /**
  95410. * Delete a specific animation range
  95411. * @param name defines the name of the range to delete
  95412. * @param deleteFrames defines if animation frames from the range must be deleted as well
  95413. */
  95414. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  95415. /**
  95416. * Get an animation range by name
  95417. * @param name defines the name of the animation range to look for
  95418. * @returns null if not found else the requested animation range
  95419. */
  95420. getAnimationRange(name: string): Nullable<AnimationRange>;
  95421. /**
  95422. * Gets the list of all animation ranges defined on this node
  95423. * @returns an array
  95424. */
  95425. getAnimationRanges(): Nullable<AnimationRange>[];
  95426. /**
  95427. * Will start the animation sequence
  95428. * @param name defines the range frames for animation sequence
  95429. * @param loop defines if the animation should loop (false by default)
  95430. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  95431. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  95432. * @returns the object created for this animation. If range does not exist, it will return null
  95433. */
  95434. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  95435. /**
  95436. * Serialize animation ranges into a JSON compatible object
  95437. * @returns serialization object
  95438. */
  95439. serializeAnimationRanges(): any;
  95440. /**
  95441. * Computes the world matrix of the node
  95442. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  95443. * @returns the world matrix
  95444. */
  95445. computeWorldMatrix(force?: boolean): Matrix;
  95446. /**
  95447. * Releases resources associated with this node.
  95448. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  95449. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  95450. */
  95451. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  95452. /**
  95453. * Parse animation range data from a serialization object and store them into a given node
  95454. * @param node defines where to store the animation ranges
  95455. * @param parsedNode defines the serialization object to read data from
  95456. * @param scene defines the hosting scene
  95457. */
  95458. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  95459. /**
  95460. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  95461. * @param includeDescendants Include bounding info from descendants as well (true by default)
  95462. * @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
  95463. * @returns the new bounding vectors
  95464. */
  95465. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  95466. min: Vector3;
  95467. max: Vector3;
  95468. };
  95469. }
  95470. }
  95471. declare module BABYLON {
  95472. /**
  95473. * @hidden
  95474. */
  95475. export class _IAnimationState {
  95476. key: number;
  95477. repeatCount: number;
  95478. workValue?: any;
  95479. loopMode?: number;
  95480. offsetValue?: any;
  95481. highLimitValue?: any;
  95482. }
  95483. /**
  95484. * Class used to store any kind of animation
  95485. */
  95486. export class Animation {
  95487. /**Name of the animation */
  95488. name: string;
  95489. /**Property to animate */
  95490. targetProperty: string;
  95491. /**The frames per second of the animation */
  95492. framePerSecond: number;
  95493. /**The data type of the animation */
  95494. dataType: number;
  95495. /**The loop mode of the animation */
  95496. loopMode?: number | undefined;
  95497. /**Specifies if blending should be enabled */
  95498. enableBlending?: boolean | undefined;
  95499. /**
  95500. * Use matrix interpolation instead of using direct key value when animating matrices
  95501. */
  95502. static AllowMatricesInterpolation: boolean;
  95503. /**
  95504. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  95505. */
  95506. static AllowMatrixDecomposeForInterpolation: boolean;
  95507. /**
  95508. * Stores the key frames of the animation
  95509. */
  95510. private _keys;
  95511. /**
  95512. * Stores the easing function of the animation
  95513. */
  95514. private _easingFunction;
  95515. /**
  95516. * @hidden Internal use only
  95517. */
  95518. _runtimeAnimations: RuntimeAnimation[];
  95519. /**
  95520. * The set of event that will be linked to this animation
  95521. */
  95522. private _events;
  95523. /**
  95524. * Stores an array of target property paths
  95525. */
  95526. targetPropertyPath: string[];
  95527. /**
  95528. * Stores the blending speed of the animation
  95529. */
  95530. blendingSpeed: number;
  95531. /**
  95532. * Stores the animation ranges for the animation
  95533. */
  95534. private _ranges;
  95535. /**
  95536. * @hidden Internal use
  95537. */
  95538. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  95539. /**
  95540. * Sets up an animation
  95541. * @param property The property to animate
  95542. * @param animationType The animation type to apply
  95543. * @param framePerSecond The frames per second of the animation
  95544. * @param easingFunction The easing function used in the animation
  95545. * @returns The created animation
  95546. */
  95547. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  95548. /**
  95549. * Create and start an animation on a node
  95550. * @param name defines the name of the global animation that will be run on all nodes
  95551. * @param node defines the root node where the animation will take place
  95552. * @param targetProperty defines property to animate
  95553. * @param framePerSecond defines the number of frame per second yo use
  95554. * @param totalFrame defines the number of frames in total
  95555. * @param from defines the initial value
  95556. * @param to defines the final value
  95557. * @param loopMode defines which loop mode you want to use (off by default)
  95558. * @param easingFunction defines the easing function to use (linear by default)
  95559. * @param onAnimationEnd defines the callback to call when animation end
  95560. * @returns the animatable created for this animation
  95561. */
  95562. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  95563. /**
  95564. * Create and start an animation on a node and its descendants
  95565. * @param name defines the name of the global animation that will be run on all nodes
  95566. * @param node defines the root node where the animation will take place
  95567. * @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
  95568. * @param targetProperty defines property to animate
  95569. * @param framePerSecond defines the number of frame per second to use
  95570. * @param totalFrame defines the number of frames in total
  95571. * @param from defines the initial value
  95572. * @param to defines the final value
  95573. * @param loopMode defines which loop mode you want to use (off by default)
  95574. * @param easingFunction defines the easing function to use (linear by default)
  95575. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  95576. * @returns the list of animatables created for all nodes
  95577. * @example https://www.babylonjs-playground.com/#MH0VLI
  95578. */
  95579. 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[]>;
  95580. /**
  95581. * Creates a new animation, merges it with the existing animations and starts it
  95582. * @param name Name of the animation
  95583. * @param node Node which contains the scene that begins the animations
  95584. * @param targetProperty Specifies which property to animate
  95585. * @param framePerSecond The frames per second of the animation
  95586. * @param totalFrame The total number of frames
  95587. * @param from The frame at the beginning of the animation
  95588. * @param to The frame at the end of the animation
  95589. * @param loopMode Specifies the loop mode of the animation
  95590. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  95591. * @param onAnimationEnd Callback to run once the animation is complete
  95592. * @returns Nullable animation
  95593. */
  95594. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  95595. /**
  95596. * Transition property of an host to the target Value
  95597. * @param property The property to transition
  95598. * @param targetValue The target Value of the property
  95599. * @param host The object where the property to animate belongs
  95600. * @param scene Scene used to run the animation
  95601. * @param frameRate Framerate (in frame/s) to use
  95602. * @param transition The transition type we want to use
  95603. * @param duration The duration of the animation, in milliseconds
  95604. * @param onAnimationEnd Callback trigger at the end of the animation
  95605. * @returns Nullable animation
  95606. */
  95607. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  95608. /**
  95609. * Return the array of runtime animations currently using this animation
  95610. */
  95611. readonly runtimeAnimations: RuntimeAnimation[];
  95612. /**
  95613. * Specifies if any of the runtime animations are currently running
  95614. */
  95615. readonly hasRunningRuntimeAnimations: boolean;
  95616. /**
  95617. * Initializes the animation
  95618. * @param name Name of the animation
  95619. * @param targetProperty Property to animate
  95620. * @param framePerSecond The frames per second of the animation
  95621. * @param dataType The data type of the animation
  95622. * @param loopMode The loop mode of the animation
  95623. * @param enableBlending Specifies if blending should be enabled
  95624. */
  95625. constructor(
  95626. /**Name of the animation */
  95627. name: string,
  95628. /**Property to animate */
  95629. targetProperty: string,
  95630. /**The frames per second of the animation */
  95631. framePerSecond: number,
  95632. /**The data type of the animation */
  95633. dataType: number,
  95634. /**The loop mode of the animation */
  95635. loopMode?: number | undefined,
  95636. /**Specifies if blending should be enabled */
  95637. enableBlending?: boolean | undefined);
  95638. /**
  95639. * Converts the animation to a string
  95640. * @param fullDetails support for multiple levels of logging within scene loading
  95641. * @returns String form of the animation
  95642. */
  95643. toString(fullDetails?: boolean): string;
  95644. /**
  95645. * Add an event to this animation
  95646. * @param event Event to add
  95647. */
  95648. addEvent(event: AnimationEvent): void;
  95649. /**
  95650. * Remove all events found at the given frame
  95651. * @param frame The frame to remove events from
  95652. */
  95653. removeEvents(frame: number): void;
  95654. /**
  95655. * Retrieves all the events from the animation
  95656. * @returns Events from the animation
  95657. */
  95658. getEvents(): AnimationEvent[];
  95659. /**
  95660. * Creates an animation range
  95661. * @param name Name of the animation range
  95662. * @param from Starting frame of the animation range
  95663. * @param to Ending frame of the animation
  95664. */
  95665. createRange(name: string, from: number, to: number): void;
  95666. /**
  95667. * Deletes an animation range by name
  95668. * @param name Name of the animation range to delete
  95669. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  95670. */
  95671. deleteRange(name: string, deleteFrames?: boolean): void;
  95672. /**
  95673. * Gets the animation range by name, or null if not defined
  95674. * @param name Name of the animation range
  95675. * @returns Nullable animation range
  95676. */
  95677. getRange(name: string): Nullable<AnimationRange>;
  95678. /**
  95679. * Gets the key frames from the animation
  95680. * @returns The key frames of the animation
  95681. */
  95682. getKeys(): Array<IAnimationKey>;
  95683. /**
  95684. * Gets the highest frame rate of the animation
  95685. * @returns Highest frame rate of the animation
  95686. */
  95687. getHighestFrame(): number;
  95688. /**
  95689. * Gets the easing function of the animation
  95690. * @returns Easing function of the animation
  95691. */
  95692. getEasingFunction(): IEasingFunction;
  95693. /**
  95694. * Sets the easing function of the animation
  95695. * @param easingFunction A custom mathematical formula for animation
  95696. */
  95697. setEasingFunction(easingFunction: EasingFunction): void;
  95698. /**
  95699. * Interpolates a scalar linearly
  95700. * @param startValue Start value of the animation curve
  95701. * @param endValue End value of the animation curve
  95702. * @param gradient Scalar amount to interpolate
  95703. * @returns Interpolated scalar value
  95704. */
  95705. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  95706. /**
  95707. * Interpolates a scalar cubically
  95708. * @param startValue Start value of the animation curve
  95709. * @param outTangent End tangent of the animation
  95710. * @param endValue End value of the animation curve
  95711. * @param inTangent Start tangent of the animation curve
  95712. * @param gradient Scalar amount to interpolate
  95713. * @returns Interpolated scalar value
  95714. */
  95715. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  95716. /**
  95717. * Interpolates a quaternion using a spherical linear interpolation
  95718. * @param startValue Start value of the animation curve
  95719. * @param endValue End value of the animation curve
  95720. * @param gradient Scalar amount to interpolate
  95721. * @returns Interpolated quaternion value
  95722. */
  95723. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  95724. /**
  95725. * Interpolates a quaternion cubically
  95726. * @param startValue Start value of the animation curve
  95727. * @param outTangent End tangent of the animation curve
  95728. * @param endValue End value of the animation curve
  95729. * @param inTangent Start tangent of the animation curve
  95730. * @param gradient Scalar amount to interpolate
  95731. * @returns Interpolated quaternion value
  95732. */
  95733. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  95734. /**
  95735. * Interpolates a Vector3 linearl
  95736. * @param startValue Start value of the animation curve
  95737. * @param endValue End value of the animation curve
  95738. * @param gradient Scalar amount to interpolate
  95739. * @returns Interpolated scalar value
  95740. */
  95741. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  95742. /**
  95743. * Interpolates a Vector3 cubically
  95744. * @param startValue Start value of the animation curve
  95745. * @param outTangent End tangent of the animation
  95746. * @param endValue End value of the animation curve
  95747. * @param inTangent Start tangent of the animation curve
  95748. * @param gradient Scalar amount to interpolate
  95749. * @returns InterpolatedVector3 value
  95750. */
  95751. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  95752. /**
  95753. * Interpolates a Vector2 linearly
  95754. * @param startValue Start value of the animation curve
  95755. * @param endValue End value of the animation curve
  95756. * @param gradient Scalar amount to interpolate
  95757. * @returns Interpolated Vector2 value
  95758. */
  95759. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  95760. /**
  95761. * Interpolates a Vector2 cubically
  95762. * @param startValue Start value of the animation curve
  95763. * @param outTangent End tangent of the animation
  95764. * @param endValue End value of the animation curve
  95765. * @param inTangent Start tangent of the animation curve
  95766. * @param gradient Scalar amount to interpolate
  95767. * @returns Interpolated Vector2 value
  95768. */
  95769. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  95770. /**
  95771. * Interpolates a size linearly
  95772. * @param startValue Start value of the animation curve
  95773. * @param endValue End value of the animation curve
  95774. * @param gradient Scalar amount to interpolate
  95775. * @returns Interpolated Size value
  95776. */
  95777. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  95778. /**
  95779. * Interpolates a Color3 linearly
  95780. * @param startValue Start value of the animation curve
  95781. * @param endValue End value of the animation curve
  95782. * @param gradient Scalar amount to interpolate
  95783. * @returns Interpolated Color3 value
  95784. */
  95785. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  95786. /**
  95787. * Interpolates a Color4 linearly
  95788. * @param startValue Start value of the animation curve
  95789. * @param endValue End value of the animation curve
  95790. * @param gradient Scalar amount to interpolate
  95791. * @returns Interpolated Color3 value
  95792. */
  95793. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  95794. /**
  95795. * @hidden Internal use only
  95796. */
  95797. _getKeyValue(value: any): any;
  95798. /**
  95799. * @hidden Internal use only
  95800. */
  95801. _interpolate(currentFrame: number, state: _IAnimationState): any;
  95802. /**
  95803. * Defines the function to use to interpolate matrices
  95804. * @param startValue defines the start matrix
  95805. * @param endValue defines the end matrix
  95806. * @param gradient defines the gradient between both matrices
  95807. * @param result defines an optional target matrix where to store the interpolation
  95808. * @returns the interpolated matrix
  95809. */
  95810. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  95811. /**
  95812. * Makes a copy of the animation
  95813. * @returns Cloned animation
  95814. */
  95815. clone(): Animation;
  95816. /**
  95817. * Sets the key frames of the animation
  95818. * @param values The animation key frames to set
  95819. */
  95820. setKeys(values: Array<IAnimationKey>): void;
  95821. /**
  95822. * Serializes the animation to an object
  95823. * @returns Serialized object
  95824. */
  95825. serialize(): any;
  95826. /**
  95827. * Float animation type
  95828. */
  95829. static readonly ANIMATIONTYPE_FLOAT: number;
  95830. /**
  95831. * Vector3 animation type
  95832. */
  95833. static readonly ANIMATIONTYPE_VECTOR3: number;
  95834. /**
  95835. * Quaternion animation type
  95836. */
  95837. static readonly ANIMATIONTYPE_QUATERNION: number;
  95838. /**
  95839. * Matrix animation type
  95840. */
  95841. static readonly ANIMATIONTYPE_MATRIX: number;
  95842. /**
  95843. * Color3 animation type
  95844. */
  95845. static readonly ANIMATIONTYPE_COLOR3: number;
  95846. /**
  95847. * Color3 animation type
  95848. */
  95849. static readonly ANIMATIONTYPE_COLOR4: number;
  95850. /**
  95851. * Vector2 animation type
  95852. */
  95853. static readonly ANIMATIONTYPE_VECTOR2: number;
  95854. /**
  95855. * Size animation type
  95856. */
  95857. static readonly ANIMATIONTYPE_SIZE: number;
  95858. /**
  95859. * Relative Loop Mode
  95860. */
  95861. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  95862. /**
  95863. * Cycle Loop Mode
  95864. */
  95865. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  95866. /**
  95867. * Constant Loop Mode
  95868. */
  95869. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  95870. /** @hidden */
  95871. static _UniversalLerp(left: any, right: any, amount: number): any;
  95872. /**
  95873. * Parses an animation object and creates an animation
  95874. * @param parsedAnimation Parsed animation object
  95875. * @returns Animation object
  95876. */
  95877. static Parse(parsedAnimation: any): Animation;
  95878. /**
  95879. * Appends the serialized animations from the source animations
  95880. * @param source Source containing the animations
  95881. * @param destination Target to store the animations
  95882. */
  95883. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  95884. }
  95885. }
  95886. declare module BABYLON {
  95887. /**
  95888. * Interface containing an array of animations
  95889. */
  95890. export interface IAnimatable {
  95891. /**
  95892. * Array of animations
  95893. */
  95894. animations: Nullable<Array<Animation>>;
  95895. }
  95896. }
  95897. declare module BABYLON {
  95898. /**
  95899. * This represents all the required information to add a fresnel effect on a material:
  95900. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  95901. */
  95902. export class FresnelParameters {
  95903. private _isEnabled;
  95904. /**
  95905. * Define if the fresnel effect is enable or not.
  95906. */
  95907. isEnabled: boolean;
  95908. /**
  95909. * Define the color used on edges (grazing angle)
  95910. */
  95911. leftColor: Color3;
  95912. /**
  95913. * Define the color used on center
  95914. */
  95915. rightColor: Color3;
  95916. /**
  95917. * Define bias applied to computed fresnel term
  95918. */
  95919. bias: number;
  95920. /**
  95921. * Defined the power exponent applied to fresnel term
  95922. */
  95923. power: number;
  95924. /**
  95925. * Clones the current fresnel and its valuues
  95926. * @returns a clone fresnel configuration
  95927. */
  95928. clone(): FresnelParameters;
  95929. /**
  95930. * Serializes the current fresnel parameters to a JSON representation.
  95931. * @return the JSON serialization
  95932. */
  95933. serialize(): any;
  95934. /**
  95935. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  95936. * @param parsedFresnelParameters Define the JSON representation
  95937. * @returns the parsed parameters
  95938. */
  95939. static Parse(parsedFresnelParameters: any): FresnelParameters;
  95940. }
  95941. }
  95942. declare module BABYLON {
  95943. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  95944. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95945. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95946. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95947. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95948. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95949. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95950. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95951. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95952. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95953. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95954. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95955. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95956. /**
  95957. * Decorator used to define property that can be serialized as reference to a camera
  95958. * @param sourceName defines the name of the property to decorate
  95959. */
  95960. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95961. /**
  95962. * Class used to help serialization objects
  95963. */
  95964. export class SerializationHelper {
  95965. /** @hidden */
  95966. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  95967. /** @hidden */
  95968. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  95969. /** @hidden */
  95970. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  95971. /** @hidden */
  95972. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  95973. /**
  95974. * Appends the serialized animations from the source animations
  95975. * @param source Source containing the animations
  95976. * @param destination Target to store the animations
  95977. */
  95978. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  95979. /**
  95980. * Static function used to serialized a specific entity
  95981. * @param entity defines the entity to serialize
  95982. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  95983. * @returns a JSON compatible object representing the serialization of the entity
  95984. */
  95985. static Serialize<T>(entity: T, serializationObject?: any): any;
  95986. /**
  95987. * Creates a new entity from a serialization data object
  95988. * @param creationFunction defines a function used to instanciated the new entity
  95989. * @param source defines the source serialization data
  95990. * @param scene defines the hosting scene
  95991. * @param rootUrl defines the root url for resources
  95992. * @returns a new entity
  95993. */
  95994. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  95995. /**
  95996. * Clones an object
  95997. * @param creationFunction defines the function used to instanciate the new object
  95998. * @param source defines the source object
  95999. * @returns the cloned object
  96000. */
  96001. static Clone<T>(creationFunction: () => T, source: T): T;
  96002. /**
  96003. * Instanciates a new object based on a source one (some data will be shared between both object)
  96004. * @param creationFunction defines the function used to instanciate the new object
  96005. * @param source defines the source object
  96006. * @returns the new object
  96007. */
  96008. static Instanciate<T>(creationFunction: () => T, source: T): T;
  96009. }
  96010. }
  96011. declare module BABYLON {
  96012. /**
  96013. * Class used to manipulate GUIDs
  96014. */
  96015. export class GUID {
  96016. /**
  96017. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  96018. * Be aware Math.random() could cause collisions, but:
  96019. * "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"
  96020. * @returns a pseudo random id
  96021. */
  96022. static RandomId(): string;
  96023. }
  96024. }
  96025. declare module BABYLON {
  96026. /**
  96027. * Base class of all the textures in babylon.
  96028. * It groups all the common properties the materials, post process, lights... might need
  96029. * in order to make a correct use of the texture.
  96030. */
  96031. export class BaseTexture implements IAnimatable {
  96032. /**
  96033. * Default anisotropic filtering level for the application.
  96034. * It is set to 4 as a good tradeoff between perf and quality.
  96035. */
  96036. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  96037. /**
  96038. * Gets or sets the unique id of the texture
  96039. */
  96040. uniqueId: number;
  96041. /**
  96042. * Define the name of the texture.
  96043. */
  96044. name: string;
  96045. /**
  96046. * Gets or sets an object used to store user defined information.
  96047. */
  96048. metadata: any;
  96049. /**
  96050. * For internal use only. Please do not use.
  96051. */
  96052. reservedDataStore: any;
  96053. private _hasAlpha;
  96054. /**
  96055. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  96056. */
  96057. hasAlpha: boolean;
  96058. /**
  96059. * Defines if the alpha value should be determined via the rgb values.
  96060. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  96061. */
  96062. getAlphaFromRGB: boolean;
  96063. /**
  96064. * Intensity or strength of the texture.
  96065. * It is commonly used by materials to fine tune the intensity of the texture
  96066. */
  96067. level: number;
  96068. /**
  96069. * Define the UV chanel to use starting from 0 and defaulting to 0.
  96070. * This is part of the texture as textures usually maps to one uv set.
  96071. */
  96072. coordinatesIndex: number;
  96073. private _coordinatesMode;
  96074. /**
  96075. * How a texture is mapped.
  96076. *
  96077. * | Value | Type | Description |
  96078. * | ----- | ----------------------------------- | ----------- |
  96079. * | 0 | EXPLICIT_MODE | |
  96080. * | 1 | SPHERICAL_MODE | |
  96081. * | 2 | PLANAR_MODE | |
  96082. * | 3 | CUBIC_MODE | |
  96083. * | 4 | PROJECTION_MODE | |
  96084. * | 5 | SKYBOX_MODE | |
  96085. * | 6 | INVCUBIC_MODE | |
  96086. * | 7 | EQUIRECTANGULAR_MODE | |
  96087. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  96088. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  96089. */
  96090. coordinatesMode: number;
  96091. /**
  96092. * | Value | Type | Description |
  96093. * | ----- | ------------------ | ----------- |
  96094. * | 0 | CLAMP_ADDRESSMODE | |
  96095. * | 1 | WRAP_ADDRESSMODE | |
  96096. * | 2 | MIRROR_ADDRESSMODE | |
  96097. */
  96098. wrapU: number;
  96099. /**
  96100. * | Value | Type | Description |
  96101. * | ----- | ------------------ | ----------- |
  96102. * | 0 | CLAMP_ADDRESSMODE | |
  96103. * | 1 | WRAP_ADDRESSMODE | |
  96104. * | 2 | MIRROR_ADDRESSMODE | |
  96105. */
  96106. wrapV: number;
  96107. /**
  96108. * | Value | Type | Description |
  96109. * | ----- | ------------------ | ----------- |
  96110. * | 0 | CLAMP_ADDRESSMODE | |
  96111. * | 1 | WRAP_ADDRESSMODE | |
  96112. * | 2 | MIRROR_ADDRESSMODE | |
  96113. */
  96114. wrapR: number;
  96115. /**
  96116. * With compliant hardware and browser (supporting anisotropic filtering)
  96117. * this defines the level of anisotropic filtering in the texture.
  96118. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  96119. */
  96120. anisotropicFilteringLevel: number;
  96121. /**
  96122. * Define if the texture is a cube texture or if false a 2d texture.
  96123. */
  96124. isCube: boolean;
  96125. /**
  96126. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  96127. */
  96128. is3D: boolean;
  96129. /**
  96130. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  96131. */
  96132. is2DArray: boolean;
  96133. /**
  96134. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  96135. * HDR texture are usually stored in linear space.
  96136. * This only impacts the PBR and Background materials
  96137. */
  96138. gammaSpace: boolean;
  96139. /**
  96140. * Gets or sets whether or not the texture contains RGBD data.
  96141. */
  96142. isRGBD: boolean;
  96143. /**
  96144. * Is Z inverted in the texture (useful in a cube texture).
  96145. */
  96146. invertZ: boolean;
  96147. /**
  96148. * Are mip maps generated for this texture or not.
  96149. */
  96150. readonly noMipmap: boolean;
  96151. /**
  96152. * @hidden
  96153. */
  96154. lodLevelInAlpha: boolean;
  96155. /**
  96156. * With prefiltered texture, defined the offset used during the prefiltering steps.
  96157. */
  96158. lodGenerationOffset: number;
  96159. /**
  96160. * With prefiltered texture, defined the scale used during the prefiltering steps.
  96161. */
  96162. lodGenerationScale: number;
  96163. /**
  96164. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  96165. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  96166. * average roughness values.
  96167. */
  96168. linearSpecularLOD: boolean;
  96169. /**
  96170. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  96171. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  96172. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  96173. */
  96174. irradianceTexture: Nullable<BaseTexture>;
  96175. /**
  96176. * Define if the texture is a render target.
  96177. */
  96178. isRenderTarget: boolean;
  96179. /**
  96180. * Define the unique id of the texture in the scene.
  96181. */
  96182. readonly uid: string;
  96183. /**
  96184. * Return a string representation of the texture.
  96185. * @returns the texture as a string
  96186. */
  96187. toString(): string;
  96188. /**
  96189. * Get the class name of the texture.
  96190. * @returns "BaseTexture"
  96191. */
  96192. getClassName(): string;
  96193. /**
  96194. * Define the list of animation attached to the texture.
  96195. */
  96196. animations: Animation[];
  96197. /**
  96198. * An event triggered when the texture is disposed.
  96199. */
  96200. onDisposeObservable: Observable<BaseTexture>;
  96201. private _onDisposeObserver;
  96202. /**
  96203. * Callback triggered when the texture has been disposed.
  96204. * Kept for back compatibility, you can use the onDisposeObservable instead.
  96205. */
  96206. onDispose: () => void;
  96207. /**
  96208. * Define the current state of the loading sequence when in delayed load mode.
  96209. */
  96210. delayLoadState: number;
  96211. private _scene;
  96212. /** @hidden */
  96213. _texture: Nullable<InternalTexture>;
  96214. private _uid;
  96215. /**
  96216. * Define if the texture is preventinga material to render or not.
  96217. * If not and the texture is not ready, the engine will use a default black texture instead.
  96218. */
  96219. readonly isBlocking: boolean;
  96220. /**
  96221. * Instantiates a new BaseTexture.
  96222. * Base class of all the textures in babylon.
  96223. * It groups all the common properties the materials, post process, lights... might need
  96224. * in order to make a correct use of the texture.
  96225. * @param scene Define the scene the texture blongs to
  96226. */
  96227. constructor(scene: Nullable<Scene>);
  96228. /**
  96229. * Get the scene the texture belongs to.
  96230. * @returns the scene or null if undefined
  96231. */
  96232. getScene(): Nullable<Scene>;
  96233. /**
  96234. * Get the texture transform matrix used to offset tile the texture for istance.
  96235. * @returns the transformation matrix
  96236. */
  96237. getTextureMatrix(): Matrix;
  96238. /**
  96239. * Get the texture reflection matrix used to rotate/transform the reflection.
  96240. * @returns the reflection matrix
  96241. */
  96242. getReflectionTextureMatrix(): Matrix;
  96243. /**
  96244. * Get the underlying lower level texture from Babylon.
  96245. * @returns the insternal texture
  96246. */
  96247. getInternalTexture(): Nullable<InternalTexture>;
  96248. /**
  96249. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  96250. * @returns true if ready or not blocking
  96251. */
  96252. isReadyOrNotBlocking(): boolean;
  96253. /**
  96254. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  96255. * @returns true if fully ready
  96256. */
  96257. isReady(): boolean;
  96258. private _cachedSize;
  96259. /**
  96260. * Get the size of the texture.
  96261. * @returns the texture size.
  96262. */
  96263. getSize(): ISize;
  96264. /**
  96265. * Get the base size of the texture.
  96266. * It can be different from the size if the texture has been resized for POT for instance
  96267. * @returns the base size
  96268. */
  96269. getBaseSize(): ISize;
  96270. /**
  96271. * Update the sampling mode of the texture.
  96272. * Default is Trilinear mode.
  96273. *
  96274. * | Value | Type | Description |
  96275. * | ----- | ------------------ | ----------- |
  96276. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  96277. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  96278. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  96279. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  96280. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  96281. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  96282. * | 7 | NEAREST_LINEAR | |
  96283. * | 8 | NEAREST_NEAREST | |
  96284. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  96285. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  96286. * | 11 | LINEAR_LINEAR | |
  96287. * | 12 | LINEAR_NEAREST | |
  96288. *
  96289. * > _mag_: magnification filter (close to the viewer)
  96290. * > _min_: minification filter (far from the viewer)
  96291. * > _mip_: filter used between mip map levels
  96292. *@param samplingMode Define the new sampling mode of the texture
  96293. */
  96294. updateSamplingMode(samplingMode: number): void;
  96295. /**
  96296. * Scales the texture if is `canRescale()`
  96297. * @param ratio the resize factor we want to use to rescale
  96298. */
  96299. scale(ratio: number): void;
  96300. /**
  96301. * Get if the texture can rescale.
  96302. */
  96303. readonly canRescale: boolean;
  96304. /** @hidden */
  96305. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  96306. /** @hidden */
  96307. _rebuild(): void;
  96308. /**
  96309. * Triggers the load sequence in delayed load mode.
  96310. */
  96311. delayLoad(): void;
  96312. /**
  96313. * Clones the texture.
  96314. * @returns the cloned texture
  96315. */
  96316. clone(): Nullable<BaseTexture>;
  96317. /**
  96318. * Get the texture underlying type (INT, FLOAT...)
  96319. */
  96320. readonly textureType: number;
  96321. /**
  96322. * Get the texture underlying format (RGB, RGBA...)
  96323. */
  96324. readonly textureFormat: number;
  96325. /**
  96326. * Indicates that textures need to be re-calculated for all materials
  96327. */
  96328. protected _markAllSubMeshesAsTexturesDirty(): void;
  96329. /**
  96330. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  96331. * This will returns an RGBA array buffer containing either in values (0-255) or
  96332. * float values (0-1) depending of the underlying buffer type.
  96333. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  96334. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  96335. * @param buffer defines a user defined buffer to fill with data (can be null)
  96336. * @returns The Array buffer containing the pixels data.
  96337. */
  96338. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  96339. /**
  96340. * Release and destroy the underlying lower level texture aka internalTexture.
  96341. */
  96342. releaseInternalTexture(): void;
  96343. /** @hidden */
  96344. readonly _lodTextureHigh: Nullable<BaseTexture>;
  96345. /** @hidden */
  96346. readonly _lodTextureMid: Nullable<BaseTexture>;
  96347. /** @hidden */
  96348. readonly _lodTextureLow: Nullable<BaseTexture>;
  96349. /**
  96350. * Dispose the texture and release its associated resources.
  96351. */
  96352. dispose(): void;
  96353. /**
  96354. * Serialize the texture into a JSON representation that can be parsed later on.
  96355. * @returns the JSON representation of the texture
  96356. */
  96357. serialize(): any;
  96358. /**
  96359. * Helper function to be called back once a list of texture contains only ready textures.
  96360. * @param textures Define the list of textures to wait for
  96361. * @param callback Define the callback triggered once the entire list will be ready
  96362. */
  96363. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  96364. }
  96365. }
  96366. declare module BABYLON {
  96367. /**
  96368. * Options to be used when creating an effect.
  96369. */
  96370. export interface IEffectCreationOptions {
  96371. /**
  96372. * Atrributes that will be used in the shader.
  96373. */
  96374. attributes: string[];
  96375. /**
  96376. * Uniform varible names that will be set in the shader.
  96377. */
  96378. uniformsNames: string[];
  96379. /**
  96380. * Uniform buffer varible names that will be set in the shader.
  96381. */
  96382. uniformBuffersNames: string[];
  96383. /**
  96384. * Sampler texture variable names that will be set in the shader.
  96385. */
  96386. samplers: string[];
  96387. /**
  96388. * Define statements that will be set in the shader.
  96389. */
  96390. defines: any;
  96391. /**
  96392. * Possible fallbacks for this effect to improve performance when needed.
  96393. */
  96394. fallbacks: Nullable<IEffectFallbacks>;
  96395. /**
  96396. * Callback that will be called when the shader is compiled.
  96397. */
  96398. onCompiled: Nullable<(effect: Effect) => void>;
  96399. /**
  96400. * Callback that will be called if an error occurs during shader compilation.
  96401. */
  96402. onError: Nullable<(effect: Effect, errors: string) => void>;
  96403. /**
  96404. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  96405. */
  96406. indexParameters?: any;
  96407. /**
  96408. * Max number of lights that can be used in the shader.
  96409. */
  96410. maxSimultaneousLights?: number;
  96411. /**
  96412. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  96413. */
  96414. transformFeedbackVaryings?: Nullable<string[]>;
  96415. }
  96416. /**
  96417. * Effect containing vertex and fragment shader that can be executed on an object.
  96418. */
  96419. export class Effect implements IDisposable {
  96420. /**
  96421. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  96422. */
  96423. static ShadersRepository: string;
  96424. /**
  96425. * Name of the effect.
  96426. */
  96427. name: any;
  96428. /**
  96429. * String container all the define statements that should be set on the shader.
  96430. */
  96431. defines: string;
  96432. /**
  96433. * Callback that will be called when the shader is compiled.
  96434. */
  96435. onCompiled: Nullable<(effect: Effect) => void>;
  96436. /**
  96437. * Callback that will be called if an error occurs during shader compilation.
  96438. */
  96439. onError: Nullable<(effect: Effect, errors: string) => void>;
  96440. /**
  96441. * Callback that will be called when effect is bound.
  96442. */
  96443. onBind: Nullable<(effect: Effect) => void>;
  96444. /**
  96445. * Unique ID of the effect.
  96446. */
  96447. uniqueId: number;
  96448. /**
  96449. * Observable that will be called when the shader is compiled.
  96450. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  96451. */
  96452. onCompileObservable: Observable<Effect>;
  96453. /**
  96454. * Observable that will be called if an error occurs during shader compilation.
  96455. */
  96456. onErrorObservable: Observable<Effect>;
  96457. /** @hidden */
  96458. _onBindObservable: Nullable<Observable<Effect>>;
  96459. /**
  96460. * Observable that will be called when effect is bound.
  96461. */
  96462. readonly onBindObservable: Observable<Effect>;
  96463. /** @hidden */
  96464. _bonesComputationForcedToCPU: boolean;
  96465. private static _uniqueIdSeed;
  96466. private _engine;
  96467. private _uniformBuffersNames;
  96468. private _uniformsNames;
  96469. private _samplerList;
  96470. private _samplers;
  96471. private _isReady;
  96472. private _compilationError;
  96473. private _allFallbacksProcessed;
  96474. private _attributesNames;
  96475. private _attributes;
  96476. private _uniforms;
  96477. /**
  96478. * Key for the effect.
  96479. * @hidden
  96480. */
  96481. _key: string;
  96482. private _indexParameters;
  96483. private _fallbacks;
  96484. private _vertexSourceCode;
  96485. private _fragmentSourceCode;
  96486. private _vertexSourceCodeOverride;
  96487. private _fragmentSourceCodeOverride;
  96488. private _transformFeedbackVaryings;
  96489. /**
  96490. * Compiled shader to webGL program.
  96491. * @hidden
  96492. */
  96493. _pipelineContext: Nullable<IPipelineContext>;
  96494. private _valueCache;
  96495. private static _baseCache;
  96496. /**
  96497. * Instantiates an effect.
  96498. * An effect can be used to create/manage/execute vertex and fragment shaders.
  96499. * @param baseName Name of the effect.
  96500. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  96501. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  96502. * @param samplers List of sampler variables that will be passed to the shader.
  96503. * @param engine Engine to be used to render the effect
  96504. * @param defines Define statements to be added to the shader.
  96505. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  96506. * @param onCompiled Callback that will be called when the shader is compiled.
  96507. * @param onError Callback that will be called if an error occurs during shader compilation.
  96508. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  96509. */
  96510. 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);
  96511. private _useFinalCode;
  96512. /**
  96513. * Unique key for this effect
  96514. */
  96515. readonly key: string;
  96516. /**
  96517. * If the effect has been compiled and prepared.
  96518. * @returns if the effect is compiled and prepared.
  96519. */
  96520. isReady(): boolean;
  96521. private _isReadyInternal;
  96522. /**
  96523. * The engine the effect was initialized with.
  96524. * @returns the engine.
  96525. */
  96526. getEngine(): Engine;
  96527. /**
  96528. * The pipeline context for this effect
  96529. * @returns the associated pipeline context
  96530. */
  96531. getPipelineContext(): Nullable<IPipelineContext>;
  96532. /**
  96533. * The set of names of attribute variables for the shader.
  96534. * @returns An array of attribute names.
  96535. */
  96536. getAttributesNames(): string[];
  96537. /**
  96538. * Returns the attribute at the given index.
  96539. * @param index The index of the attribute.
  96540. * @returns The location of the attribute.
  96541. */
  96542. getAttributeLocation(index: number): number;
  96543. /**
  96544. * Returns the attribute based on the name of the variable.
  96545. * @param name of the attribute to look up.
  96546. * @returns the attribute location.
  96547. */
  96548. getAttributeLocationByName(name: string): number;
  96549. /**
  96550. * The number of attributes.
  96551. * @returns the numnber of attributes.
  96552. */
  96553. getAttributesCount(): number;
  96554. /**
  96555. * Gets the index of a uniform variable.
  96556. * @param uniformName of the uniform to look up.
  96557. * @returns the index.
  96558. */
  96559. getUniformIndex(uniformName: string): number;
  96560. /**
  96561. * Returns the attribute based on the name of the variable.
  96562. * @param uniformName of the uniform to look up.
  96563. * @returns the location of the uniform.
  96564. */
  96565. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  96566. /**
  96567. * Returns an array of sampler variable names
  96568. * @returns The array of sampler variable neames.
  96569. */
  96570. getSamplers(): string[];
  96571. /**
  96572. * The error from the last compilation.
  96573. * @returns the error string.
  96574. */
  96575. getCompilationError(): string;
  96576. /**
  96577. * Gets a boolean indicating that all fallbacks were used during compilation
  96578. * @returns true if all fallbacks were used
  96579. */
  96580. allFallbacksProcessed(): boolean;
  96581. /**
  96582. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  96583. * @param func The callback to be used.
  96584. */
  96585. executeWhenCompiled(func: (effect: Effect) => void): void;
  96586. private _checkIsReady;
  96587. private _loadShader;
  96588. /**
  96589. * Recompiles the webGL program
  96590. * @param vertexSourceCode The source code for the vertex shader.
  96591. * @param fragmentSourceCode The source code for the fragment shader.
  96592. * @param onCompiled Callback called when completed.
  96593. * @param onError Callback called on error.
  96594. * @hidden
  96595. */
  96596. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  96597. /**
  96598. * Prepares the effect
  96599. * @hidden
  96600. */
  96601. _prepareEffect(): void;
  96602. private _processCompilationErrors;
  96603. /**
  96604. * Checks if the effect is supported. (Must be called after compilation)
  96605. */
  96606. readonly isSupported: boolean;
  96607. /**
  96608. * Binds a texture to the engine to be used as output of the shader.
  96609. * @param channel Name of the output variable.
  96610. * @param texture Texture to bind.
  96611. * @hidden
  96612. */
  96613. _bindTexture(channel: string, texture: InternalTexture): void;
  96614. /**
  96615. * Sets a texture on the engine to be used in the shader.
  96616. * @param channel Name of the sampler variable.
  96617. * @param texture Texture to set.
  96618. */
  96619. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  96620. /**
  96621. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  96622. * @param channel Name of the sampler variable.
  96623. * @param texture Texture to set.
  96624. */
  96625. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  96626. /**
  96627. * Sets an array of textures on the engine to be used in the shader.
  96628. * @param channel Name of the variable.
  96629. * @param textures Textures to set.
  96630. */
  96631. setTextureArray(channel: string, textures: BaseTexture[]): void;
  96632. /**
  96633. * 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)
  96634. * @param channel Name of the sampler variable.
  96635. * @param postProcess Post process to get the input texture from.
  96636. */
  96637. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  96638. /**
  96639. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  96640. * 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)
  96641. * @param channel Name of the sampler variable.
  96642. * @param postProcess Post process to get the output texture from.
  96643. */
  96644. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  96645. /** @hidden */
  96646. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  96647. /** @hidden */
  96648. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  96649. /** @hidden */
  96650. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  96651. /** @hidden */
  96652. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  96653. /**
  96654. * Binds a buffer to a uniform.
  96655. * @param buffer Buffer to bind.
  96656. * @param name Name of the uniform variable to bind to.
  96657. */
  96658. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  96659. /**
  96660. * Binds block to a uniform.
  96661. * @param blockName Name of the block to bind.
  96662. * @param index Index to bind.
  96663. */
  96664. bindUniformBlock(blockName: string, index: number): void;
  96665. /**
  96666. * Sets an interger value on a uniform variable.
  96667. * @param uniformName Name of the variable.
  96668. * @param value Value to be set.
  96669. * @returns this effect.
  96670. */
  96671. setInt(uniformName: string, value: number): Effect;
  96672. /**
  96673. * Sets an int array on a uniform variable.
  96674. * @param uniformName Name of the variable.
  96675. * @param array array to be set.
  96676. * @returns this effect.
  96677. */
  96678. setIntArray(uniformName: string, array: Int32Array): Effect;
  96679. /**
  96680. * 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)
  96681. * @param uniformName Name of the variable.
  96682. * @param array array to be set.
  96683. * @returns this effect.
  96684. */
  96685. setIntArray2(uniformName: string, array: Int32Array): Effect;
  96686. /**
  96687. * 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)
  96688. * @param uniformName Name of the variable.
  96689. * @param array array to be set.
  96690. * @returns this effect.
  96691. */
  96692. setIntArray3(uniformName: string, array: Int32Array): Effect;
  96693. /**
  96694. * 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)
  96695. * @param uniformName Name of the variable.
  96696. * @param array array to be set.
  96697. * @returns this effect.
  96698. */
  96699. setIntArray4(uniformName: string, array: Int32Array): Effect;
  96700. /**
  96701. * Sets an float array on a uniform variable.
  96702. * @param uniformName Name of the variable.
  96703. * @param array array to be set.
  96704. * @returns this effect.
  96705. */
  96706. setFloatArray(uniformName: string, array: Float32Array): Effect;
  96707. /**
  96708. * 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)
  96709. * @param uniformName Name of the variable.
  96710. * @param array array to be set.
  96711. * @returns this effect.
  96712. */
  96713. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  96714. /**
  96715. * 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)
  96716. * @param uniformName Name of the variable.
  96717. * @param array array to be set.
  96718. * @returns this effect.
  96719. */
  96720. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  96721. /**
  96722. * 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)
  96723. * @param uniformName Name of the variable.
  96724. * @param array array to be set.
  96725. * @returns this effect.
  96726. */
  96727. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  96728. /**
  96729. * Sets an array on a uniform variable.
  96730. * @param uniformName Name of the variable.
  96731. * @param array array to be set.
  96732. * @returns this effect.
  96733. */
  96734. setArray(uniformName: string, array: number[]): Effect;
  96735. /**
  96736. * 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)
  96737. * @param uniformName Name of the variable.
  96738. * @param array array to be set.
  96739. * @returns this effect.
  96740. */
  96741. setArray2(uniformName: string, array: number[]): Effect;
  96742. /**
  96743. * 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)
  96744. * @param uniformName Name of the variable.
  96745. * @param array array to be set.
  96746. * @returns this effect.
  96747. */
  96748. setArray3(uniformName: string, array: number[]): Effect;
  96749. /**
  96750. * 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)
  96751. * @param uniformName Name of the variable.
  96752. * @param array array to be set.
  96753. * @returns this effect.
  96754. */
  96755. setArray4(uniformName: string, array: number[]): Effect;
  96756. /**
  96757. * Sets matrices on a uniform variable.
  96758. * @param uniformName Name of the variable.
  96759. * @param matrices matrices to be set.
  96760. * @returns this effect.
  96761. */
  96762. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  96763. /**
  96764. * Sets matrix on a uniform variable.
  96765. * @param uniformName Name of the variable.
  96766. * @param matrix matrix to be set.
  96767. * @returns this effect.
  96768. */
  96769. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  96770. /**
  96771. * 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)
  96772. * @param uniformName Name of the variable.
  96773. * @param matrix matrix to be set.
  96774. * @returns this effect.
  96775. */
  96776. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  96777. /**
  96778. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  96779. * @param uniformName Name of the variable.
  96780. * @param matrix matrix to be set.
  96781. * @returns this effect.
  96782. */
  96783. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  96784. /**
  96785. * Sets a float on a uniform variable.
  96786. * @param uniformName Name of the variable.
  96787. * @param value value to be set.
  96788. * @returns this effect.
  96789. */
  96790. setFloat(uniformName: string, value: number): Effect;
  96791. /**
  96792. * Sets a boolean on a uniform variable.
  96793. * @param uniformName Name of the variable.
  96794. * @param bool value to be set.
  96795. * @returns this effect.
  96796. */
  96797. setBool(uniformName: string, bool: boolean): Effect;
  96798. /**
  96799. * Sets a Vector2 on a uniform variable.
  96800. * @param uniformName Name of the variable.
  96801. * @param vector2 vector2 to be set.
  96802. * @returns this effect.
  96803. */
  96804. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  96805. /**
  96806. * Sets a float2 on a uniform variable.
  96807. * @param uniformName Name of the variable.
  96808. * @param x First float in float2.
  96809. * @param y Second float in float2.
  96810. * @returns this effect.
  96811. */
  96812. setFloat2(uniformName: string, x: number, y: number): Effect;
  96813. /**
  96814. * Sets a Vector3 on a uniform variable.
  96815. * @param uniformName Name of the variable.
  96816. * @param vector3 Value to be set.
  96817. * @returns this effect.
  96818. */
  96819. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  96820. /**
  96821. * Sets a float3 on a uniform variable.
  96822. * @param uniformName Name of the variable.
  96823. * @param x First float in float3.
  96824. * @param y Second float in float3.
  96825. * @param z Third float in float3.
  96826. * @returns this effect.
  96827. */
  96828. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  96829. /**
  96830. * Sets a Vector4 on a uniform variable.
  96831. * @param uniformName Name of the variable.
  96832. * @param vector4 Value to be set.
  96833. * @returns this effect.
  96834. */
  96835. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  96836. /**
  96837. * Sets a float4 on a uniform variable.
  96838. * @param uniformName Name of the variable.
  96839. * @param x First float in float4.
  96840. * @param y Second float in float4.
  96841. * @param z Third float in float4.
  96842. * @param w Fourth float in float4.
  96843. * @returns this effect.
  96844. */
  96845. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  96846. /**
  96847. * Sets a Color3 on a uniform variable.
  96848. * @param uniformName Name of the variable.
  96849. * @param color3 Value to be set.
  96850. * @returns this effect.
  96851. */
  96852. setColor3(uniformName: string, color3: IColor3Like): Effect;
  96853. /**
  96854. * Sets a Color4 on a uniform variable.
  96855. * @param uniformName Name of the variable.
  96856. * @param color3 Value to be set.
  96857. * @param alpha Alpha value to be set.
  96858. * @returns this effect.
  96859. */
  96860. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  96861. /**
  96862. * Sets a Color4 on a uniform variable
  96863. * @param uniformName defines the name of the variable
  96864. * @param color4 defines the value to be set
  96865. * @returns this effect.
  96866. */
  96867. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  96868. /** Release all associated resources */
  96869. dispose(): void;
  96870. /**
  96871. * This function will add a new shader to the shader store
  96872. * @param name the name of the shader
  96873. * @param pixelShader optional pixel shader content
  96874. * @param vertexShader optional vertex shader content
  96875. */
  96876. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  96877. /**
  96878. * Store of each shader (The can be looked up using effect.key)
  96879. */
  96880. static ShadersStore: {
  96881. [key: string]: string;
  96882. };
  96883. /**
  96884. * Store of each included file for a shader (The can be looked up using effect.key)
  96885. */
  96886. static IncludesShadersStore: {
  96887. [key: string]: string;
  96888. };
  96889. /**
  96890. * Resets the cache of effects.
  96891. */
  96892. static ResetCache(): void;
  96893. }
  96894. }
  96895. declare module BABYLON {
  96896. /**
  96897. * Interface used to describe the capabilities of the engine relatively to the current browser
  96898. */
  96899. export interface EngineCapabilities {
  96900. /** Maximum textures units per fragment shader */
  96901. maxTexturesImageUnits: number;
  96902. /** Maximum texture units per vertex shader */
  96903. maxVertexTextureImageUnits: number;
  96904. /** Maximum textures units in the entire pipeline */
  96905. maxCombinedTexturesImageUnits: number;
  96906. /** Maximum texture size */
  96907. maxTextureSize: number;
  96908. /** Maximum cube texture size */
  96909. maxCubemapTextureSize: number;
  96910. /** Maximum render texture size */
  96911. maxRenderTextureSize: number;
  96912. /** Maximum number of vertex attributes */
  96913. maxVertexAttribs: number;
  96914. /** Maximum number of varyings */
  96915. maxVaryingVectors: number;
  96916. /** Maximum number of uniforms per vertex shader */
  96917. maxVertexUniformVectors: number;
  96918. /** Maximum number of uniforms per fragment shader */
  96919. maxFragmentUniformVectors: number;
  96920. /** Defines if standard derivates (dx/dy) are supported */
  96921. standardDerivatives: boolean;
  96922. /** Defines if s3tc texture compression is supported */
  96923. s3tc?: WEBGL_compressed_texture_s3tc;
  96924. /** Defines if pvrtc texture compression is supported */
  96925. pvrtc: any;
  96926. /** Defines if etc1 texture compression is supported */
  96927. etc1: any;
  96928. /** Defines if etc2 texture compression is supported */
  96929. etc2: any;
  96930. /** Defines if astc texture compression is supported */
  96931. astc: any;
  96932. /** Defines if float textures are supported */
  96933. textureFloat: boolean;
  96934. /** Defines if vertex array objects are supported */
  96935. vertexArrayObject: boolean;
  96936. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  96937. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  96938. /** Gets the maximum level of anisotropy supported */
  96939. maxAnisotropy: number;
  96940. /** Defines if instancing is supported */
  96941. instancedArrays: boolean;
  96942. /** Defines if 32 bits indices are supported */
  96943. uintIndices: boolean;
  96944. /** Defines if high precision shaders are supported */
  96945. highPrecisionShaderSupported: boolean;
  96946. /** Defines if depth reading in the fragment shader is supported */
  96947. fragmentDepthSupported: boolean;
  96948. /** Defines if float texture linear filtering is supported*/
  96949. textureFloatLinearFiltering: boolean;
  96950. /** Defines if rendering to float textures is supported */
  96951. textureFloatRender: boolean;
  96952. /** Defines if half float textures are supported*/
  96953. textureHalfFloat: boolean;
  96954. /** Defines if half float texture linear filtering is supported*/
  96955. textureHalfFloatLinearFiltering: boolean;
  96956. /** Defines if rendering to half float textures is supported */
  96957. textureHalfFloatRender: boolean;
  96958. /** Defines if textureLOD shader command is supported */
  96959. textureLOD: boolean;
  96960. /** Defines if draw buffers extension is supported */
  96961. drawBuffersExtension: boolean;
  96962. /** Defines if depth textures are supported */
  96963. depthTextureExtension: boolean;
  96964. /** Defines if float color buffer are supported */
  96965. colorBufferFloat: boolean;
  96966. /** Gets disjoint timer query extension (null if not supported) */
  96967. timerQuery?: EXT_disjoint_timer_query;
  96968. /** Defines if timestamp can be used with timer query */
  96969. canUseTimestampForTimerQuery: boolean;
  96970. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  96971. multiview?: any;
  96972. /** Function used to let the system compiles shaders in background */
  96973. parallelShaderCompile?: {
  96974. COMPLETION_STATUS_KHR: number;
  96975. };
  96976. /** Max number of texture samples for MSAA */
  96977. maxMSAASamples: number;
  96978. /** Defines if the blend min max extension is supported */
  96979. blendMinMax: boolean;
  96980. }
  96981. }
  96982. declare module BABYLON {
  96983. /**
  96984. * @hidden
  96985. **/
  96986. export class DepthCullingState {
  96987. private _isDepthTestDirty;
  96988. private _isDepthMaskDirty;
  96989. private _isDepthFuncDirty;
  96990. private _isCullFaceDirty;
  96991. private _isCullDirty;
  96992. private _isZOffsetDirty;
  96993. private _isFrontFaceDirty;
  96994. private _depthTest;
  96995. private _depthMask;
  96996. private _depthFunc;
  96997. private _cull;
  96998. private _cullFace;
  96999. private _zOffset;
  97000. private _frontFace;
  97001. /**
  97002. * Initializes the state.
  97003. */
  97004. constructor();
  97005. readonly isDirty: boolean;
  97006. zOffset: number;
  97007. cullFace: Nullable<number>;
  97008. cull: Nullable<boolean>;
  97009. depthFunc: Nullable<number>;
  97010. depthMask: boolean;
  97011. depthTest: boolean;
  97012. frontFace: Nullable<number>;
  97013. reset(): void;
  97014. apply(gl: WebGLRenderingContext): void;
  97015. }
  97016. }
  97017. declare module BABYLON {
  97018. /**
  97019. * @hidden
  97020. **/
  97021. export class StencilState {
  97022. /** 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 */
  97023. static readonly ALWAYS: number;
  97024. /** Passed to stencilOperation to specify that stencil value must be kept */
  97025. static readonly KEEP: number;
  97026. /** Passed to stencilOperation to specify that stencil value must be replaced */
  97027. static readonly REPLACE: number;
  97028. private _isStencilTestDirty;
  97029. private _isStencilMaskDirty;
  97030. private _isStencilFuncDirty;
  97031. private _isStencilOpDirty;
  97032. private _stencilTest;
  97033. private _stencilMask;
  97034. private _stencilFunc;
  97035. private _stencilFuncRef;
  97036. private _stencilFuncMask;
  97037. private _stencilOpStencilFail;
  97038. private _stencilOpDepthFail;
  97039. private _stencilOpStencilDepthPass;
  97040. readonly isDirty: boolean;
  97041. stencilFunc: number;
  97042. stencilFuncRef: number;
  97043. stencilFuncMask: number;
  97044. stencilOpStencilFail: number;
  97045. stencilOpDepthFail: number;
  97046. stencilOpStencilDepthPass: number;
  97047. stencilMask: number;
  97048. stencilTest: boolean;
  97049. constructor();
  97050. reset(): void;
  97051. apply(gl: WebGLRenderingContext): void;
  97052. }
  97053. }
  97054. declare module BABYLON {
  97055. /**
  97056. * @hidden
  97057. **/
  97058. export class AlphaState {
  97059. private _isAlphaBlendDirty;
  97060. private _isBlendFunctionParametersDirty;
  97061. private _isBlendEquationParametersDirty;
  97062. private _isBlendConstantsDirty;
  97063. private _alphaBlend;
  97064. private _blendFunctionParameters;
  97065. private _blendEquationParameters;
  97066. private _blendConstants;
  97067. /**
  97068. * Initializes the state.
  97069. */
  97070. constructor();
  97071. readonly isDirty: boolean;
  97072. alphaBlend: boolean;
  97073. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  97074. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  97075. setAlphaEquationParameters(rgb: number, alpha: number): void;
  97076. reset(): void;
  97077. apply(gl: WebGLRenderingContext): void;
  97078. }
  97079. }
  97080. declare module BABYLON {
  97081. /** @hidden */
  97082. export class WebGL2ShaderProcessor implements IShaderProcessor {
  97083. attributeProcessor(attribute: string): string;
  97084. varyingProcessor(varying: string, isFragment: boolean): string;
  97085. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  97086. }
  97087. }
  97088. declare module BABYLON {
  97089. /**
  97090. * Interface for attribute information associated with buffer instanciation
  97091. */
  97092. export interface InstancingAttributeInfo {
  97093. /**
  97094. * Index/offset of the attribute in the vertex shader
  97095. */
  97096. index: number;
  97097. /**
  97098. * size of the attribute, 1, 2, 3 or 4
  97099. */
  97100. attributeSize: number;
  97101. /**
  97102. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  97103. * default is FLOAT
  97104. */
  97105. attributeType: number;
  97106. /**
  97107. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  97108. */
  97109. normalized: boolean;
  97110. /**
  97111. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  97112. */
  97113. offset: number;
  97114. /**
  97115. * Name of the GLSL attribute, for debugging purpose only
  97116. */
  97117. attributeName: string;
  97118. }
  97119. }
  97120. declare module BABYLON {
  97121. interface ThinEngine {
  97122. /**
  97123. * Update a video texture
  97124. * @param texture defines the texture to update
  97125. * @param video defines the video element to use
  97126. * @param invertY defines if data must be stored with Y axis inverted
  97127. */
  97128. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  97129. }
  97130. }
  97131. declare module BABYLON {
  97132. /**
  97133. * Settings for finer control over video usage
  97134. */
  97135. export interface VideoTextureSettings {
  97136. /**
  97137. * Applies `autoplay` to video, if specified
  97138. */
  97139. autoPlay?: boolean;
  97140. /**
  97141. * Applies `loop` to video, if specified
  97142. */
  97143. loop?: boolean;
  97144. /**
  97145. * Automatically updates internal texture from video at every frame in the render loop
  97146. */
  97147. autoUpdateTexture: boolean;
  97148. /**
  97149. * Image src displayed during the video loading or until the user interacts with the video.
  97150. */
  97151. poster?: string;
  97152. }
  97153. /**
  97154. * If you want to display a video in your scene, this is the special texture for that.
  97155. * This special texture works similar to other textures, with the exception of a few parameters.
  97156. * @see https://doc.babylonjs.com/how_to/video_texture
  97157. */
  97158. export class VideoTexture extends Texture {
  97159. /**
  97160. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  97161. */
  97162. readonly autoUpdateTexture: boolean;
  97163. /**
  97164. * The video instance used by the texture internally
  97165. */
  97166. readonly video: HTMLVideoElement;
  97167. private _onUserActionRequestedObservable;
  97168. /**
  97169. * Event triggerd when a dom action is required by the user to play the video.
  97170. * This happens due to recent changes in browser policies preventing video to auto start.
  97171. */
  97172. readonly onUserActionRequestedObservable: Observable<Texture>;
  97173. private _generateMipMaps;
  97174. private _engine;
  97175. private _stillImageCaptured;
  97176. private _displayingPosterTexture;
  97177. private _settings;
  97178. private _createInternalTextureOnEvent;
  97179. private _frameId;
  97180. /**
  97181. * Creates a video texture.
  97182. * If you want to display a video in your scene, this is the special texture for that.
  97183. * This special texture works similar to other textures, with the exception of a few parameters.
  97184. * @see https://doc.babylonjs.com/how_to/video_texture
  97185. * @param name optional name, will detect from video source, if not defined
  97186. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  97187. * @param scene is obviously the current scene.
  97188. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  97189. * @param invertY is false by default but can be used to invert video on Y axis
  97190. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  97191. * @param settings allows finer control over video usage
  97192. */
  97193. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  97194. private _getName;
  97195. private _getVideo;
  97196. private _createInternalTexture;
  97197. private reset;
  97198. /**
  97199. * @hidden Internal method to initiate `update`.
  97200. */
  97201. _rebuild(): void;
  97202. /**
  97203. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  97204. */
  97205. update(): void;
  97206. /**
  97207. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  97208. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  97209. */
  97210. updateTexture(isVisible: boolean): void;
  97211. protected _updateInternalTexture: () => void;
  97212. /**
  97213. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  97214. * @param url New url.
  97215. */
  97216. updateURL(url: string): void;
  97217. /**
  97218. * Dispose the texture and release its associated resources.
  97219. */
  97220. dispose(): void;
  97221. /**
  97222. * Creates a video texture straight from a stream.
  97223. * @param scene Define the scene the texture should be created in
  97224. * @param stream Define the stream the texture should be created from
  97225. * @returns The created video texture as a promise
  97226. */
  97227. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  97228. /**
  97229. * Creates a video texture straight from your WebCam video feed.
  97230. * @param scene Define the scene the texture should be created in
  97231. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  97232. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  97233. * @returns The created video texture as a promise
  97234. */
  97235. static CreateFromWebCamAsync(scene: Scene, constraints: {
  97236. minWidth: number;
  97237. maxWidth: number;
  97238. minHeight: number;
  97239. maxHeight: number;
  97240. deviceId: string;
  97241. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  97242. /**
  97243. * Creates a video texture straight from your WebCam video feed.
  97244. * @param scene Define the scene the texture should be created in
  97245. * @param onReady Define a callback to triggered once the texture will be ready
  97246. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  97247. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  97248. */
  97249. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  97250. minWidth: number;
  97251. maxWidth: number;
  97252. minHeight: number;
  97253. maxHeight: number;
  97254. deviceId: string;
  97255. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  97256. }
  97257. }
  97258. declare module BABYLON {
  97259. /**
  97260. * Defines the interface used by objects working like Scene
  97261. * @hidden
  97262. */
  97263. interface ISceneLike {
  97264. _addPendingData(data: any): void;
  97265. _removePendingData(data: any): void;
  97266. offlineProvider: IOfflineProvider;
  97267. }
  97268. /** Interface defining initialization parameters for Engine class */
  97269. export interface EngineOptions extends WebGLContextAttributes {
  97270. /**
  97271. * Defines if the engine should no exceed a specified device ratio
  97272. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  97273. */
  97274. limitDeviceRatio?: number;
  97275. /**
  97276. * Defines if webvr should be enabled automatically
  97277. * @see http://doc.babylonjs.com/how_to/webvr_camera
  97278. */
  97279. autoEnableWebVR?: boolean;
  97280. /**
  97281. * Defines if webgl2 should be turned off even if supported
  97282. * @see http://doc.babylonjs.com/features/webgl2
  97283. */
  97284. disableWebGL2Support?: boolean;
  97285. /**
  97286. * Defines if webaudio should be initialized as well
  97287. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  97288. */
  97289. audioEngine?: boolean;
  97290. /**
  97291. * Defines if animations should run using a deterministic lock step
  97292. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97293. */
  97294. deterministicLockstep?: boolean;
  97295. /** Defines the maximum steps to use with deterministic lock step mode */
  97296. lockstepMaxSteps?: number;
  97297. /**
  97298. * Defines that engine should ignore context lost events
  97299. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  97300. */
  97301. doNotHandleContextLost?: boolean;
  97302. /**
  97303. * Defines that engine should ignore modifying touch action attribute and style
  97304. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  97305. */
  97306. doNotHandleTouchAction?: boolean;
  97307. /**
  97308. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  97309. */
  97310. useHighPrecisionFloats?: boolean;
  97311. }
  97312. /**
  97313. * The base engine class (root of all engines)
  97314. */
  97315. export class ThinEngine {
  97316. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  97317. static ExceptionList: ({
  97318. key: string;
  97319. capture: string;
  97320. captureConstraint: number;
  97321. targets: string[];
  97322. } | {
  97323. key: string;
  97324. capture: null;
  97325. captureConstraint: null;
  97326. targets: string[];
  97327. })[];
  97328. /** @hidden */
  97329. static _TextureLoaders: IInternalTextureLoader[];
  97330. /**
  97331. * Returns the current npm package of the sdk
  97332. */
  97333. static readonly NpmPackage: string;
  97334. /**
  97335. * Returns the current version of the framework
  97336. */
  97337. static readonly Version: string;
  97338. /**
  97339. * Returns a string describing the current engine
  97340. */
  97341. readonly description: string;
  97342. /**
  97343. * Gets or sets the epsilon value used by collision engine
  97344. */
  97345. static CollisionsEpsilon: number;
  97346. /**
  97347. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  97348. */
  97349. static ShadersRepository: string;
  97350. /** @hidden */
  97351. _shaderProcessor: IShaderProcessor;
  97352. /**
  97353. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  97354. */
  97355. forcePOTTextures: boolean;
  97356. /**
  97357. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  97358. */
  97359. isFullscreen: boolean;
  97360. /**
  97361. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  97362. */
  97363. cullBackFaces: boolean;
  97364. /**
  97365. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  97366. */
  97367. renderEvenInBackground: boolean;
  97368. /**
  97369. * Gets or sets a boolean indicating that cache can be kept between frames
  97370. */
  97371. preventCacheWipeBetweenFrames: boolean;
  97372. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  97373. validateShaderPrograms: boolean;
  97374. /**
  97375. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  97376. */
  97377. disableUniformBuffers: boolean;
  97378. /** @hidden */
  97379. _uniformBuffers: UniformBuffer[];
  97380. /**
  97381. * Gets a boolean indicating that the engine supports uniform buffers
  97382. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  97383. */
  97384. readonly supportsUniformBuffers: boolean;
  97385. /** @hidden */
  97386. _gl: WebGLRenderingContext;
  97387. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  97388. protected _windowIsBackground: boolean;
  97389. protected _webGLVersion: number;
  97390. protected _creationOptions: EngineOptions;
  97391. protected _highPrecisionShadersAllowed: boolean;
  97392. /** @hidden */
  97393. readonly _shouldUseHighPrecisionShader: boolean;
  97394. /**
  97395. * Gets a boolean indicating that only power of 2 textures are supported
  97396. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  97397. */
  97398. readonly needPOTTextures: boolean;
  97399. /** @hidden */
  97400. _badOS: boolean;
  97401. /** @hidden */
  97402. _badDesktopOS: boolean;
  97403. private _hardwareScalingLevel;
  97404. /** @hidden */
  97405. _caps: EngineCapabilities;
  97406. private _isStencilEnable;
  97407. protected _colorWrite: boolean;
  97408. private _glVersion;
  97409. private _glRenderer;
  97410. private _glVendor;
  97411. /** @hidden */
  97412. _videoTextureSupported: boolean;
  97413. protected _renderingQueueLaunched: boolean;
  97414. protected _activeRenderLoops: (() => void)[];
  97415. /**
  97416. * Observable signaled when a context lost event is raised
  97417. */
  97418. onContextLostObservable: Observable<ThinEngine>;
  97419. /**
  97420. * Observable signaled when a context restored event is raised
  97421. */
  97422. onContextRestoredObservable: Observable<ThinEngine>;
  97423. private _onContextLost;
  97424. private _onContextRestored;
  97425. protected _contextWasLost: boolean;
  97426. /** @hidden */
  97427. _doNotHandleContextLost: boolean;
  97428. /**
  97429. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  97430. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  97431. */
  97432. doNotHandleContextLost: boolean;
  97433. /**
  97434. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  97435. */
  97436. disableVertexArrayObjects: boolean;
  97437. /** @hidden */
  97438. protected _depthCullingState: DepthCullingState;
  97439. /** @hidden */
  97440. protected _stencilState: StencilState;
  97441. /** @hidden */
  97442. protected _alphaState: AlphaState;
  97443. /** @hidden */
  97444. _internalTexturesCache: InternalTexture[];
  97445. /** @hidden */
  97446. protected _activeChannel: number;
  97447. private _currentTextureChannel;
  97448. /** @hidden */
  97449. protected _boundTexturesCache: {
  97450. [key: string]: Nullable<InternalTexture>;
  97451. };
  97452. /** @hidden */
  97453. protected _currentEffect: Nullable<Effect>;
  97454. /** @hidden */
  97455. protected _currentProgram: Nullable<WebGLProgram>;
  97456. private _compiledEffects;
  97457. private _vertexAttribArraysEnabled;
  97458. /** @hidden */
  97459. protected _cachedViewport: Nullable<IViewportLike>;
  97460. private _cachedVertexArrayObject;
  97461. /** @hidden */
  97462. protected _cachedVertexBuffers: any;
  97463. /** @hidden */
  97464. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  97465. /** @hidden */
  97466. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  97467. /** @hidden */
  97468. _currentRenderTarget: Nullable<InternalTexture>;
  97469. private _uintIndicesCurrentlySet;
  97470. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  97471. /** @hidden */
  97472. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  97473. private _currentBufferPointers;
  97474. private _currentInstanceLocations;
  97475. private _currentInstanceBuffers;
  97476. private _textureUnits;
  97477. /** @hidden */
  97478. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  97479. /** @hidden */
  97480. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  97481. /** @hidden */
  97482. _boundRenderFunction: any;
  97483. private _vaoRecordInProgress;
  97484. private _mustWipeVertexAttributes;
  97485. private _emptyTexture;
  97486. private _emptyCubeTexture;
  97487. private _emptyTexture3D;
  97488. private _emptyTexture2DArray;
  97489. /** @hidden */
  97490. _frameHandler: number;
  97491. private _nextFreeTextureSlots;
  97492. private _maxSimultaneousTextures;
  97493. private _activeRequests;
  97494. protected _texturesSupported: string[];
  97495. /** @hidden */
  97496. _textureFormatInUse: Nullable<string>;
  97497. protected readonly _supportsHardwareTextureRescaling: boolean;
  97498. /**
  97499. * Gets the list of texture formats supported
  97500. */
  97501. readonly texturesSupported: Array<string>;
  97502. /**
  97503. * Gets the list of texture formats in use
  97504. */
  97505. readonly textureFormatInUse: Nullable<string>;
  97506. /**
  97507. * Gets the current viewport
  97508. */
  97509. readonly currentViewport: Nullable<IViewportLike>;
  97510. /**
  97511. * Gets the default empty texture
  97512. */
  97513. readonly emptyTexture: InternalTexture;
  97514. /**
  97515. * Gets the default empty 3D texture
  97516. */
  97517. readonly emptyTexture3D: InternalTexture;
  97518. /**
  97519. * Gets the default empty 2D array texture
  97520. */
  97521. readonly emptyTexture2DArray: InternalTexture;
  97522. /**
  97523. * Gets the default empty cube texture
  97524. */
  97525. readonly emptyCubeTexture: InternalTexture;
  97526. /**
  97527. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  97528. */
  97529. readonly premultipliedAlpha: boolean;
  97530. /**
  97531. * Observable event triggered before each texture is initialized
  97532. */
  97533. onBeforeTextureInitObservable: Observable<Texture>;
  97534. /**
  97535. * Creates a new engine
  97536. * @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
  97537. * @param antialias defines enable antialiasing (default: false)
  97538. * @param options defines further options to be sent to the getContext() function
  97539. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  97540. */
  97541. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  97542. private _rebuildInternalTextures;
  97543. private _rebuildEffects;
  97544. /**
  97545. * Gets a boolean indicating if all created effects are ready
  97546. * @returns true if all effects are ready
  97547. */
  97548. areAllEffectsReady(): boolean;
  97549. protected _rebuildBuffers(): void;
  97550. private _initGLContext;
  97551. /**
  97552. * Gets version of the current webGL context
  97553. */
  97554. readonly webGLVersion: number;
  97555. /**
  97556. * Gets a string idenfifying the name of the class
  97557. * @returns "Engine" string
  97558. */
  97559. getClassName(): string;
  97560. /**
  97561. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  97562. */
  97563. readonly isStencilEnable: boolean;
  97564. /** @hidden */
  97565. _prepareWorkingCanvas(): void;
  97566. /**
  97567. * Reset the texture cache to empty state
  97568. */
  97569. resetTextureCache(): void;
  97570. /**
  97571. * Gets an object containing information about the current webGL context
  97572. * @returns an object containing the vender, the renderer and the version of the current webGL context
  97573. */
  97574. getGlInfo(): {
  97575. vendor: string;
  97576. renderer: string;
  97577. version: string;
  97578. };
  97579. /**
  97580. * Defines the hardware scaling level.
  97581. * By default the hardware scaling level is computed from the window device ratio.
  97582. * 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.
  97583. * @param level defines the level to use
  97584. */
  97585. setHardwareScalingLevel(level: number): void;
  97586. /**
  97587. * Gets the current hardware scaling level.
  97588. * By default the hardware scaling level is computed from the window device ratio.
  97589. * 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.
  97590. * @returns a number indicating the current hardware scaling level
  97591. */
  97592. getHardwareScalingLevel(): number;
  97593. /**
  97594. * Gets the list of loaded textures
  97595. * @returns an array containing all loaded textures
  97596. */
  97597. getLoadedTexturesCache(): InternalTexture[];
  97598. /**
  97599. * Gets the object containing all engine capabilities
  97600. * @returns the EngineCapabilities object
  97601. */
  97602. getCaps(): EngineCapabilities;
  97603. /**
  97604. * stop executing a render loop function and remove it from the execution array
  97605. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  97606. */
  97607. stopRenderLoop(renderFunction?: () => void): void;
  97608. /** @hidden */
  97609. _renderLoop(): void;
  97610. /**
  97611. * Gets the HTML canvas attached with the current webGL context
  97612. * @returns a HTML canvas
  97613. */
  97614. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  97615. /**
  97616. * Gets host window
  97617. * @returns the host window object
  97618. */
  97619. getHostWindow(): Nullable<Window>;
  97620. /**
  97621. * Gets the current render width
  97622. * @param useScreen defines if screen size must be used (or the current render target if any)
  97623. * @returns a number defining the current render width
  97624. */
  97625. getRenderWidth(useScreen?: boolean): number;
  97626. /**
  97627. * Gets the current render height
  97628. * @param useScreen defines if screen size must be used (or the current render target if any)
  97629. * @returns a number defining the current render height
  97630. */
  97631. getRenderHeight(useScreen?: boolean): number;
  97632. /**
  97633. * Can be used to override the current requestAnimationFrame requester.
  97634. * @hidden
  97635. */
  97636. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  97637. /**
  97638. * Register and execute a render loop. The engine can have more than one render function
  97639. * @param renderFunction defines the function to continuously execute
  97640. */
  97641. runRenderLoop(renderFunction: () => void): void;
  97642. /**
  97643. * Clear the current render buffer or the current render target (if any is set up)
  97644. * @param color defines the color to use
  97645. * @param backBuffer defines if the back buffer must be cleared
  97646. * @param depth defines if the depth buffer must be cleared
  97647. * @param stencil defines if the stencil buffer must be cleared
  97648. */
  97649. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  97650. private _viewportCached;
  97651. /** @hidden */
  97652. _viewport(x: number, y: number, width: number, height: number): void;
  97653. /**
  97654. * Set the WebGL's viewport
  97655. * @param viewport defines the viewport element to be used
  97656. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  97657. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  97658. */
  97659. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  97660. /**
  97661. * Begin a new frame
  97662. */
  97663. beginFrame(): void;
  97664. /**
  97665. * Enf the current frame
  97666. */
  97667. endFrame(): void;
  97668. /**
  97669. * Resize the view according to the canvas' size
  97670. */
  97671. resize(): void;
  97672. /**
  97673. * Force a specific size of the canvas
  97674. * @param width defines the new canvas' width
  97675. * @param height defines the new canvas' height
  97676. */
  97677. setSize(width: number, height: number): void;
  97678. /**
  97679. * Binds the frame buffer to the specified texture.
  97680. * @param texture The texture to render to or null for the default canvas
  97681. * @param faceIndex The face of the texture to render to in case of cube texture
  97682. * @param requiredWidth The width of the target to render to
  97683. * @param requiredHeight The height of the target to render to
  97684. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  97685. * @param depthStencilTexture The depth stencil texture to use to render
  97686. * @param lodLevel defines le lod level to bind to the frame buffer
  97687. */
  97688. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  97689. /** @hidden */
  97690. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  97691. /**
  97692. * Unbind the current render target texture from the webGL context
  97693. * @param texture defines the render target texture to unbind
  97694. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  97695. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  97696. */
  97697. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  97698. /**
  97699. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  97700. */
  97701. flushFramebuffer(): void;
  97702. /**
  97703. * Unbind the current render target and bind the default framebuffer
  97704. */
  97705. restoreDefaultFramebuffer(): void;
  97706. /** @hidden */
  97707. protected _resetVertexBufferBinding(): void;
  97708. /**
  97709. * Creates a vertex buffer
  97710. * @param data the data for the vertex buffer
  97711. * @returns the new WebGL static buffer
  97712. */
  97713. createVertexBuffer(data: DataArray): DataBuffer;
  97714. private _createVertexBuffer;
  97715. /**
  97716. * Creates a dynamic vertex buffer
  97717. * @param data the data for the dynamic vertex buffer
  97718. * @returns the new WebGL dynamic buffer
  97719. */
  97720. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  97721. protected _resetIndexBufferBinding(): void;
  97722. /**
  97723. * Creates a new index buffer
  97724. * @param indices defines the content of the index buffer
  97725. * @param updatable defines if the index buffer must be updatable
  97726. * @returns a new webGL buffer
  97727. */
  97728. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  97729. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  97730. /**
  97731. * Bind a webGL buffer to the webGL context
  97732. * @param buffer defines the buffer to bind
  97733. */
  97734. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  97735. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  97736. private bindBuffer;
  97737. /**
  97738. * update the bound buffer with the given data
  97739. * @param data defines the data to update
  97740. */
  97741. updateArrayBuffer(data: Float32Array): void;
  97742. private _vertexAttribPointer;
  97743. private _bindIndexBufferWithCache;
  97744. private _bindVertexBuffersAttributes;
  97745. /**
  97746. * Records a vertex array object
  97747. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  97748. * @param vertexBuffers defines the list of vertex buffers to store
  97749. * @param indexBuffer defines the index buffer to store
  97750. * @param effect defines the effect to store
  97751. * @returns the new vertex array object
  97752. */
  97753. recordVertexArrayObject(vertexBuffers: {
  97754. [key: string]: VertexBuffer;
  97755. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  97756. /**
  97757. * Bind a specific vertex array object
  97758. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  97759. * @param vertexArrayObject defines the vertex array object to bind
  97760. * @param indexBuffer defines the index buffer to bind
  97761. */
  97762. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  97763. /**
  97764. * Bind webGl buffers directly to the webGL context
  97765. * @param vertexBuffer defines the vertex buffer to bind
  97766. * @param indexBuffer defines the index buffer to bind
  97767. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  97768. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  97769. * @param effect defines the effect associated with the vertex buffer
  97770. */
  97771. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  97772. private _unbindVertexArrayObject;
  97773. /**
  97774. * Bind a list of vertex buffers to the webGL context
  97775. * @param vertexBuffers defines the list of vertex buffers to bind
  97776. * @param indexBuffer defines the index buffer to bind
  97777. * @param effect defines the effect associated with the vertex buffers
  97778. */
  97779. bindBuffers(vertexBuffers: {
  97780. [key: string]: Nullable<VertexBuffer>;
  97781. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  97782. /**
  97783. * Unbind all instance attributes
  97784. */
  97785. unbindInstanceAttributes(): void;
  97786. /**
  97787. * Release and free the memory of a vertex array object
  97788. * @param vao defines the vertex array object to delete
  97789. */
  97790. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  97791. /** @hidden */
  97792. _releaseBuffer(buffer: DataBuffer): boolean;
  97793. protected _deleteBuffer(buffer: DataBuffer): void;
  97794. /**
  97795. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  97796. * @param instancesBuffer defines the webGL buffer to update and bind
  97797. * @param data defines the data to store in the buffer
  97798. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  97799. */
  97800. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  97801. /**
  97802. * Apply all cached states (depth, culling, stencil and alpha)
  97803. */
  97804. applyStates(): void;
  97805. /**
  97806. * Send a draw order
  97807. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  97808. * @param indexStart defines the starting index
  97809. * @param indexCount defines the number of index to draw
  97810. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97811. */
  97812. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  97813. /**
  97814. * Draw a list of points
  97815. * @param verticesStart defines the index of first vertex to draw
  97816. * @param verticesCount defines the count of vertices to draw
  97817. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97818. */
  97819. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97820. /**
  97821. * Draw a list of unindexed primitives
  97822. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  97823. * @param verticesStart defines the index of first vertex to draw
  97824. * @param verticesCount defines the count of vertices to draw
  97825. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97826. */
  97827. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97828. /**
  97829. * Draw a list of indexed primitives
  97830. * @param fillMode defines the primitive to use
  97831. * @param indexStart defines the starting index
  97832. * @param indexCount defines the number of index to draw
  97833. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97834. */
  97835. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  97836. /**
  97837. * Draw a list of unindexed primitives
  97838. * @param fillMode defines the primitive to use
  97839. * @param verticesStart defines the index of first vertex to draw
  97840. * @param verticesCount defines the count of vertices to draw
  97841. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97842. */
  97843. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97844. private _drawMode;
  97845. /** @hidden */
  97846. protected _reportDrawCall(): void;
  97847. /** @hidden */
  97848. _releaseEffect(effect: Effect): void;
  97849. /** @hidden */
  97850. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  97851. /**
  97852. * Create a new effect (used to store vertex/fragment shaders)
  97853. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  97854. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  97855. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  97856. * @param samplers defines an array of string used to represent textures
  97857. * @param defines defines the string containing the defines to use to compile the shaders
  97858. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  97859. * @param onCompiled defines a function to call when the effect creation is successful
  97860. * @param onError defines a function to call when the effect creation has failed
  97861. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  97862. * @returns the new Effect
  97863. */
  97864. 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;
  97865. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  97866. private _compileShader;
  97867. private _compileRawShader;
  97868. /**
  97869. * Directly creates a webGL program
  97870. * @param pipelineContext defines the pipeline context to attach to
  97871. * @param vertexCode defines the vertex shader code to use
  97872. * @param fragmentCode defines the fragment shader code to use
  97873. * @param context defines the webGL context to use (if not set, the current one will be used)
  97874. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  97875. * @returns the new webGL program
  97876. */
  97877. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97878. /**
  97879. * Creates a webGL program
  97880. * @param pipelineContext defines the pipeline context to attach to
  97881. * @param vertexCode defines the vertex shader code to use
  97882. * @param fragmentCode defines the fragment shader code to use
  97883. * @param defines defines the string containing the defines to use to compile the shaders
  97884. * @param context defines the webGL context to use (if not set, the current one will be used)
  97885. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  97886. * @returns the new webGL program
  97887. */
  97888. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97889. /**
  97890. * Creates a new pipeline context
  97891. * @returns the new pipeline
  97892. */
  97893. createPipelineContext(): IPipelineContext;
  97894. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97895. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  97896. /** @hidden */
  97897. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  97898. /** @hidden */
  97899. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  97900. /** @hidden */
  97901. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  97902. /**
  97903. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  97904. * @param pipelineContext defines the pipeline context to use
  97905. * @param uniformsNames defines the list of uniform names
  97906. * @returns an array of webGL uniform locations
  97907. */
  97908. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  97909. /**
  97910. * Gets the lsit of active attributes for a given webGL program
  97911. * @param pipelineContext defines the pipeline context to use
  97912. * @param attributesNames defines the list of attribute names to get
  97913. * @returns an array of indices indicating the offset of each attribute
  97914. */
  97915. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  97916. /**
  97917. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  97918. * @param effect defines the effect to activate
  97919. */
  97920. enableEffect(effect: Nullable<Effect>): void;
  97921. /**
  97922. * Set the value of an uniform to a number (int)
  97923. * @param uniform defines the webGL uniform location where to store the value
  97924. * @param value defines the int number to store
  97925. */
  97926. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  97927. /**
  97928. * Set the value of an uniform to an array of int32
  97929. * @param uniform defines the webGL uniform location where to store the value
  97930. * @param array defines the array of int32 to store
  97931. */
  97932. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97933. /**
  97934. * Set the value of an uniform to an array of int32 (stored as vec2)
  97935. * @param uniform defines the webGL uniform location where to store the value
  97936. * @param array defines the array of int32 to store
  97937. */
  97938. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97939. /**
  97940. * Set the value of an uniform to an array of int32 (stored as vec3)
  97941. * @param uniform defines the webGL uniform location where to store the value
  97942. * @param array defines the array of int32 to store
  97943. */
  97944. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97945. /**
  97946. * Set the value of an uniform to an array of int32 (stored as vec4)
  97947. * @param uniform defines the webGL uniform location where to store the value
  97948. * @param array defines the array of int32 to store
  97949. */
  97950. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97951. /**
  97952. * Set the value of an uniform to an array of number
  97953. * @param uniform defines the webGL uniform location where to store the value
  97954. * @param array defines the array of number to store
  97955. */
  97956. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97957. /**
  97958. * Set the value of an uniform to an array of number (stored as vec2)
  97959. * @param uniform defines the webGL uniform location where to store the value
  97960. * @param array defines the array of number to store
  97961. */
  97962. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97963. /**
  97964. * Set the value of an uniform to an array of number (stored as vec3)
  97965. * @param uniform defines the webGL uniform location where to store the value
  97966. * @param array defines the array of number to store
  97967. */
  97968. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97969. /**
  97970. * Set the value of an uniform to an array of number (stored as vec4)
  97971. * @param uniform defines the webGL uniform location where to store the value
  97972. * @param array defines the array of number to store
  97973. */
  97974. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97975. /**
  97976. * Set the value of an uniform to an array of float32 (stored as matrices)
  97977. * @param uniform defines the webGL uniform location where to store the value
  97978. * @param matrices defines the array of float32 to store
  97979. */
  97980. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  97981. /**
  97982. * Set the value of an uniform to a matrix (3x3)
  97983. * @param uniform defines the webGL uniform location where to store the value
  97984. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  97985. */
  97986. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  97987. /**
  97988. * Set the value of an uniform to a matrix (2x2)
  97989. * @param uniform defines the webGL uniform location where to store the value
  97990. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  97991. */
  97992. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  97993. /**
  97994. * Set the value of an uniform to a number (float)
  97995. * @param uniform defines the webGL uniform location where to store the value
  97996. * @param value defines the float number to store
  97997. */
  97998. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  97999. /**
  98000. * Set the value of an uniform to a vec2
  98001. * @param uniform defines the webGL uniform location where to store the value
  98002. * @param x defines the 1st component of the value
  98003. * @param y defines the 2nd component of the value
  98004. */
  98005. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  98006. /**
  98007. * Set the value of an uniform to a vec3
  98008. * @param uniform defines the webGL uniform location where to store the value
  98009. * @param x defines the 1st component of the value
  98010. * @param y defines the 2nd component of the value
  98011. * @param z defines the 3rd component of the value
  98012. */
  98013. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  98014. /**
  98015. * Set the value of an uniform to a vec4
  98016. * @param uniform defines the webGL uniform location where to store the value
  98017. * @param x defines the 1st component of the value
  98018. * @param y defines the 2nd component of the value
  98019. * @param z defines the 3rd component of the value
  98020. * @param w defines the 4th component of the value
  98021. */
  98022. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  98023. /**
  98024. * Gets the depth culling state manager
  98025. */
  98026. readonly depthCullingState: DepthCullingState;
  98027. /**
  98028. * Gets the alpha state manager
  98029. */
  98030. readonly alphaState: AlphaState;
  98031. /**
  98032. * Gets the stencil state manager
  98033. */
  98034. readonly stencilState: StencilState;
  98035. /**
  98036. * Clears the list of texture accessible through engine.
  98037. * This can help preventing texture load conflict due to name collision.
  98038. */
  98039. clearInternalTexturesCache(): void;
  98040. /**
  98041. * Force the entire cache to be cleared
  98042. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  98043. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  98044. */
  98045. wipeCaches(bruteForce?: boolean): void;
  98046. /** @hidden */
  98047. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  98048. min: number;
  98049. mag: number;
  98050. };
  98051. /** @hidden */
  98052. _createTexture(): WebGLTexture;
  98053. /**
  98054. * Usually called from Texture.ts.
  98055. * Passed information to create a WebGLTexture
  98056. * @param urlArg defines a value which contains one of the following:
  98057. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  98058. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  98059. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  98060. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  98061. * @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)
  98062. * @param scene needed for loading to the correct scene
  98063. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  98064. * @param onLoad optional callback to be called upon successful completion
  98065. * @param onError optional callback to be called upon failure
  98066. * @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
  98067. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  98068. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  98069. * @param forcedExtension defines the extension to use to pick the right loader
  98070. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  98071. * @param mimeType defines an optional mime type
  98072. * @returns a InternalTexture for assignment back into BABYLON.Texture
  98073. */
  98074. 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;
  98075. /**
  98076. * @hidden
  98077. */
  98078. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  98079. /**
  98080. * Creates a raw texture
  98081. * @param data defines the data to store in the texture
  98082. * @param width defines the width of the texture
  98083. * @param height defines the height of the texture
  98084. * @param format defines the format of the data
  98085. * @param generateMipMaps defines if the engine should generate the mip levels
  98086. * @param invertY defines if data must be stored with Y axis inverted
  98087. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  98088. * @param compression defines the compression used (null by default)
  98089. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  98090. * @returns the raw texture inside an InternalTexture
  98091. */
  98092. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  98093. /**
  98094. * Creates a new raw cube texture
  98095. * @param data defines the array of data to use to create each face
  98096. * @param size defines the size of the textures
  98097. * @param format defines the format of the data
  98098. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  98099. * @param generateMipMaps defines if the engine should generate the mip levels
  98100. * @param invertY defines if data must be stored with Y axis inverted
  98101. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98102. * @param compression defines the compression used (null by default)
  98103. * @returns the cube texture as an InternalTexture
  98104. */
  98105. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  98106. /**
  98107. * Creates a new raw 3D texture
  98108. * @param data defines the data used to create the texture
  98109. * @param width defines the width of the texture
  98110. * @param height defines the height of the texture
  98111. * @param depth defines the depth of the texture
  98112. * @param format defines the format of the texture
  98113. * @param generateMipMaps defines if the engine must generate mip levels
  98114. * @param invertY defines if data must be stored with Y axis inverted
  98115. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98116. * @param compression defines the compressed used (can be null)
  98117. * @param textureType defines the compressed used (can be null)
  98118. * @returns a new raw 3D texture (stored in an InternalTexture)
  98119. */
  98120. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  98121. /**
  98122. * Creates a new raw 2D array texture
  98123. * @param data defines the data used to create the texture
  98124. * @param width defines the width of the texture
  98125. * @param height defines the height of the texture
  98126. * @param depth defines the number of layers of the texture
  98127. * @param format defines the format of the texture
  98128. * @param generateMipMaps defines if the engine must generate mip levels
  98129. * @param invertY defines if data must be stored with Y axis inverted
  98130. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98131. * @param compression defines the compressed used (can be null)
  98132. * @param textureType defines the compressed used (can be null)
  98133. * @returns a new raw 2D array texture (stored in an InternalTexture)
  98134. */
  98135. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  98136. private _unpackFlipYCached;
  98137. /**
  98138. * In case you are sharing the context with other applications, it might
  98139. * be interested to not cache the unpack flip y state to ensure a consistent
  98140. * value would be set.
  98141. */
  98142. enableUnpackFlipYCached: boolean;
  98143. /** @hidden */
  98144. _unpackFlipY(value: boolean): void;
  98145. /** @hidden */
  98146. _getUnpackAlignement(): number;
  98147. /**
  98148. * Update the sampling mode of a given texture
  98149. * @param samplingMode defines the required sampling mode
  98150. * @param texture defines the texture to update
  98151. */
  98152. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  98153. /** @hidden */
  98154. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  98155. width: number;
  98156. height: number;
  98157. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  98158. /** @hidden */
  98159. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  98160. /** @hidden */
  98161. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  98162. /** @hidden */
  98163. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  98164. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  98165. private _prepareWebGLTexture;
  98166. /** @hidden */
  98167. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  98168. /** @hidden */
  98169. _releaseFramebufferObjects(texture: InternalTexture): void;
  98170. /** @hidden */
  98171. _releaseTexture(texture: InternalTexture): void;
  98172. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  98173. protected _setProgram(program: WebGLProgram): void;
  98174. protected _boundUniforms: {
  98175. [key: number]: WebGLUniformLocation;
  98176. };
  98177. /**
  98178. * Binds an effect to the webGL context
  98179. * @param effect defines the effect to bind
  98180. */
  98181. bindSamplers(effect: Effect): void;
  98182. private _activateCurrentTexture;
  98183. /** @hidden */
  98184. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  98185. /** @hidden */
  98186. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  98187. /**
  98188. * Unbind all textures from the webGL context
  98189. */
  98190. unbindAllTextures(): void;
  98191. /**
  98192. * Sets a texture to the according uniform.
  98193. * @param channel The texture channel
  98194. * @param uniform The uniform to set
  98195. * @param texture The texture to apply
  98196. */
  98197. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  98198. private _bindSamplerUniformToChannel;
  98199. private _getTextureWrapMode;
  98200. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  98201. /**
  98202. * Sets an array of texture to the webGL context
  98203. * @param channel defines the channel where the texture array must be set
  98204. * @param uniform defines the associated uniform location
  98205. * @param textures defines the array of textures to bind
  98206. */
  98207. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  98208. /** @hidden */
  98209. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  98210. private _setTextureParameterFloat;
  98211. private _setTextureParameterInteger;
  98212. /**
  98213. * Unbind all vertex attributes from the webGL context
  98214. */
  98215. unbindAllAttributes(): void;
  98216. /**
  98217. * 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
  98218. */
  98219. releaseEffects(): void;
  98220. /**
  98221. * Dispose and release all associated resources
  98222. */
  98223. dispose(): void;
  98224. /**
  98225. * Attach a new callback raised when context lost event is fired
  98226. * @param callback defines the callback to call
  98227. */
  98228. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  98229. /**
  98230. * Attach a new callback raised when context restored event is fired
  98231. * @param callback defines the callback to call
  98232. */
  98233. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  98234. /**
  98235. * Get the current error code of the webGL context
  98236. * @returns the error code
  98237. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  98238. */
  98239. getError(): number;
  98240. private _canRenderToFloatFramebuffer;
  98241. private _canRenderToHalfFloatFramebuffer;
  98242. private _canRenderToFramebuffer;
  98243. /** @hidden */
  98244. _getWebGLTextureType(type: number): number;
  98245. /** @hidden */
  98246. _getInternalFormat(format: number): number;
  98247. /** @hidden */
  98248. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  98249. /** @hidden */
  98250. _getRGBAMultiSampleBufferFormat(type: number): number;
  98251. /** @hidden */
  98252. _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;
  98253. /**
  98254. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  98255. * @returns true if the engine can be created
  98256. * @ignorenaming
  98257. */
  98258. static isSupported(): boolean;
  98259. /**
  98260. * Find the next highest power of two.
  98261. * @param x Number to start search from.
  98262. * @return Next highest power of two.
  98263. */
  98264. static CeilingPOT(x: number): number;
  98265. /**
  98266. * Find the next lowest power of two.
  98267. * @param x Number to start search from.
  98268. * @return Next lowest power of two.
  98269. */
  98270. static FloorPOT(x: number): number;
  98271. /**
  98272. * Find the nearest power of two.
  98273. * @param x Number to start search from.
  98274. * @return Next nearest power of two.
  98275. */
  98276. static NearestPOT(x: number): number;
  98277. /**
  98278. * Get the closest exponent of two
  98279. * @param value defines the value to approximate
  98280. * @param max defines the maximum value to return
  98281. * @param mode defines how to define the closest value
  98282. * @returns closest exponent of two of the given value
  98283. */
  98284. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  98285. /**
  98286. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  98287. * @param func - the function to be called
  98288. * @param requester - the object that will request the next frame. Falls back to window.
  98289. * @returns frame number
  98290. */
  98291. static QueueNewFrame(func: () => void, requester?: any): number;
  98292. }
  98293. }
  98294. declare module BABYLON {
  98295. /**
  98296. * Class representing spherical harmonics coefficients to the 3rd degree
  98297. */
  98298. export class SphericalHarmonics {
  98299. /**
  98300. * Defines whether or not the harmonics have been prescaled for rendering.
  98301. */
  98302. preScaled: boolean;
  98303. /**
  98304. * The l0,0 coefficients of the spherical harmonics
  98305. */
  98306. l00: Vector3;
  98307. /**
  98308. * The l1,-1 coefficients of the spherical harmonics
  98309. */
  98310. l1_1: Vector3;
  98311. /**
  98312. * The l1,0 coefficients of the spherical harmonics
  98313. */
  98314. l10: Vector3;
  98315. /**
  98316. * The l1,1 coefficients of the spherical harmonics
  98317. */
  98318. l11: Vector3;
  98319. /**
  98320. * The l2,-2 coefficients of the spherical harmonics
  98321. */
  98322. l2_2: Vector3;
  98323. /**
  98324. * The l2,-1 coefficients of the spherical harmonics
  98325. */
  98326. l2_1: Vector3;
  98327. /**
  98328. * The l2,0 coefficients of the spherical harmonics
  98329. */
  98330. l20: Vector3;
  98331. /**
  98332. * The l2,1 coefficients of the spherical harmonics
  98333. */
  98334. l21: Vector3;
  98335. /**
  98336. * The l2,2 coefficients of the spherical harmonics
  98337. */
  98338. l22: Vector3;
  98339. /**
  98340. * Adds a light to the spherical harmonics
  98341. * @param direction the direction of the light
  98342. * @param color the color of the light
  98343. * @param deltaSolidAngle the delta solid angle of the light
  98344. */
  98345. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  98346. /**
  98347. * Scales the spherical harmonics by the given amount
  98348. * @param scale the amount to scale
  98349. */
  98350. scaleInPlace(scale: number): void;
  98351. /**
  98352. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  98353. *
  98354. * ```
  98355. * E_lm = A_l * L_lm
  98356. * ```
  98357. *
  98358. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  98359. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  98360. * the scaling factors are given in equation 9.
  98361. */
  98362. convertIncidentRadianceToIrradiance(): void;
  98363. /**
  98364. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  98365. *
  98366. * ```
  98367. * L = (1/pi) * E * rho
  98368. * ```
  98369. *
  98370. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  98371. */
  98372. convertIrradianceToLambertianRadiance(): void;
  98373. /**
  98374. * Integrates the reconstruction coefficients directly in to the SH preventing further
  98375. * required operations at run time.
  98376. *
  98377. * This is simply done by scaling back the SH with Ylm constants parameter.
  98378. * The trigonometric part being applied by the shader at run time.
  98379. */
  98380. preScaleForRendering(): void;
  98381. /**
  98382. * Constructs a spherical harmonics from an array.
  98383. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  98384. * @returns the spherical harmonics
  98385. */
  98386. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  98387. /**
  98388. * Gets the spherical harmonics from polynomial
  98389. * @param polynomial the spherical polynomial
  98390. * @returns the spherical harmonics
  98391. */
  98392. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  98393. }
  98394. /**
  98395. * Class representing spherical polynomial coefficients to the 3rd degree
  98396. */
  98397. export class SphericalPolynomial {
  98398. private _harmonics;
  98399. /**
  98400. * The spherical harmonics used to create the polynomials.
  98401. */
  98402. readonly preScaledHarmonics: SphericalHarmonics;
  98403. /**
  98404. * The x coefficients of the spherical polynomial
  98405. */
  98406. x: Vector3;
  98407. /**
  98408. * The y coefficients of the spherical polynomial
  98409. */
  98410. y: Vector3;
  98411. /**
  98412. * The z coefficients of the spherical polynomial
  98413. */
  98414. z: Vector3;
  98415. /**
  98416. * The xx coefficients of the spherical polynomial
  98417. */
  98418. xx: Vector3;
  98419. /**
  98420. * The yy coefficients of the spherical polynomial
  98421. */
  98422. yy: Vector3;
  98423. /**
  98424. * The zz coefficients of the spherical polynomial
  98425. */
  98426. zz: Vector3;
  98427. /**
  98428. * The xy coefficients of the spherical polynomial
  98429. */
  98430. xy: Vector3;
  98431. /**
  98432. * The yz coefficients of the spherical polynomial
  98433. */
  98434. yz: Vector3;
  98435. /**
  98436. * The zx coefficients of the spherical polynomial
  98437. */
  98438. zx: Vector3;
  98439. /**
  98440. * Adds an ambient color to the spherical polynomial
  98441. * @param color the color to add
  98442. */
  98443. addAmbient(color: Color3): void;
  98444. /**
  98445. * Scales the spherical polynomial by the given amount
  98446. * @param scale the amount to scale
  98447. */
  98448. scaleInPlace(scale: number): void;
  98449. /**
  98450. * Gets the spherical polynomial from harmonics
  98451. * @param harmonics the spherical harmonics
  98452. * @returns the spherical polynomial
  98453. */
  98454. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  98455. /**
  98456. * Constructs a spherical polynomial from an array.
  98457. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  98458. * @returns the spherical polynomial
  98459. */
  98460. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  98461. }
  98462. }
  98463. declare module BABYLON {
  98464. /**
  98465. * Defines the source of the internal texture
  98466. */
  98467. export enum InternalTextureSource {
  98468. /**
  98469. * The source of the texture data is unknown
  98470. */
  98471. Unknown = 0,
  98472. /**
  98473. * Texture data comes from an URL
  98474. */
  98475. Url = 1,
  98476. /**
  98477. * Texture data is only used for temporary storage
  98478. */
  98479. Temp = 2,
  98480. /**
  98481. * Texture data comes from raw data (ArrayBuffer)
  98482. */
  98483. Raw = 3,
  98484. /**
  98485. * Texture content is dynamic (video or dynamic texture)
  98486. */
  98487. Dynamic = 4,
  98488. /**
  98489. * Texture content is generated by rendering to it
  98490. */
  98491. RenderTarget = 5,
  98492. /**
  98493. * Texture content is part of a multi render target process
  98494. */
  98495. MultiRenderTarget = 6,
  98496. /**
  98497. * Texture data comes from a cube data file
  98498. */
  98499. Cube = 7,
  98500. /**
  98501. * Texture data comes from a raw cube data
  98502. */
  98503. CubeRaw = 8,
  98504. /**
  98505. * Texture data come from a prefiltered cube data file
  98506. */
  98507. CubePrefiltered = 9,
  98508. /**
  98509. * Texture content is raw 3D data
  98510. */
  98511. Raw3D = 10,
  98512. /**
  98513. * Texture content is raw 2D array data
  98514. */
  98515. Raw2DArray = 11,
  98516. /**
  98517. * Texture content is a depth texture
  98518. */
  98519. Depth = 12,
  98520. /**
  98521. * Texture data comes from a raw cube data encoded with RGBD
  98522. */
  98523. CubeRawRGBD = 13
  98524. }
  98525. /**
  98526. * Class used to store data associated with WebGL texture data for the engine
  98527. * This class should not be used directly
  98528. */
  98529. export class InternalTexture {
  98530. /** @hidden */
  98531. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  98532. /**
  98533. * Defines if the texture is ready
  98534. */
  98535. isReady: boolean;
  98536. /**
  98537. * Defines if the texture is a cube texture
  98538. */
  98539. isCube: boolean;
  98540. /**
  98541. * Defines if the texture contains 3D data
  98542. */
  98543. is3D: boolean;
  98544. /**
  98545. * Defines if the texture contains 2D array data
  98546. */
  98547. is2DArray: boolean;
  98548. /**
  98549. * Defines if the texture contains multiview data
  98550. */
  98551. isMultiview: boolean;
  98552. /**
  98553. * Gets the URL used to load this texture
  98554. */
  98555. url: string;
  98556. /**
  98557. * Gets the sampling mode of the texture
  98558. */
  98559. samplingMode: number;
  98560. /**
  98561. * Gets a boolean indicating if the texture needs mipmaps generation
  98562. */
  98563. generateMipMaps: boolean;
  98564. /**
  98565. * Gets the number of samples used by the texture (WebGL2+ only)
  98566. */
  98567. samples: number;
  98568. /**
  98569. * Gets the type of the texture (int, float...)
  98570. */
  98571. type: number;
  98572. /**
  98573. * Gets the format of the texture (RGB, RGBA...)
  98574. */
  98575. format: number;
  98576. /**
  98577. * Observable called when the texture is loaded
  98578. */
  98579. onLoadedObservable: Observable<InternalTexture>;
  98580. /**
  98581. * Gets the width of the texture
  98582. */
  98583. width: number;
  98584. /**
  98585. * Gets the height of the texture
  98586. */
  98587. height: number;
  98588. /**
  98589. * Gets the depth of the texture
  98590. */
  98591. depth: number;
  98592. /**
  98593. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  98594. */
  98595. baseWidth: number;
  98596. /**
  98597. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  98598. */
  98599. baseHeight: number;
  98600. /**
  98601. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  98602. */
  98603. baseDepth: number;
  98604. /**
  98605. * Gets a boolean indicating if the texture is inverted on Y axis
  98606. */
  98607. invertY: boolean;
  98608. /** @hidden */
  98609. _invertVScale: boolean;
  98610. /** @hidden */
  98611. _associatedChannel: number;
  98612. /** @hidden */
  98613. _source: InternalTextureSource;
  98614. /** @hidden */
  98615. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  98616. /** @hidden */
  98617. _bufferView: Nullable<ArrayBufferView>;
  98618. /** @hidden */
  98619. _bufferViewArray: Nullable<ArrayBufferView[]>;
  98620. /** @hidden */
  98621. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  98622. /** @hidden */
  98623. _size: number;
  98624. /** @hidden */
  98625. _extension: string;
  98626. /** @hidden */
  98627. _files: Nullable<string[]>;
  98628. /** @hidden */
  98629. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  98630. /** @hidden */
  98631. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  98632. /** @hidden */
  98633. _framebuffer: Nullable<WebGLFramebuffer>;
  98634. /** @hidden */
  98635. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  98636. /** @hidden */
  98637. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  98638. /** @hidden */
  98639. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  98640. /** @hidden */
  98641. _attachments: Nullable<number[]>;
  98642. /** @hidden */
  98643. _cachedCoordinatesMode: Nullable<number>;
  98644. /** @hidden */
  98645. _cachedWrapU: Nullable<number>;
  98646. /** @hidden */
  98647. _cachedWrapV: Nullable<number>;
  98648. /** @hidden */
  98649. _cachedWrapR: Nullable<number>;
  98650. /** @hidden */
  98651. _cachedAnisotropicFilteringLevel: Nullable<number>;
  98652. /** @hidden */
  98653. _isDisabled: boolean;
  98654. /** @hidden */
  98655. _compression: Nullable<string>;
  98656. /** @hidden */
  98657. _generateStencilBuffer: boolean;
  98658. /** @hidden */
  98659. _generateDepthBuffer: boolean;
  98660. /** @hidden */
  98661. _comparisonFunction: number;
  98662. /** @hidden */
  98663. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  98664. /** @hidden */
  98665. _lodGenerationScale: number;
  98666. /** @hidden */
  98667. _lodGenerationOffset: number;
  98668. /** @hidden */
  98669. _colorTextureArray: Nullable<WebGLTexture>;
  98670. /** @hidden */
  98671. _depthStencilTextureArray: Nullable<WebGLTexture>;
  98672. /** @hidden */
  98673. _lodTextureHigh: Nullable<BaseTexture>;
  98674. /** @hidden */
  98675. _lodTextureMid: Nullable<BaseTexture>;
  98676. /** @hidden */
  98677. _lodTextureLow: Nullable<BaseTexture>;
  98678. /** @hidden */
  98679. _isRGBD: boolean;
  98680. /** @hidden */
  98681. _linearSpecularLOD: boolean;
  98682. /** @hidden */
  98683. _irradianceTexture: Nullable<BaseTexture>;
  98684. /** @hidden */
  98685. _webGLTexture: Nullable<WebGLTexture>;
  98686. /** @hidden */
  98687. _references: number;
  98688. private _engine;
  98689. /**
  98690. * Gets the Engine the texture belongs to.
  98691. * @returns The babylon engine
  98692. */
  98693. getEngine(): ThinEngine;
  98694. /**
  98695. * Gets the data source type of the texture
  98696. */
  98697. readonly source: InternalTextureSource;
  98698. /**
  98699. * Creates a new InternalTexture
  98700. * @param engine defines the engine to use
  98701. * @param source defines the type of data that will be used
  98702. * @param delayAllocation if the texture allocation should be delayed (default: false)
  98703. */
  98704. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  98705. /**
  98706. * Increments the number of references (ie. the number of Texture that point to it)
  98707. */
  98708. incrementReferences(): void;
  98709. /**
  98710. * Change the size of the texture (not the size of the content)
  98711. * @param width defines the new width
  98712. * @param height defines the new height
  98713. * @param depth defines the new depth (1 by default)
  98714. */
  98715. updateSize(width: int, height: int, depth?: int): void;
  98716. /** @hidden */
  98717. _rebuild(): void;
  98718. /** @hidden */
  98719. _swapAndDie(target: InternalTexture): void;
  98720. /**
  98721. * Dispose the current allocated resources
  98722. */
  98723. dispose(): void;
  98724. }
  98725. }
  98726. declare module BABYLON {
  98727. /**
  98728. * Class used to work with sound analyzer using fast fourier transform (FFT)
  98729. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98730. */
  98731. export class Analyser {
  98732. /**
  98733. * Gets or sets the smoothing
  98734. * @ignorenaming
  98735. */
  98736. SMOOTHING: number;
  98737. /**
  98738. * Gets or sets the FFT table size
  98739. * @ignorenaming
  98740. */
  98741. FFT_SIZE: number;
  98742. /**
  98743. * Gets or sets the bar graph amplitude
  98744. * @ignorenaming
  98745. */
  98746. BARGRAPHAMPLITUDE: number;
  98747. /**
  98748. * Gets or sets the position of the debug canvas
  98749. * @ignorenaming
  98750. */
  98751. DEBUGCANVASPOS: {
  98752. x: number;
  98753. y: number;
  98754. };
  98755. /**
  98756. * Gets or sets the debug canvas size
  98757. * @ignorenaming
  98758. */
  98759. DEBUGCANVASSIZE: {
  98760. width: number;
  98761. height: number;
  98762. };
  98763. private _byteFreqs;
  98764. private _byteTime;
  98765. private _floatFreqs;
  98766. private _webAudioAnalyser;
  98767. private _debugCanvas;
  98768. private _debugCanvasContext;
  98769. private _scene;
  98770. private _registerFunc;
  98771. private _audioEngine;
  98772. /**
  98773. * Creates a new analyser
  98774. * @param scene defines hosting scene
  98775. */
  98776. constructor(scene: Scene);
  98777. /**
  98778. * Get the number of data values you will have to play with for the visualization
  98779. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  98780. * @returns a number
  98781. */
  98782. getFrequencyBinCount(): number;
  98783. /**
  98784. * Gets the current frequency data as a byte array
  98785. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  98786. * @returns a Uint8Array
  98787. */
  98788. getByteFrequencyData(): Uint8Array;
  98789. /**
  98790. * Gets the current waveform as a byte array
  98791. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  98792. * @returns a Uint8Array
  98793. */
  98794. getByteTimeDomainData(): Uint8Array;
  98795. /**
  98796. * Gets the current frequency data as a float array
  98797. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  98798. * @returns a Float32Array
  98799. */
  98800. getFloatFrequencyData(): Float32Array;
  98801. /**
  98802. * Renders the debug canvas
  98803. */
  98804. drawDebugCanvas(): void;
  98805. /**
  98806. * Stops rendering the debug canvas and removes it
  98807. */
  98808. stopDebugCanvas(): void;
  98809. /**
  98810. * Connects two audio nodes
  98811. * @param inputAudioNode defines first node to connect
  98812. * @param outputAudioNode defines second node to connect
  98813. */
  98814. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  98815. /**
  98816. * Releases all associated resources
  98817. */
  98818. dispose(): void;
  98819. }
  98820. }
  98821. declare module BABYLON {
  98822. /**
  98823. * This represents an audio engine and it is responsible
  98824. * to play, synchronize and analyse sounds throughout the application.
  98825. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98826. */
  98827. export interface IAudioEngine extends IDisposable {
  98828. /**
  98829. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  98830. */
  98831. readonly canUseWebAudio: boolean;
  98832. /**
  98833. * Gets the current AudioContext if available.
  98834. */
  98835. readonly audioContext: Nullable<AudioContext>;
  98836. /**
  98837. * The master gain node defines the global audio volume of your audio engine.
  98838. */
  98839. readonly masterGain: GainNode;
  98840. /**
  98841. * Gets whether or not mp3 are supported by your browser.
  98842. */
  98843. readonly isMP3supported: boolean;
  98844. /**
  98845. * Gets whether or not ogg are supported by your browser.
  98846. */
  98847. readonly isOGGsupported: boolean;
  98848. /**
  98849. * Defines if Babylon should emit a warning if WebAudio is not supported.
  98850. * @ignoreNaming
  98851. */
  98852. WarnedWebAudioUnsupported: boolean;
  98853. /**
  98854. * Defines if the audio engine relies on a custom unlocked button.
  98855. * In this case, the embedded button will not be displayed.
  98856. */
  98857. useCustomUnlockedButton: boolean;
  98858. /**
  98859. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  98860. */
  98861. readonly unlocked: boolean;
  98862. /**
  98863. * Event raised when audio has been unlocked on the browser.
  98864. */
  98865. onAudioUnlockedObservable: Observable<AudioEngine>;
  98866. /**
  98867. * Event raised when audio has been locked on the browser.
  98868. */
  98869. onAudioLockedObservable: Observable<AudioEngine>;
  98870. /**
  98871. * Flags the audio engine in Locked state.
  98872. * This happens due to new browser policies preventing audio to autoplay.
  98873. */
  98874. lock(): void;
  98875. /**
  98876. * Unlocks the audio engine once a user action has been done on the dom.
  98877. * This is helpful to resume play once browser policies have been satisfied.
  98878. */
  98879. unlock(): void;
  98880. }
  98881. /**
  98882. * This represents the default audio engine used in babylon.
  98883. * It is responsible to play, synchronize and analyse sounds throughout the application.
  98884. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98885. */
  98886. export class AudioEngine implements IAudioEngine {
  98887. private _audioContext;
  98888. private _audioContextInitialized;
  98889. private _muteButton;
  98890. private _hostElement;
  98891. /**
  98892. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  98893. */
  98894. canUseWebAudio: boolean;
  98895. /**
  98896. * The master gain node defines the global audio volume of your audio engine.
  98897. */
  98898. masterGain: GainNode;
  98899. /**
  98900. * Defines if Babylon should emit a warning if WebAudio is not supported.
  98901. * @ignoreNaming
  98902. */
  98903. WarnedWebAudioUnsupported: boolean;
  98904. /**
  98905. * Gets whether or not mp3 are supported by your browser.
  98906. */
  98907. isMP3supported: boolean;
  98908. /**
  98909. * Gets whether or not ogg are supported by your browser.
  98910. */
  98911. isOGGsupported: boolean;
  98912. /**
  98913. * Gets whether audio has been unlocked on the device.
  98914. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  98915. * a user interaction has happened.
  98916. */
  98917. unlocked: boolean;
  98918. /**
  98919. * Defines if the audio engine relies on a custom unlocked button.
  98920. * In this case, the embedded button will not be displayed.
  98921. */
  98922. useCustomUnlockedButton: boolean;
  98923. /**
  98924. * Event raised when audio has been unlocked on the browser.
  98925. */
  98926. onAudioUnlockedObservable: Observable<AudioEngine>;
  98927. /**
  98928. * Event raised when audio has been locked on the browser.
  98929. */
  98930. onAudioLockedObservable: Observable<AudioEngine>;
  98931. /**
  98932. * Gets the current AudioContext if available.
  98933. */
  98934. readonly audioContext: Nullable<AudioContext>;
  98935. private _connectedAnalyser;
  98936. /**
  98937. * Instantiates a new audio engine.
  98938. *
  98939. * There should be only one per page as some browsers restrict the number
  98940. * of audio contexts you can create.
  98941. * @param hostElement defines the host element where to display the mute icon if necessary
  98942. */
  98943. constructor(hostElement?: Nullable<HTMLElement>);
  98944. /**
  98945. * Flags the audio engine in Locked state.
  98946. * This happens due to new browser policies preventing audio to autoplay.
  98947. */
  98948. lock(): void;
  98949. /**
  98950. * Unlocks the audio engine once a user action has been done on the dom.
  98951. * This is helpful to resume play once browser policies have been satisfied.
  98952. */
  98953. unlock(): void;
  98954. private _resumeAudioContext;
  98955. private _initializeAudioContext;
  98956. private _tryToRun;
  98957. private _triggerRunningState;
  98958. private _triggerSuspendedState;
  98959. private _displayMuteButton;
  98960. private _moveButtonToTopLeft;
  98961. private _onResize;
  98962. private _hideMuteButton;
  98963. /**
  98964. * Destroy and release the resources associated with the audio ccontext.
  98965. */
  98966. dispose(): void;
  98967. /**
  98968. * Gets the global volume sets on the master gain.
  98969. * @returns the global volume if set or -1 otherwise
  98970. */
  98971. getGlobalVolume(): number;
  98972. /**
  98973. * Sets the global volume of your experience (sets on the master gain).
  98974. * @param newVolume Defines the new global volume of the application
  98975. */
  98976. setGlobalVolume(newVolume: number): void;
  98977. /**
  98978. * Connect the audio engine to an audio analyser allowing some amazing
  98979. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  98980. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  98981. * @param analyser The analyser to connect to the engine
  98982. */
  98983. connectToAnalyser(analyser: Analyser): void;
  98984. }
  98985. }
  98986. declare module BABYLON {
  98987. /**
  98988. * Interface used to present a loading screen while loading a scene
  98989. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  98990. */
  98991. export interface ILoadingScreen {
  98992. /**
  98993. * Function called to display the loading screen
  98994. */
  98995. displayLoadingUI: () => void;
  98996. /**
  98997. * Function called to hide the loading screen
  98998. */
  98999. hideLoadingUI: () => void;
  99000. /**
  99001. * Gets or sets the color to use for the background
  99002. */
  99003. loadingUIBackgroundColor: string;
  99004. /**
  99005. * Gets or sets the text to display while loading
  99006. */
  99007. loadingUIText: string;
  99008. }
  99009. /**
  99010. * Class used for the default loading screen
  99011. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99012. */
  99013. export class DefaultLoadingScreen implements ILoadingScreen {
  99014. private _renderingCanvas;
  99015. private _loadingText;
  99016. private _loadingDivBackgroundColor;
  99017. private _loadingDiv;
  99018. private _loadingTextDiv;
  99019. /** Gets or sets the logo url to use for the default loading screen */
  99020. static DefaultLogoUrl: string;
  99021. /** Gets or sets the spinner url to use for the default loading screen */
  99022. static DefaultSpinnerUrl: string;
  99023. /**
  99024. * Creates a new default loading screen
  99025. * @param _renderingCanvas defines the canvas used to render the scene
  99026. * @param _loadingText defines the default text to display
  99027. * @param _loadingDivBackgroundColor defines the default background color
  99028. */
  99029. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  99030. /**
  99031. * Function called to display the loading screen
  99032. */
  99033. displayLoadingUI(): void;
  99034. /**
  99035. * Function called to hide the loading screen
  99036. */
  99037. hideLoadingUI(): void;
  99038. /**
  99039. * Gets or sets the text to display while loading
  99040. */
  99041. loadingUIText: string;
  99042. /**
  99043. * Gets or sets the color to use for the background
  99044. */
  99045. loadingUIBackgroundColor: string;
  99046. private _resizeLoadingUI;
  99047. }
  99048. }
  99049. declare module BABYLON {
  99050. /**
  99051. * Interface for any object that can request an animation frame
  99052. */
  99053. export interface ICustomAnimationFrameRequester {
  99054. /**
  99055. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  99056. */
  99057. renderFunction?: Function;
  99058. /**
  99059. * Called to request the next frame to render to
  99060. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  99061. */
  99062. requestAnimationFrame: Function;
  99063. /**
  99064. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  99065. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  99066. */
  99067. requestID?: number;
  99068. }
  99069. }
  99070. declare module BABYLON {
  99071. /**
  99072. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  99073. */
  99074. export class PerformanceMonitor {
  99075. private _enabled;
  99076. private _rollingFrameTime;
  99077. private _lastFrameTimeMs;
  99078. /**
  99079. * constructor
  99080. * @param frameSampleSize The number of samples required to saturate the sliding window
  99081. */
  99082. constructor(frameSampleSize?: number);
  99083. /**
  99084. * Samples current frame
  99085. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  99086. */
  99087. sampleFrame(timeMs?: number): void;
  99088. /**
  99089. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  99090. */
  99091. readonly averageFrameTime: number;
  99092. /**
  99093. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  99094. */
  99095. readonly averageFrameTimeVariance: number;
  99096. /**
  99097. * Returns the frame time of the most recent frame
  99098. */
  99099. readonly instantaneousFrameTime: number;
  99100. /**
  99101. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  99102. */
  99103. readonly averageFPS: number;
  99104. /**
  99105. * Returns the average framerate in frames per second using the most recent frame time
  99106. */
  99107. readonly instantaneousFPS: number;
  99108. /**
  99109. * Returns true if enough samples have been taken to completely fill the sliding window
  99110. */
  99111. readonly isSaturated: boolean;
  99112. /**
  99113. * Enables contributions to the sliding window sample set
  99114. */
  99115. enable(): void;
  99116. /**
  99117. * Disables contributions to the sliding window sample set
  99118. * Samples will not be interpolated over the disabled period
  99119. */
  99120. disable(): void;
  99121. /**
  99122. * Returns true if sampling is enabled
  99123. */
  99124. readonly isEnabled: boolean;
  99125. /**
  99126. * Resets performance monitor
  99127. */
  99128. reset(): void;
  99129. }
  99130. /**
  99131. * RollingAverage
  99132. *
  99133. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  99134. */
  99135. export class RollingAverage {
  99136. /**
  99137. * Current average
  99138. */
  99139. average: number;
  99140. /**
  99141. * Current variance
  99142. */
  99143. variance: number;
  99144. protected _samples: Array<number>;
  99145. protected _sampleCount: number;
  99146. protected _pos: number;
  99147. protected _m2: number;
  99148. /**
  99149. * constructor
  99150. * @param length The number of samples required to saturate the sliding window
  99151. */
  99152. constructor(length: number);
  99153. /**
  99154. * Adds a sample to the sample set
  99155. * @param v The sample value
  99156. */
  99157. add(v: number): void;
  99158. /**
  99159. * Returns previously added values or null if outside of history or outside the sliding window domain
  99160. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  99161. * @return Value previously recorded with add() or null if outside of range
  99162. */
  99163. history(i: number): number;
  99164. /**
  99165. * Returns true if enough samples have been taken to completely fill the sliding window
  99166. * @return true if sample-set saturated
  99167. */
  99168. isSaturated(): boolean;
  99169. /**
  99170. * Resets the rolling average (equivalent to 0 samples taken so far)
  99171. */
  99172. reset(): void;
  99173. /**
  99174. * Wraps a value around the sample range boundaries
  99175. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  99176. * @return Wrapped position in sample range
  99177. */
  99178. protected _wrapPosition(i: number): number;
  99179. }
  99180. }
  99181. declare module BABYLON {
  99182. /**
  99183. * This class is used to track a performance counter which is number based.
  99184. * The user has access to many properties which give statistics of different nature.
  99185. *
  99186. * The implementer can track two kinds of Performance Counter: time and count.
  99187. * 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.
  99188. * 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.
  99189. */
  99190. export class PerfCounter {
  99191. /**
  99192. * Gets or sets a global boolean to turn on and off all the counters
  99193. */
  99194. static Enabled: boolean;
  99195. /**
  99196. * Returns the smallest value ever
  99197. */
  99198. readonly min: number;
  99199. /**
  99200. * Returns the biggest value ever
  99201. */
  99202. readonly max: number;
  99203. /**
  99204. * Returns the average value since the performance counter is running
  99205. */
  99206. readonly average: number;
  99207. /**
  99208. * Returns the average value of the last second the counter was monitored
  99209. */
  99210. readonly lastSecAverage: number;
  99211. /**
  99212. * Returns the current value
  99213. */
  99214. readonly current: number;
  99215. /**
  99216. * Gets the accumulated total
  99217. */
  99218. readonly total: number;
  99219. /**
  99220. * Gets the total value count
  99221. */
  99222. readonly count: number;
  99223. /**
  99224. * Creates a new counter
  99225. */
  99226. constructor();
  99227. /**
  99228. * Call this method to start monitoring a new frame.
  99229. * 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.
  99230. */
  99231. fetchNewFrame(): void;
  99232. /**
  99233. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  99234. * @param newCount the count value to add to the monitored count
  99235. * @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.
  99236. */
  99237. addCount(newCount: number, fetchResult: boolean): void;
  99238. /**
  99239. * Start monitoring this performance counter
  99240. */
  99241. beginMonitoring(): void;
  99242. /**
  99243. * Compute the time lapsed since the previous beginMonitoring() call.
  99244. * @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
  99245. */
  99246. endMonitoring(newFrame?: boolean): void;
  99247. private _fetchResult;
  99248. private _startMonitoringTime;
  99249. private _min;
  99250. private _max;
  99251. private _average;
  99252. private _current;
  99253. private _totalValueCount;
  99254. private _totalAccumulated;
  99255. private _lastSecAverage;
  99256. private _lastSecAccumulated;
  99257. private _lastSecTime;
  99258. private _lastSecValueCount;
  99259. }
  99260. }
  99261. declare module BABYLON {
  99262. /**
  99263. * Defines the interface used by display changed events
  99264. */
  99265. export interface IDisplayChangedEventArgs {
  99266. /** Gets the vrDisplay object (if any) */
  99267. vrDisplay: Nullable<any>;
  99268. /** Gets a boolean indicating if webVR is supported */
  99269. vrSupported: boolean;
  99270. }
  99271. /**
  99272. * Defines the interface used by objects containing a viewport (like a camera)
  99273. */
  99274. interface IViewportOwnerLike {
  99275. /**
  99276. * Gets or sets the viewport
  99277. */
  99278. viewport: IViewportLike;
  99279. }
  99280. /**
  99281. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  99282. */
  99283. export class Engine extends ThinEngine {
  99284. /** Defines that alpha blending is disabled */
  99285. static readonly ALPHA_DISABLE: number;
  99286. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  99287. static readonly ALPHA_ADD: number;
  99288. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  99289. static readonly ALPHA_COMBINE: number;
  99290. /** Defines that alpha blending to DEST - SRC * DEST */
  99291. static readonly ALPHA_SUBTRACT: number;
  99292. /** Defines that alpha blending to SRC * DEST */
  99293. static readonly ALPHA_MULTIPLY: number;
  99294. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  99295. static readonly ALPHA_MAXIMIZED: number;
  99296. /** Defines that alpha blending to SRC + DEST */
  99297. static readonly ALPHA_ONEONE: number;
  99298. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  99299. static readonly ALPHA_PREMULTIPLIED: number;
  99300. /**
  99301. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  99302. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  99303. */
  99304. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  99305. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  99306. static readonly ALPHA_INTERPOLATE: number;
  99307. /**
  99308. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  99309. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  99310. */
  99311. static readonly ALPHA_SCREENMODE: number;
  99312. /** Defines that the ressource is not delayed*/
  99313. static readonly DELAYLOADSTATE_NONE: number;
  99314. /** Defines that the ressource was successfully delay loaded */
  99315. static readonly DELAYLOADSTATE_LOADED: number;
  99316. /** Defines that the ressource is currently delay loading */
  99317. static readonly DELAYLOADSTATE_LOADING: number;
  99318. /** Defines that the ressource is delayed and has not started loading */
  99319. static readonly DELAYLOADSTATE_NOTLOADED: number;
  99320. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  99321. static readonly NEVER: number;
  99322. /** 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 */
  99323. static readonly ALWAYS: number;
  99324. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  99325. static readonly LESS: number;
  99326. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  99327. static readonly EQUAL: number;
  99328. /** 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 */
  99329. static readonly LEQUAL: number;
  99330. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  99331. static readonly GREATER: number;
  99332. /** 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 */
  99333. static readonly GEQUAL: number;
  99334. /** 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 */
  99335. static readonly NOTEQUAL: number;
  99336. /** Passed to stencilOperation to specify that stencil value must be kept */
  99337. static readonly KEEP: number;
  99338. /** Passed to stencilOperation to specify that stencil value must be replaced */
  99339. static readonly REPLACE: number;
  99340. /** Passed to stencilOperation to specify that stencil value must be incremented */
  99341. static readonly INCR: number;
  99342. /** Passed to stencilOperation to specify that stencil value must be decremented */
  99343. static readonly DECR: number;
  99344. /** Passed to stencilOperation to specify that stencil value must be inverted */
  99345. static readonly INVERT: number;
  99346. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  99347. static readonly INCR_WRAP: number;
  99348. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  99349. static readonly DECR_WRAP: number;
  99350. /** Texture is not repeating outside of 0..1 UVs */
  99351. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  99352. /** Texture is repeating outside of 0..1 UVs */
  99353. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  99354. /** Texture is repeating and mirrored */
  99355. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  99356. /** ALPHA */
  99357. static readonly TEXTUREFORMAT_ALPHA: number;
  99358. /** LUMINANCE */
  99359. static readonly TEXTUREFORMAT_LUMINANCE: number;
  99360. /** LUMINANCE_ALPHA */
  99361. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  99362. /** RGB */
  99363. static readonly TEXTUREFORMAT_RGB: number;
  99364. /** RGBA */
  99365. static readonly TEXTUREFORMAT_RGBA: number;
  99366. /** RED */
  99367. static readonly TEXTUREFORMAT_RED: number;
  99368. /** RED (2nd reference) */
  99369. static readonly TEXTUREFORMAT_R: number;
  99370. /** RG */
  99371. static readonly TEXTUREFORMAT_RG: number;
  99372. /** RED_INTEGER */
  99373. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  99374. /** RED_INTEGER (2nd reference) */
  99375. static readonly TEXTUREFORMAT_R_INTEGER: number;
  99376. /** RG_INTEGER */
  99377. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  99378. /** RGB_INTEGER */
  99379. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  99380. /** RGBA_INTEGER */
  99381. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  99382. /** UNSIGNED_BYTE */
  99383. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  99384. /** UNSIGNED_BYTE (2nd reference) */
  99385. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  99386. /** FLOAT */
  99387. static readonly TEXTURETYPE_FLOAT: number;
  99388. /** HALF_FLOAT */
  99389. static readonly TEXTURETYPE_HALF_FLOAT: number;
  99390. /** BYTE */
  99391. static readonly TEXTURETYPE_BYTE: number;
  99392. /** SHORT */
  99393. static readonly TEXTURETYPE_SHORT: number;
  99394. /** UNSIGNED_SHORT */
  99395. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  99396. /** INT */
  99397. static readonly TEXTURETYPE_INT: number;
  99398. /** UNSIGNED_INT */
  99399. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  99400. /** UNSIGNED_SHORT_4_4_4_4 */
  99401. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  99402. /** UNSIGNED_SHORT_5_5_5_1 */
  99403. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  99404. /** UNSIGNED_SHORT_5_6_5 */
  99405. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  99406. /** UNSIGNED_INT_2_10_10_10_REV */
  99407. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  99408. /** UNSIGNED_INT_24_8 */
  99409. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  99410. /** UNSIGNED_INT_10F_11F_11F_REV */
  99411. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  99412. /** UNSIGNED_INT_5_9_9_9_REV */
  99413. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  99414. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  99415. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  99416. /** nearest is mag = nearest and min = nearest and mip = linear */
  99417. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  99418. /** Bilinear is mag = linear and min = linear and mip = nearest */
  99419. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  99420. /** Trilinear is mag = linear and min = linear and mip = linear */
  99421. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  99422. /** nearest is mag = nearest and min = nearest and mip = linear */
  99423. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  99424. /** Bilinear is mag = linear and min = linear and mip = nearest */
  99425. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  99426. /** Trilinear is mag = linear and min = linear and mip = linear */
  99427. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  99428. /** mag = nearest and min = nearest and mip = nearest */
  99429. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  99430. /** mag = nearest and min = linear and mip = nearest */
  99431. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  99432. /** mag = nearest and min = linear and mip = linear */
  99433. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  99434. /** mag = nearest and min = linear and mip = none */
  99435. static readonly TEXTURE_NEAREST_LINEAR: number;
  99436. /** mag = nearest and min = nearest and mip = none */
  99437. static readonly TEXTURE_NEAREST_NEAREST: number;
  99438. /** mag = linear and min = nearest and mip = nearest */
  99439. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  99440. /** mag = linear and min = nearest and mip = linear */
  99441. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  99442. /** mag = linear and min = linear and mip = none */
  99443. static readonly TEXTURE_LINEAR_LINEAR: number;
  99444. /** mag = linear and min = nearest and mip = none */
  99445. static readonly TEXTURE_LINEAR_NEAREST: number;
  99446. /** Explicit coordinates mode */
  99447. static readonly TEXTURE_EXPLICIT_MODE: number;
  99448. /** Spherical coordinates mode */
  99449. static readonly TEXTURE_SPHERICAL_MODE: number;
  99450. /** Planar coordinates mode */
  99451. static readonly TEXTURE_PLANAR_MODE: number;
  99452. /** Cubic coordinates mode */
  99453. static readonly TEXTURE_CUBIC_MODE: number;
  99454. /** Projection coordinates mode */
  99455. static readonly TEXTURE_PROJECTION_MODE: number;
  99456. /** Skybox coordinates mode */
  99457. static readonly TEXTURE_SKYBOX_MODE: number;
  99458. /** Inverse Cubic coordinates mode */
  99459. static readonly TEXTURE_INVCUBIC_MODE: number;
  99460. /** Equirectangular coordinates mode */
  99461. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  99462. /** Equirectangular Fixed coordinates mode */
  99463. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  99464. /** Equirectangular Fixed Mirrored coordinates mode */
  99465. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  99466. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  99467. static readonly SCALEMODE_FLOOR: number;
  99468. /** Defines that texture rescaling will look for the nearest power of 2 size */
  99469. static readonly SCALEMODE_NEAREST: number;
  99470. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  99471. static readonly SCALEMODE_CEILING: number;
  99472. /**
  99473. * Returns the current npm package of the sdk
  99474. */
  99475. static readonly NpmPackage: string;
  99476. /**
  99477. * Returns the current version of the framework
  99478. */
  99479. static readonly Version: string;
  99480. /** Gets the list of created engines */
  99481. static readonly Instances: Engine[];
  99482. /**
  99483. * Gets the latest created engine
  99484. */
  99485. static readonly LastCreatedEngine: Nullable<Engine>;
  99486. /**
  99487. * Gets the latest created scene
  99488. */
  99489. static readonly LastCreatedScene: Nullable<Scene>;
  99490. /**
  99491. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  99492. * @param flag defines which part of the materials must be marked as dirty
  99493. * @param predicate defines a predicate used to filter which materials should be affected
  99494. */
  99495. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  99496. /**
  99497. * Method called to create the default loading screen.
  99498. * This can be overriden in your own app.
  99499. * @param canvas The rendering canvas element
  99500. * @returns The loading screen
  99501. */
  99502. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  99503. /**
  99504. * Method called to create the default rescale post process on each engine.
  99505. */
  99506. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  99507. /**
  99508. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  99509. **/
  99510. enableOfflineSupport: boolean;
  99511. /**
  99512. * 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)
  99513. **/
  99514. disableManifestCheck: boolean;
  99515. /**
  99516. * Gets the list of created scenes
  99517. */
  99518. scenes: Scene[];
  99519. /**
  99520. * Event raised when a new scene is created
  99521. */
  99522. onNewSceneAddedObservable: Observable<Scene>;
  99523. /**
  99524. * Gets the list of created postprocesses
  99525. */
  99526. postProcesses: PostProcess[];
  99527. /**
  99528. * Gets a boolean indicating if the pointer is currently locked
  99529. */
  99530. isPointerLock: boolean;
  99531. /**
  99532. * Observable event triggered each time the rendering canvas is resized
  99533. */
  99534. onResizeObservable: Observable<Engine>;
  99535. /**
  99536. * Observable event triggered each time the canvas loses focus
  99537. */
  99538. onCanvasBlurObservable: Observable<Engine>;
  99539. /**
  99540. * Observable event triggered each time the canvas gains focus
  99541. */
  99542. onCanvasFocusObservable: Observable<Engine>;
  99543. /**
  99544. * Observable event triggered each time the canvas receives pointerout event
  99545. */
  99546. onCanvasPointerOutObservable: Observable<PointerEvent>;
  99547. /**
  99548. * Observable raised when the engine begins a new frame
  99549. */
  99550. onBeginFrameObservable: Observable<Engine>;
  99551. /**
  99552. * If set, will be used to request the next animation frame for the render loop
  99553. */
  99554. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  99555. /**
  99556. * Observable raised when the engine ends the current frame
  99557. */
  99558. onEndFrameObservable: Observable<Engine>;
  99559. /**
  99560. * Observable raised when the engine is about to compile a shader
  99561. */
  99562. onBeforeShaderCompilationObservable: Observable<Engine>;
  99563. /**
  99564. * Observable raised when the engine has jsut compiled a shader
  99565. */
  99566. onAfterShaderCompilationObservable: Observable<Engine>;
  99567. /**
  99568. * Gets the audio engine
  99569. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99570. * @ignorenaming
  99571. */
  99572. static audioEngine: IAudioEngine;
  99573. /**
  99574. * Default AudioEngine factory responsible of creating the Audio Engine.
  99575. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  99576. */
  99577. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  99578. /**
  99579. * Default offline support factory responsible of creating a tool used to store data locally.
  99580. * By default, this will create a Database object if the workload has been embedded.
  99581. */
  99582. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  99583. private _loadingScreen;
  99584. private _pointerLockRequested;
  99585. private _dummyFramebuffer;
  99586. private _rescalePostProcess;
  99587. /** @hidden */
  99588. protected _alphaMode: number;
  99589. /** @hidden */
  99590. protected _alphaEquation: number;
  99591. private _deterministicLockstep;
  99592. private _lockstepMaxSteps;
  99593. protected readonly _supportsHardwareTextureRescaling: boolean;
  99594. private _fps;
  99595. private _deltaTime;
  99596. /** @hidden */
  99597. _drawCalls: PerfCounter;
  99598. /**
  99599. * Turn this value on if you want to pause FPS computation when in background
  99600. */
  99601. disablePerformanceMonitorInBackground: boolean;
  99602. private _performanceMonitor;
  99603. /**
  99604. * Gets the performance monitor attached to this engine
  99605. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  99606. */
  99607. readonly performanceMonitor: PerformanceMonitor;
  99608. private _onFocus;
  99609. private _onBlur;
  99610. private _onCanvasPointerOut;
  99611. private _onCanvasBlur;
  99612. private _onCanvasFocus;
  99613. private _onFullscreenChange;
  99614. private _onPointerLockChange;
  99615. /**
  99616. * Gets the HTML element used to attach event listeners
  99617. * @returns a HTML element
  99618. */
  99619. getInputElement(): Nullable<HTMLElement>;
  99620. /**
  99621. * Creates a new engine
  99622. * @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
  99623. * @param antialias defines enable antialiasing (default: false)
  99624. * @param options defines further options to be sent to the getContext() function
  99625. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  99626. */
  99627. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  99628. /**
  99629. * Gets current aspect ratio
  99630. * @param viewportOwner defines the camera to use to get the aspect ratio
  99631. * @param useScreen defines if screen size must be used (or the current render target if any)
  99632. * @returns a number defining the aspect ratio
  99633. */
  99634. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  99635. /**
  99636. * Gets current screen aspect ratio
  99637. * @returns a number defining the aspect ratio
  99638. */
  99639. getScreenAspectRatio(): number;
  99640. /**
  99641. * Gets host document
  99642. * @returns the host document object
  99643. */
  99644. getHostDocument(): Document;
  99645. /**
  99646. * Gets the client rect of the HTML canvas attached with the current webGL context
  99647. * @returns a client rectanglee
  99648. */
  99649. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  99650. /**
  99651. * Gets the client rect of the HTML element used for events
  99652. * @returns a client rectanglee
  99653. */
  99654. getInputElementClientRect(): Nullable<ClientRect>;
  99655. /**
  99656. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  99657. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  99658. * @returns true if engine is in deterministic lock step mode
  99659. */
  99660. isDeterministicLockStep(): boolean;
  99661. /**
  99662. * Gets the max steps when engine is running in deterministic lock step
  99663. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  99664. * @returns the max steps
  99665. */
  99666. getLockstepMaxSteps(): number;
  99667. /**
  99668. * Force the mipmap generation for the given render target texture
  99669. * @param texture defines the render target texture to use
  99670. */
  99671. generateMipMapsForCubemap(texture: InternalTexture): void;
  99672. /** States */
  99673. /**
  99674. * Set various states to the webGL context
  99675. * @param culling defines backface culling state
  99676. * @param zOffset defines the value to apply to zOffset (0 by default)
  99677. * @param force defines if states must be applied even if cache is up to date
  99678. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  99679. */
  99680. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  99681. /**
  99682. * Set the z offset to apply to current rendering
  99683. * @param value defines the offset to apply
  99684. */
  99685. setZOffset(value: number): void;
  99686. /**
  99687. * Gets the current value of the zOffset
  99688. * @returns the current zOffset state
  99689. */
  99690. getZOffset(): number;
  99691. /**
  99692. * Enable or disable depth buffering
  99693. * @param enable defines the state to set
  99694. */
  99695. setDepthBuffer(enable: boolean): void;
  99696. /**
  99697. * Gets a boolean indicating if depth writing is enabled
  99698. * @returns the current depth writing state
  99699. */
  99700. getDepthWrite(): boolean;
  99701. /**
  99702. * Enable or disable depth writing
  99703. * @param enable defines the state to set
  99704. */
  99705. setDepthWrite(enable: boolean): void;
  99706. /**
  99707. * Enable or disable color writing
  99708. * @param enable defines the state to set
  99709. */
  99710. setColorWrite(enable: boolean): void;
  99711. /**
  99712. * Gets a boolean indicating if color writing is enabled
  99713. * @returns the current color writing state
  99714. */
  99715. getColorWrite(): boolean;
  99716. /**
  99717. * Sets alpha constants used by some alpha blending modes
  99718. * @param r defines the red component
  99719. * @param g defines the green component
  99720. * @param b defines the blue component
  99721. * @param a defines the alpha component
  99722. */
  99723. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  99724. /**
  99725. * Sets the current alpha mode
  99726. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  99727. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  99728. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  99729. */
  99730. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  99731. /**
  99732. * Gets the current alpha mode
  99733. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  99734. * @returns the current alpha mode
  99735. */
  99736. getAlphaMode(): number;
  99737. /**
  99738. * Sets the current alpha equation
  99739. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  99740. */
  99741. setAlphaEquation(equation: number): void;
  99742. /**
  99743. * Gets the current alpha equation.
  99744. * @returns the current alpha equation
  99745. */
  99746. getAlphaEquation(): number;
  99747. /**
  99748. * Gets a boolean indicating if stencil buffer is enabled
  99749. * @returns the current stencil buffer state
  99750. */
  99751. getStencilBuffer(): boolean;
  99752. /**
  99753. * Enable or disable the stencil buffer
  99754. * @param enable defines if the stencil buffer must be enabled or disabled
  99755. */
  99756. setStencilBuffer(enable: boolean): void;
  99757. /**
  99758. * Gets the current stencil mask
  99759. * @returns a number defining the new stencil mask to use
  99760. */
  99761. getStencilMask(): number;
  99762. /**
  99763. * Sets the current stencil mask
  99764. * @param mask defines the new stencil mask to use
  99765. */
  99766. setStencilMask(mask: number): void;
  99767. /**
  99768. * Gets the current stencil function
  99769. * @returns a number defining the stencil function to use
  99770. */
  99771. getStencilFunction(): number;
  99772. /**
  99773. * Gets the current stencil reference value
  99774. * @returns a number defining the stencil reference value to use
  99775. */
  99776. getStencilFunctionReference(): number;
  99777. /**
  99778. * Gets the current stencil mask
  99779. * @returns a number defining the stencil mask to use
  99780. */
  99781. getStencilFunctionMask(): number;
  99782. /**
  99783. * Sets the current stencil function
  99784. * @param stencilFunc defines the new stencil function to use
  99785. */
  99786. setStencilFunction(stencilFunc: number): void;
  99787. /**
  99788. * Sets the current stencil reference
  99789. * @param reference defines the new stencil reference to use
  99790. */
  99791. setStencilFunctionReference(reference: number): void;
  99792. /**
  99793. * Sets the current stencil mask
  99794. * @param mask defines the new stencil mask to use
  99795. */
  99796. setStencilFunctionMask(mask: number): void;
  99797. /**
  99798. * Gets the current stencil operation when stencil fails
  99799. * @returns a number defining stencil operation to use when stencil fails
  99800. */
  99801. getStencilOperationFail(): number;
  99802. /**
  99803. * Gets the current stencil operation when depth fails
  99804. * @returns a number defining stencil operation to use when depth fails
  99805. */
  99806. getStencilOperationDepthFail(): number;
  99807. /**
  99808. * Gets the current stencil operation when stencil passes
  99809. * @returns a number defining stencil operation to use when stencil passes
  99810. */
  99811. getStencilOperationPass(): number;
  99812. /**
  99813. * Sets the stencil operation to use when stencil fails
  99814. * @param operation defines the stencil operation to use when stencil fails
  99815. */
  99816. setStencilOperationFail(operation: number): void;
  99817. /**
  99818. * Sets the stencil operation to use when depth fails
  99819. * @param operation defines the stencil operation to use when depth fails
  99820. */
  99821. setStencilOperationDepthFail(operation: number): void;
  99822. /**
  99823. * Sets the stencil operation to use when stencil passes
  99824. * @param operation defines the stencil operation to use when stencil passes
  99825. */
  99826. setStencilOperationPass(operation: number): void;
  99827. /**
  99828. * Sets a boolean indicating if the dithering state is enabled or disabled
  99829. * @param value defines the dithering state
  99830. */
  99831. setDitheringState(value: boolean): void;
  99832. /**
  99833. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  99834. * @param value defines the rasterizer state
  99835. */
  99836. setRasterizerState(value: boolean): void;
  99837. /**
  99838. * Gets the current depth function
  99839. * @returns a number defining the depth function
  99840. */
  99841. getDepthFunction(): Nullable<number>;
  99842. /**
  99843. * Sets the current depth function
  99844. * @param depthFunc defines the function to use
  99845. */
  99846. setDepthFunction(depthFunc: number): void;
  99847. /**
  99848. * Sets the current depth function to GREATER
  99849. */
  99850. setDepthFunctionToGreater(): void;
  99851. /**
  99852. * Sets the current depth function to GEQUAL
  99853. */
  99854. setDepthFunctionToGreaterOrEqual(): void;
  99855. /**
  99856. * Sets the current depth function to LESS
  99857. */
  99858. setDepthFunctionToLess(): void;
  99859. /**
  99860. * Sets the current depth function to LEQUAL
  99861. */
  99862. setDepthFunctionToLessOrEqual(): void;
  99863. private _cachedStencilBuffer;
  99864. private _cachedStencilFunction;
  99865. private _cachedStencilMask;
  99866. private _cachedStencilOperationPass;
  99867. private _cachedStencilOperationFail;
  99868. private _cachedStencilOperationDepthFail;
  99869. private _cachedStencilReference;
  99870. /**
  99871. * Caches the the state of the stencil buffer
  99872. */
  99873. cacheStencilState(): void;
  99874. /**
  99875. * Restores the state of the stencil buffer
  99876. */
  99877. restoreStencilState(): void;
  99878. /**
  99879. * Directly set the WebGL Viewport
  99880. * @param x defines the x coordinate of the viewport (in screen space)
  99881. * @param y defines the y coordinate of the viewport (in screen space)
  99882. * @param width defines the width of the viewport (in screen space)
  99883. * @param height defines the height of the viewport (in screen space)
  99884. * @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
  99885. */
  99886. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  99887. /**
  99888. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  99889. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  99890. * @param y defines the y-coordinate of the corner of the clear rectangle
  99891. * @param width defines the width of the clear rectangle
  99892. * @param height defines the height of the clear rectangle
  99893. * @param clearColor defines the clear color
  99894. */
  99895. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  99896. /**
  99897. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  99898. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  99899. * @param y defines the y-coordinate of the corner of the clear rectangle
  99900. * @param width defines the width of the clear rectangle
  99901. * @param height defines the height of the clear rectangle
  99902. */
  99903. enableScissor(x: number, y: number, width: number, height: number): void;
  99904. /**
  99905. * Disable previously set scissor test rectangle
  99906. */
  99907. disableScissor(): void;
  99908. protected _reportDrawCall(): void;
  99909. /**
  99910. * Initializes a webVR display and starts listening to display change events
  99911. * The onVRDisplayChangedObservable will be notified upon these changes
  99912. * @returns The onVRDisplayChangedObservable
  99913. */
  99914. initWebVR(): Observable<IDisplayChangedEventArgs>;
  99915. /** @hidden */
  99916. _prepareVRComponent(): void;
  99917. /** @hidden */
  99918. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  99919. /** @hidden */
  99920. _submitVRFrame(): void;
  99921. /**
  99922. * Call this function to leave webVR mode
  99923. * Will do nothing if webVR is not supported or if there is no webVR device
  99924. * @see http://doc.babylonjs.com/how_to/webvr_camera
  99925. */
  99926. disableVR(): void;
  99927. /**
  99928. * Gets a boolean indicating that the system is in VR mode and is presenting
  99929. * @returns true if VR mode is engaged
  99930. */
  99931. isVRPresenting(): boolean;
  99932. /** @hidden */
  99933. _requestVRFrame(): void;
  99934. /** @hidden */
  99935. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  99936. /**
  99937. * Gets the source code of the vertex shader associated with a specific webGL program
  99938. * @param program defines the program to use
  99939. * @returns a string containing the source code of the vertex shader associated with the program
  99940. */
  99941. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  99942. /**
  99943. * Gets the source code of the fragment shader associated with a specific webGL program
  99944. * @param program defines the program to use
  99945. * @returns a string containing the source code of the fragment shader associated with the program
  99946. */
  99947. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  99948. /**
  99949. * Reads pixels from the current frame buffer. Please note that this function can be slow
  99950. * @param x defines the x coordinate of the rectangle where pixels must be read
  99951. * @param y defines the y coordinate of the rectangle where pixels must be read
  99952. * @param width defines the width of the rectangle where pixels must be read
  99953. * @param height defines the height of the rectangle where pixels must be read
  99954. * @returns a Uint8Array containing RGBA colors
  99955. */
  99956. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  99957. /**
  99958. * Sets a depth stencil texture from a render target to the according uniform.
  99959. * @param channel The texture channel
  99960. * @param uniform The uniform to set
  99961. * @param texture The render target texture containing the depth stencil texture to apply
  99962. */
  99963. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  99964. /**
  99965. * Sets a texture to the webGL context from a postprocess
  99966. * @param channel defines the channel to use
  99967. * @param postProcess defines the source postprocess
  99968. */
  99969. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  99970. /**
  99971. * Binds the output of the passed in post process to the texture channel specified
  99972. * @param channel The channel the texture should be bound to
  99973. * @param postProcess The post process which's output should be bound
  99974. */
  99975. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  99976. /** @hidden */
  99977. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  99978. protected _rebuildBuffers(): void;
  99979. /** @hidden */
  99980. _renderFrame(): void;
  99981. _renderLoop(): void;
  99982. /** @hidden */
  99983. _renderViews(): boolean;
  99984. /**
  99985. * Toggle full screen mode
  99986. * @param requestPointerLock defines if a pointer lock should be requested from the user
  99987. */
  99988. switchFullscreen(requestPointerLock: boolean): void;
  99989. /**
  99990. * Enters full screen mode
  99991. * @param requestPointerLock defines if a pointer lock should be requested from the user
  99992. */
  99993. enterFullscreen(requestPointerLock: boolean): void;
  99994. /**
  99995. * Exits full screen mode
  99996. */
  99997. exitFullscreen(): void;
  99998. /**
  99999. * Enters Pointerlock mode
  100000. */
  100001. enterPointerlock(): void;
  100002. /**
  100003. * Exits Pointerlock mode
  100004. */
  100005. exitPointerlock(): void;
  100006. /**
  100007. * Begin a new frame
  100008. */
  100009. beginFrame(): void;
  100010. /**
  100011. * Enf the current frame
  100012. */
  100013. endFrame(): void;
  100014. resize(): void;
  100015. /**
  100016. * Set the compressed texture format to use, based on the formats you have, and the formats
  100017. * supported by the hardware / browser.
  100018. *
  100019. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  100020. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  100021. * to API arguments needed to compressed textures. This puts the burden on the container
  100022. * generator to house the arcane code for determining these for current & future formats.
  100023. *
  100024. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  100025. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  100026. *
  100027. * Note: The result of this call is not taken into account when a texture is base64.
  100028. *
  100029. * @param formatsAvailable defines the list of those format families you have created
  100030. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  100031. *
  100032. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  100033. * @returns The extension selected.
  100034. */
  100035. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  100036. /**
  100037. * Force a specific size of the canvas
  100038. * @param width defines the new canvas' width
  100039. * @param height defines the new canvas' height
  100040. */
  100041. setSize(width: number, height: number): void;
  100042. /**
  100043. * Updates a dynamic vertex buffer.
  100044. * @param vertexBuffer the vertex buffer to update
  100045. * @param data the data used to update the vertex buffer
  100046. * @param byteOffset the byte offset of the data
  100047. * @param byteLength the byte length of the data
  100048. */
  100049. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  100050. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  100051. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  100052. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  100053. _releaseTexture(texture: InternalTexture): void;
  100054. /**
  100055. * @hidden
  100056. * Rescales a texture
  100057. * @param source input texutre
  100058. * @param destination destination texture
  100059. * @param scene scene to use to render the resize
  100060. * @param internalFormat format to use when resizing
  100061. * @param onComplete callback to be called when resize has completed
  100062. */
  100063. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  100064. /**
  100065. * Gets the current framerate
  100066. * @returns a number representing the framerate
  100067. */
  100068. getFps(): number;
  100069. /**
  100070. * Gets the time spent between current and previous frame
  100071. * @returns a number representing the delta time in ms
  100072. */
  100073. getDeltaTime(): number;
  100074. private _measureFps;
  100075. /** @hidden */
  100076. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  100077. /**
  100078. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  100079. * @param renderTarget The render target to set the frame buffer for
  100080. */
  100081. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  100082. /**
  100083. * Update a dynamic index buffer
  100084. * @param indexBuffer defines the target index buffer
  100085. * @param indices defines the data to update
  100086. * @param offset defines the offset in the target index buffer where update should start
  100087. */
  100088. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  100089. /**
  100090. * Updates the sample count of a render target texture
  100091. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  100092. * @param texture defines the texture to update
  100093. * @param samples defines the sample count to set
  100094. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  100095. */
  100096. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  100097. /**
  100098. * Updates a depth texture Comparison Mode and Function.
  100099. * If the comparison Function is equal to 0, the mode will be set to none.
  100100. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  100101. * @param texture The texture to set the comparison function for
  100102. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  100103. */
  100104. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  100105. /**
  100106. * Creates a webGL buffer to use with instanciation
  100107. * @param capacity defines the size of the buffer
  100108. * @returns the webGL buffer
  100109. */
  100110. createInstancesBuffer(capacity: number): DataBuffer;
  100111. /**
  100112. * Delete a webGL buffer used with instanciation
  100113. * @param buffer defines the webGL buffer to delete
  100114. */
  100115. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  100116. /** @hidden */
  100117. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  100118. dispose(): void;
  100119. private _disableTouchAction;
  100120. /**
  100121. * Display the loading screen
  100122. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100123. */
  100124. displayLoadingUI(): void;
  100125. /**
  100126. * Hide the loading screen
  100127. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100128. */
  100129. hideLoadingUI(): void;
  100130. /**
  100131. * Gets the current loading screen object
  100132. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100133. */
  100134. /**
  100135. * Sets the current loading screen object
  100136. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100137. */
  100138. loadingScreen: ILoadingScreen;
  100139. /**
  100140. * Sets the current loading screen text
  100141. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100142. */
  100143. loadingUIText: string;
  100144. /**
  100145. * Sets the current loading screen background color
  100146. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100147. */
  100148. loadingUIBackgroundColor: string;
  100149. /** Pointerlock and fullscreen */
  100150. /**
  100151. * Ask the browser to promote the current element to pointerlock mode
  100152. * @param element defines the DOM element to promote
  100153. */
  100154. static _RequestPointerlock(element: HTMLElement): void;
  100155. /**
  100156. * Asks the browser to exit pointerlock mode
  100157. */
  100158. static _ExitPointerlock(): void;
  100159. /**
  100160. * Ask the browser to promote the current element to fullscreen rendering mode
  100161. * @param element defines the DOM element to promote
  100162. */
  100163. static _RequestFullscreen(element: HTMLElement): void;
  100164. /**
  100165. * Asks the browser to exit fullscreen mode
  100166. */
  100167. static _ExitFullscreen(): void;
  100168. }
  100169. }
  100170. declare module BABYLON {
  100171. /**
  100172. * The engine store class is responsible to hold all the instances of Engine and Scene created
  100173. * during the life time of the application.
  100174. */
  100175. export class EngineStore {
  100176. /** Gets the list of created engines */
  100177. static Instances: Engine[];
  100178. /** @hidden */
  100179. static _LastCreatedScene: Nullable<Scene>;
  100180. /**
  100181. * Gets the latest created engine
  100182. */
  100183. static readonly LastCreatedEngine: Nullable<Engine>;
  100184. /**
  100185. * Gets the latest created scene
  100186. */
  100187. static readonly LastCreatedScene: Nullable<Scene>;
  100188. /**
  100189. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  100190. * @ignorenaming
  100191. */
  100192. static UseFallbackTexture: boolean;
  100193. /**
  100194. * Texture content used if a texture cannot loaded
  100195. * @ignorenaming
  100196. */
  100197. static FallbackTexture: string;
  100198. }
  100199. }
  100200. declare module BABYLON {
  100201. /**
  100202. * Helper class that provides a small promise polyfill
  100203. */
  100204. export class PromisePolyfill {
  100205. /**
  100206. * Static function used to check if the polyfill is required
  100207. * If this is the case then the function will inject the polyfill to window.Promise
  100208. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  100209. */
  100210. static Apply(force?: boolean): void;
  100211. }
  100212. }
  100213. declare module BABYLON {
  100214. /**
  100215. * Interface for screenshot methods with describe argument called `size` as object with options
  100216. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  100217. */
  100218. export interface IScreenshotSize {
  100219. /**
  100220. * number in pixels for canvas height
  100221. */
  100222. height?: number;
  100223. /**
  100224. * multiplier allowing render at a higher or lower resolution
  100225. * If value is defined then height and width will be ignored and taken from camera
  100226. */
  100227. precision?: number;
  100228. /**
  100229. * number in pixels for canvas width
  100230. */
  100231. width?: number;
  100232. }
  100233. }
  100234. declare module BABYLON {
  100235. interface IColor4Like {
  100236. r: float;
  100237. g: float;
  100238. b: float;
  100239. a: float;
  100240. }
  100241. /**
  100242. * Class containing a set of static utilities functions
  100243. */
  100244. export class Tools {
  100245. /**
  100246. * Gets or sets the base URL to use to load assets
  100247. */
  100248. static BaseUrl: string;
  100249. /**
  100250. * Enable/Disable Custom HTTP Request Headers globally.
  100251. * default = false
  100252. * @see CustomRequestHeaders
  100253. */
  100254. static UseCustomRequestHeaders: boolean;
  100255. /**
  100256. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  100257. * i.e. when loading files, where the server/service expects an Authorization header
  100258. */
  100259. static CustomRequestHeaders: {
  100260. [key: string]: string;
  100261. };
  100262. /**
  100263. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  100264. */
  100265. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  100266. /**
  100267. * Default behaviour for cors in the application.
  100268. * It can be a string if the expected behavior is identical in the entire app.
  100269. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  100270. */
  100271. static CorsBehavior: string | ((url: string | string[]) => string);
  100272. /**
  100273. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  100274. * @ignorenaming
  100275. */
  100276. static UseFallbackTexture: boolean;
  100277. /**
  100278. * Use this object to register external classes like custom textures or material
  100279. * to allow the laoders to instantiate them
  100280. */
  100281. static RegisteredExternalClasses: {
  100282. [key: string]: Object;
  100283. };
  100284. /**
  100285. * Texture content used if a texture cannot loaded
  100286. * @ignorenaming
  100287. */
  100288. static fallbackTexture: string;
  100289. /**
  100290. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  100291. * @param u defines the coordinate on X axis
  100292. * @param v defines the coordinate on Y axis
  100293. * @param width defines the width of the source data
  100294. * @param height defines the height of the source data
  100295. * @param pixels defines the source byte array
  100296. * @param color defines the output color
  100297. */
  100298. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  100299. /**
  100300. * Interpolates between a and b via alpha
  100301. * @param a The lower value (returned when alpha = 0)
  100302. * @param b The upper value (returned when alpha = 1)
  100303. * @param alpha The interpolation-factor
  100304. * @return The mixed value
  100305. */
  100306. static Mix(a: number, b: number, alpha: number): number;
  100307. /**
  100308. * Tries to instantiate a new object from a given class name
  100309. * @param className defines the class name to instantiate
  100310. * @returns the new object or null if the system was not able to do the instantiation
  100311. */
  100312. static Instantiate(className: string): any;
  100313. /**
  100314. * Provides a slice function that will work even on IE
  100315. * @param data defines the array to slice
  100316. * @param start defines the start of the data (optional)
  100317. * @param end defines the end of the data (optional)
  100318. * @returns the new sliced array
  100319. */
  100320. static Slice<T>(data: T, start?: number, end?: number): T;
  100321. /**
  100322. * Polyfill for setImmediate
  100323. * @param action defines the action to execute after the current execution block
  100324. */
  100325. static SetImmediate(action: () => void): void;
  100326. /**
  100327. * Function indicating if a number is an exponent of 2
  100328. * @param value defines the value to test
  100329. * @returns true if the value is an exponent of 2
  100330. */
  100331. static IsExponentOfTwo(value: number): boolean;
  100332. private static _tmpFloatArray;
  100333. /**
  100334. * Returns the nearest 32-bit single precision float representation of a Number
  100335. * @param value A Number. If the parameter is of a different type, it will get converted
  100336. * to a number or to NaN if it cannot be converted
  100337. * @returns number
  100338. */
  100339. static FloatRound(value: number): number;
  100340. /**
  100341. * Extracts the filename from a path
  100342. * @param path defines the path to use
  100343. * @returns the filename
  100344. */
  100345. static GetFilename(path: string): string;
  100346. /**
  100347. * Extracts the "folder" part of a path (everything before the filename).
  100348. * @param uri The URI to extract the info from
  100349. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  100350. * @returns The "folder" part of the path
  100351. */
  100352. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  100353. /**
  100354. * Extracts text content from a DOM element hierarchy
  100355. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  100356. */
  100357. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  100358. /**
  100359. * Convert an angle in radians to degrees
  100360. * @param angle defines the angle to convert
  100361. * @returns the angle in degrees
  100362. */
  100363. static ToDegrees(angle: number): number;
  100364. /**
  100365. * Convert an angle in degrees to radians
  100366. * @param angle defines the angle to convert
  100367. * @returns the angle in radians
  100368. */
  100369. static ToRadians(angle: number): number;
  100370. /**
  100371. * Returns an array if obj is not an array
  100372. * @param obj defines the object to evaluate as an array
  100373. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  100374. * @returns either obj directly if obj is an array or a new array containing obj
  100375. */
  100376. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  100377. /**
  100378. * Gets the pointer prefix to use
  100379. * @returns "pointer" if touch is enabled. Else returns "mouse"
  100380. */
  100381. static GetPointerPrefix(): string;
  100382. /**
  100383. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  100384. * @param url define the url we are trying
  100385. * @param element define the dom element where to configure the cors policy
  100386. */
  100387. static SetCorsBehavior(url: string | string[], element: {
  100388. crossOrigin: string | null;
  100389. }): void;
  100390. /**
  100391. * Removes unwanted characters from an url
  100392. * @param url defines the url to clean
  100393. * @returns the cleaned url
  100394. */
  100395. static CleanUrl(url: string): string;
  100396. /**
  100397. * Gets or sets a function used to pre-process url before using them to load assets
  100398. */
  100399. static PreprocessUrl: (url: string) => string;
  100400. /**
  100401. * Loads an image as an HTMLImageElement.
  100402. * @param input url string, ArrayBuffer, or Blob to load
  100403. * @param onLoad callback called when the image successfully loads
  100404. * @param onError callback called when the image fails to load
  100405. * @param offlineProvider offline provider for caching
  100406. * @param mimeType optional mime type
  100407. * @returns the HTMLImageElement of the loaded image
  100408. */
  100409. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  100410. /**
  100411. * Loads a file from a url
  100412. * @param url url string, ArrayBuffer, or Blob to load
  100413. * @param onSuccess callback called when the file successfully loads
  100414. * @param onProgress callback called while file is loading (if the server supports this mode)
  100415. * @param offlineProvider defines the offline provider for caching
  100416. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  100417. * @param onError callback called when the file fails to load
  100418. * @returns a file request object
  100419. */
  100420. 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;
  100421. /**
  100422. * Loads a file from a url
  100423. * @param url the file url to load
  100424. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  100425. */
  100426. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  100427. /**
  100428. * Load a script (identified by an url). When the url returns, the
  100429. * content of this file is added into a new script element, attached to the DOM (body element)
  100430. * @param scriptUrl defines the url of the script to laod
  100431. * @param onSuccess defines the callback called when the script is loaded
  100432. * @param onError defines the callback to call if an error occurs
  100433. * @param scriptId defines the id of the script element
  100434. */
  100435. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  100436. /**
  100437. * Load an asynchronous script (identified by an url). When the url returns, the
  100438. * content of this file is added into a new script element, attached to the DOM (body element)
  100439. * @param scriptUrl defines the url of the script to laod
  100440. * @param scriptId defines the id of the script element
  100441. * @returns a promise request object
  100442. */
  100443. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  100444. /**
  100445. * Loads a file from a blob
  100446. * @param fileToLoad defines the blob to use
  100447. * @param callback defines the callback to call when data is loaded
  100448. * @param progressCallback defines the callback to call during loading process
  100449. * @returns a file request object
  100450. */
  100451. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  100452. /**
  100453. * Reads a file from a File object
  100454. * @param file defines the file to load
  100455. * @param onSuccess defines the callback to call when data is loaded
  100456. * @param onProgress defines the callback to call during loading process
  100457. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  100458. * @param onError defines the callback to call when an error occurs
  100459. * @returns a file request object
  100460. */
  100461. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  100462. /**
  100463. * Creates a data url from a given string content
  100464. * @param content defines the content to convert
  100465. * @returns the new data url link
  100466. */
  100467. static FileAsURL(content: string): string;
  100468. /**
  100469. * Format the given number to a specific decimal format
  100470. * @param value defines the number to format
  100471. * @param decimals defines the number of decimals to use
  100472. * @returns the formatted string
  100473. */
  100474. static Format(value: number, decimals?: number): string;
  100475. /**
  100476. * Tries to copy an object by duplicating every property
  100477. * @param source defines the source object
  100478. * @param destination defines the target object
  100479. * @param doNotCopyList defines a list of properties to avoid
  100480. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  100481. */
  100482. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  100483. /**
  100484. * Gets a boolean indicating if the given object has no own property
  100485. * @param obj defines the object to test
  100486. * @returns true if object has no own property
  100487. */
  100488. static IsEmpty(obj: any): boolean;
  100489. /**
  100490. * Function used to register events at window level
  100491. * @param windowElement defines the Window object to use
  100492. * @param events defines the events to register
  100493. */
  100494. static RegisterTopRootEvents(windowElement: Window, events: {
  100495. name: string;
  100496. handler: Nullable<(e: FocusEvent) => any>;
  100497. }[]): void;
  100498. /**
  100499. * Function used to unregister events from window level
  100500. * @param windowElement defines the Window object to use
  100501. * @param events defines the events to unregister
  100502. */
  100503. static UnregisterTopRootEvents(windowElement: Window, events: {
  100504. name: string;
  100505. handler: Nullable<(e: FocusEvent) => any>;
  100506. }[]): void;
  100507. /**
  100508. * @ignore
  100509. */
  100510. static _ScreenshotCanvas: HTMLCanvasElement;
  100511. /**
  100512. * Dumps the current bound framebuffer
  100513. * @param width defines the rendering width
  100514. * @param height defines the rendering height
  100515. * @param engine defines the hosting engine
  100516. * @param successCallback defines the callback triggered once the data are available
  100517. * @param mimeType defines the mime type of the result
  100518. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  100519. */
  100520. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  100521. /**
  100522. * Converts the canvas data to blob.
  100523. * This acts as a polyfill for browsers not supporting the to blob function.
  100524. * @param canvas Defines the canvas to extract the data from
  100525. * @param successCallback Defines the callback triggered once the data are available
  100526. * @param mimeType Defines the mime type of the result
  100527. */
  100528. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  100529. /**
  100530. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  100531. * @param successCallback defines the callback triggered once the data are available
  100532. * @param mimeType defines the mime type of the result
  100533. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  100534. */
  100535. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  100536. /**
  100537. * Downloads a blob in the browser
  100538. * @param blob defines the blob to download
  100539. * @param fileName defines the name of the downloaded file
  100540. */
  100541. static Download(blob: Blob, fileName: string): void;
  100542. /**
  100543. * Captures a screenshot of the current rendering
  100544. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100545. * @param engine defines the rendering engine
  100546. * @param camera defines the source camera
  100547. * @param size This parameter can be set to a single number or to an object with the
  100548. * following (optional) properties: precision, width, height. If a single number is passed,
  100549. * it will be used for both width and height. If an object is passed, the screenshot size
  100550. * will be derived from the parameters. The precision property is a multiplier allowing
  100551. * rendering at a higher or lower resolution
  100552. * @param successCallback defines the callback receives a single parameter which contains the
  100553. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  100554. * src parameter of an <img> to display it
  100555. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  100556. * Check your browser for supported MIME types
  100557. */
  100558. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  100559. /**
  100560. * Captures a screenshot of the current rendering
  100561. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100562. * @param engine defines the rendering engine
  100563. * @param camera defines the source camera
  100564. * @param size This parameter can be set to a single number or to an object with the
  100565. * following (optional) properties: precision, width, height. If a single number is passed,
  100566. * it will be used for both width and height. If an object is passed, the screenshot size
  100567. * will be derived from the parameters. The precision property is a multiplier allowing
  100568. * rendering at a higher or lower resolution
  100569. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  100570. * Check your browser for supported MIME types
  100571. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  100572. * to the src parameter of an <img> to display it
  100573. */
  100574. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  100575. /**
  100576. * Generates an image screenshot from the specified camera.
  100577. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100578. * @param engine The engine to use for rendering
  100579. * @param camera The camera to use for rendering
  100580. * @param size This parameter can be set to a single number or to an object with the
  100581. * following (optional) properties: precision, width, height. If a single number is passed,
  100582. * it will be used for both width and height. If an object is passed, the screenshot size
  100583. * will be derived from the parameters. The precision property is a multiplier allowing
  100584. * rendering at a higher or lower resolution
  100585. * @param successCallback The callback receives a single parameter which contains the
  100586. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  100587. * src parameter of an <img> to display it
  100588. * @param mimeType The MIME type of the screenshot image (default: image/png).
  100589. * Check your browser for supported MIME types
  100590. * @param samples Texture samples (default: 1)
  100591. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  100592. * @param fileName A name for for the downloaded file.
  100593. */
  100594. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  100595. /**
  100596. * Generates an image screenshot from the specified camera.
  100597. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100598. * @param engine The engine to use for rendering
  100599. * @param camera The camera to use for rendering
  100600. * @param size This parameter can be set to a single number or to an object with the
  100601. * following (optional) properties: precision, width, height. If a single number is passed,
  100602. * it will be used for both width and height. If an object is passed, the screenshot size
  100603. * will be derived from the parameters. The precision property is a multiplier allowing
  100604. * rendering at a higher or lower resolution
  100605. * @param mimeType The MIME type of the screenshot image (default: image/png).
  100606. * Check your browser for supported MIME types
  100607. * @param samples Texture samples (default: 1)
  100608. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  100609. * @param fileName A name for for the downloaded file.
  100610. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  100611. * to the src parameter of an <img> to display it
  100612. */
  100613. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  100614. /**
  100615. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  100616. * Be aware Math.random() could cause collisions, but:
  100617. * "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"
  100618. * @returns a pseudo random id
  100619. */
  100620. static RandomId(): string;
  100621. /**
  100622. * Test if the given uri is a base64 string
  100623. * @param uri The uri to test
  100624. * @return True if the uri is a base64 string or false otherwise
  100625. */
  100626. static IsBase64(uri: string): boolean;
  100627. /**
  100628. * Decode the given base64 uri.
  100629. * @param uri The uri to decode
  100630. * @return The decoded base64 data.
  100631. */
  100632. static DecodeBase64(uri: string): ArrayBuffer;
  100633. /**
  100634. * Gets the absolute url.
  100635. * @param url the input url
  100636. * @return the absolute url
  100637. */
  100638. static GetAbsoluteUrl(url: string): string;
  100639. /**
  100640. * No log
  100641. */
  100642. static readonly NoneLogLevel: number;
  100643. /**
  100644. * Only message logs
  100645. */
  100646. static readonly MessageLogLevel: number;
  100647. /**
  100648. * Only warning logs
  100649. */
  100650. static readonly WarningLogLevel: number;
  100651. /**
  100652. * Only error logs
  100653. */
  100654. static readonly ErrorLogLevel: number;
  100655. /**
  100656. * All logs
  100657. */
  100658. static readonly AllLogLevel: number;
  100659. /**
  100660. * Gets a value indicating the number of loading errors
  100661. * @ignorenaming
  100662. */
  100663. static readonly errorsCount: number;
  100664. /**
  100665. * Callback called when a new log is added
  100666. */
  100667. static OnNewCacheEntry: (entry: string) => void;
  100668. /**
  100669. * Log a message to the console
  100670. * @param message defines the message to log
  100671. */
  100672. static Log(message: string): void;
  100673. /**
  100674. * Write a warning message to the console
  100675. * @param message defines the message to log
  100676. */
  100677. static Warn(message: string): void;
  100678. /**
  100679. * Write an error message to the console
  100680. * @param message defines the message to log
  100681. */
  100682. static Error(message: string): void;
  100683. /**
  100684. * Gets current log cache (list of logs)
  100685. */
  100686. static readonly LogCache: string;
  100687. /**
  100688. * Clears the log cache
  100689. */
  100690. static ClearLogCache(): void;
  100691. /**
  100692. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  100693. */
  100694. static LogLevels: number;
  100695. /**
  100696. * Checks if the window object exists
  100697. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  100698. */
  100699. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  100700. /**
  100701. * No performance log
  100702. */
  100703. static readonly PerformanceNoneLogLevel: number;
  100704. /**
  100705. * Use user marks to log performance
  100706. */
  100707. static readonly PerformanceUserMarkLogLevel: number;
  100708. /**
  100709. * Log performance to the console
  100710. */
  100711. static readonly PerformanceConsoleLogLevel: number;
  100712. private static _performance;
  100713. /**
  100714. * Sets the current performance log level
  100715. */
  100716. static PerformanceLogLevel: number;
  100717. private static _StartPerformanceCounterDisabled;
  100718. private static _EndPerformanceCounterDisabled;
  100719. private static _StartUserMark;
  100720. private static _EndUserMark;
  100721. private static _StartPerformanceConsole;
  100722. private static _EndPerformanceConsole;
  100723. /**
  100724. * Starts a performance counter
  100725. */
  100726. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  100727. /**
  100728. * Ends a specific performance coutner
  100729. */
  100730. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  100731. /**
  100732. * Gets either window.performance.now() if supported or Date.now() else
  100733. */
  100734. static readonly Now: number;
  100735. /**
  100736. * This method will return the name of the class used to create the instance of the given object.
  100737. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  100738. * @param object the object to get the class name from
  100739. * @param isType defines if the object is actually a type
  100740. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  100741. */
  100742. static GetClassName(object: any, isType?: boolean): string;
  100743. /**
  100744. * Gets the first element of an array satisfying a given predicate
  100745. * @param array defines the array to browse
  100746. * @param predicate defines the predicate to use
  100747. * @returns null if not found or the element
  100748. */
  100749. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  100750. /**
  100751. * This method will return the name of the full name of the class, including its owning module (if any).
  100752. * 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).
  100753. * @param object the object to get the class name from
  100754. * @param isType defines if the object is actually a type
  100755. * @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.
  100756. * @ignorenaming
  100757. */
  100758. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  100759. /**
  100760. * Returns a promise that resolves after the given amount of time.
  100761. * @param delay Number of milliseconds to delay
  100762. * @returns Promise that resolves after the given amount of time
  100763. */
  100764. static DelayAsync(delay: number): Promise<void>;
  100765. }
  100766. /**
  100767. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  100768. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  100769. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  100770. * @param name The name of the class, case should be preserved
  100771. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  100772. */
  100773. export function className(name: string, module?: string): (target: Object) => void;
  100774. /**
  100775. * An implementation of a loop for asynchronous functions.
  100776. */
  100777. export class AsyncLoop {
  100778. /**
  100779. * Defines the number of iterations for the loop
  100780. */
  100781. iterations: number;
  100782. /**
  100783. * Defines the current index of the loop.
  100784. */
  100785. index: number;
  100786. private _done;
  100787. private _fn;
  100788. private _successCallback;
  100789. /**
  100790. * Constructor.
  100791. * @param iterations the number of iterations.
  100792. * @param func the function to run each iteration
  100793. * @param successCallback the callback that will be called upon succesful execution
  100794. * @param offset starting offset.
  100795. */
  100796. constructor(
  100797. /**
  100798. * Defines the number of iterations for the loop
  100799. */
  100800. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  100801. /**
  100802. * Execute the next iteration. Must be called after the last iteration was finished.
  100803. */
  100804. executeNext(): void;
  100805. /**
  100806. * Break the loop and run the success callback.
  100807. */
  100808. breakLoop(): void;
  100809. /**
  100810. * Create and run an async loop.
  100811. * @param iterations the number of iterations.
  100812. * @param fn the function to run each iteration
  100813. * @param successCallback the callback that will be called upon succesful execution
  100814. * @param offset starting offset.
  100815. * @returns the created async loop object
  100816. */
  100817. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  100818. /**
  100819. * A for-loop that will run a given number of iterations synchronous and the rest async.
  100820. * @param iterations total number of iterations
  100821. * @param syncedIterations number of synchronous iterations in each async iteration.
  100822. * @param fn the function to call each iteration.
  100823. * @param callback a success call back that will be called when iterating stops.
  100824. * @param breakFunction a break condition (optional)
  100825. * @param timeout timeout settings for the setTimeout function. default - 0.
  100826. * @returns the created async loop object
  100827. */
  100828. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  100829. }
  100830. }
  100831. declare module BABYLON {
  100832. /**
  100833. * This class implement a typical dictionary using a string as key and the generic type T as value.
  100834. * The underlying implementation relies on an associative array to ensure the best performances.
  100835. * The value can be anything including 'null' but except 'undefined'
  100836. */
  100837. export class StringDictionary<T> {
  100838. /**
  100839. * This will clear this dictionary and copy the content from the 'source' one.
  100840. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  100841. * @param source the dictionary to take the content from and copy to this dictionary
  100842. */
  100843. copyFrom(source: StringDictionary<T>): void;
  100844. /**
  100845. * Get a value based from its key
  100846. * @param key the given key to get the matching value from
  100847. * @return the value if found, otherwise undefined is returned
  100848. */
  100849. get(key: string): T | undefined;
  100850. /**
  100851. * Get a value from its key or add it if it doesn't exist.
  100852. * This method will ensure you that a given key/data will be present in the dictionary.
  100853. * @param key the given key to get the matching value from
  100854. * @param factory the factory that will create the value if the key is not present in the dictionary.
  100855. * The factory will only be invoked if there's no data for the given key.
  100856. * @return the value corresponding to the key.
  100857. */
  100858. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  100859. /**
  100860. * Get a value from its key if present in the dictionary otherwise add it
  100861. * @param key the key to get the value from
  100862. * @param val if there's no such key/value pair in the dictionary add it with this value
  100863. * @return the value corresponding to the key
  100864. */
  100865. getOrAdd(key: string, val: T): T;
  100866. /**
  100867. * Check if there's a given key in the dictionary
  100868. * @param key the key to check for
  100869. * @return true if the key is present, false otherwise
  100870. */
  100871. contains(key: string): boolean;
  100872. /**
  100873. * Add a new key and its corresponding value
  100874. * @param key the key to add
  100875. * @param value the value corresponding to the key
  100876. * @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
  100877. */
  100878. add(key: string, value: T): boolean;
  100879. /**
  100880. * Update a specific value associated to a key
  100881. * @param key defines the key to use
  100882. * @param value defines the value to store
  100883. * @returns true if the value was updated (or false if the key was not found)
  100884. */
  100885. set(key: string, value: T): boolean;
  100886. /**
  100887. * Get the element of the given key and remove it from the dictionary
  100888. * @param key defines the key to search
  100889. * @returns the value associated with the key or null if not found
  100890. */
  100891. getAndRemove(key: string): Nullable<T>;
  100892. /**
  100893. * Remove a key/value from the dictionary.
  100894. * @param key the key to remove
  100895. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  100896. */
  100897. remove(key: string): boolean;
  100898. /**
  100899. * Clear the whole content of the dictionary
  100900. */
  100901. clear(): void;
  100902. /**
  100903. * Gets the current count
  100904. */
  100905. readonly count: number;
  100906. /**
  100907. * Execute a callback on each key/val of the dictionary.
  100908. * Note that you can remove any element in this dictionary in the callback implementation
  100909. * @param callback the callback to execute on a given key/value pair
  100910. */
  100911. forEach(callback: (key: string, val: T) => void): void;
  100912. /**
  100913. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  100914. * If the callback returns null or undefined the method will iterate to the next key/value pair
  100915. * Note that you can remove any element in this dictionary in the callback implementation
  100916. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  100917. * @returns the first item
  100918. */
  100919. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  100920. private _count;
  100921. private _data;
  100922. }
  100923. }
  100924. declare module BABYLON {
  100925. /** @hidden */
  100926. export interface ICollisionCoordinator {
  100927. createCollider(): Collider;
  100928. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  100929. init(scene: Scene): void;
  100930. }
  100931. /** @hidden */
  100932. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  100933. private _scene;
  100934. private _scaledPosition;
  100935. private _scaledVelocity;
  100936. private _finalPosition;
  100937. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  100938. createCollider(): Collider;
  100939. init(scene: Scene): void;
  100940. private _collideWithWorld;
  100941. }
  100942. }
  100943. declare module BABYLON {
  100944. /**
  100945. * Class used to manage all inputs for the scene.
  100946. */
  100947. export class InputManager {
  100948. /** The distance in pixel that you have to move to prevent some events */
  100949. static DragMovementThreshold: number;
  100950. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  100951. static LongPressDelay: number;
  100952. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  100953. static DoubleClickDelay: number;
  100954. /** If you need to check double click without raising a single click at first click, enable this flag */
  100955. static ExclusiveDoubleClickMode: boolean;
  100956. private _wheelEventName;
  100957. private _onPointerMove;
  100958. private _onPointerDown;
  100959. private _onPointerUp;
  100960. private _initClickEvent;
  100961. private _initActionManager;
  100962. private _delayedSimpleClick;
  100963. private _delayedSimpleClickTimeout;
  100964. private _previousDelayedSimpleClickTimeout;
  100965. private _meshPickProceed;
  100966. private _previousButtonPressed;
  100967. private _currentPickResult;
  100968. private _previousPickResult;
  100969. private _totalPointersPressed;
  100970. private _doubleClickOccured;
  100971. private _pointerOverMesh;
  100972. private _pickedDownMesh;
  100973. private _pickedUpMesh;
  100974. private _pointerX;
  100975. private _pointerY;
  100976. private _unTranslatedPointerX;
  100977. private _unTranslatedPointerY;
  100978. private _startingPointerPosition;
  100979. private _previousStartingPointerPosition;
  100980. private _startingPointerTime;
  100981. private _previousStartingPointerTime;
  100982. private _pointerCaptures;
  100983. private _onKeyDown;
  100984. private _onKeyUp;
  100985. private _onCanvasFocusObserver;
  100986. private _onCanvasBlurObserver;
  100987. private _scene;
  100988. /**
  100989. * Creates a new InputManager
  100990. * @param scene defines the hosting scene
  100991. */
  100992. constructor(scene: Scene);
  100993. /**
  100994. * Gets the mesh that is currently under the pointer
  100995. */
  100996. readonly meshUnderPointer: Nullable<AbstractMesh>;
  100997. /**
  100998. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  100999. */
  101000. readonly unTranslatedPointer: Vector2;
  101001. /**
  101002. * Gets or sets the current on-screen X position of the pointer
  101003. */
  101004. pointerX: number;
  101005. /**
  101006. * Gets or sets the current on-screen Y position of the pointer
  101007. */
  101008. pointerY: number;
  101009. private _updatePointerPosition;
  101010. private _processPointerMove;
  101011. private _setRayOnPointerInfo;
  101012. private _checkPrePointerObservable;
  101013. /**
  101014. * Use this method to simulate a pointer move on a mesh
  101015. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101016. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101017. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101018. */
  101019. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  101020. /**
  101021. * Use this method to simulate a pointer down on a mesh
  101022. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101023. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101024. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101025. */
  101026. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  101027. private _processPointerDown;
  101028. /** @hidden */
  101029. _isPointerSwiping(): boolean;
  101030. /**
  101031. * Use this method to simulate a pointer up on a mesh
  101032. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101033. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101034. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101035. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  101036. */
  101037. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  101038. private _processPointerUp;
  101039. /**
  101040. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  101041. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  101042. * @returns true if the pointer was captured
  101043. */
  101044. isPointerCaptured(pointerId?: number): boolean;
  101045. /**
  101046. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  101047. * @param attachUp defines if you want to attach events to pointerup
  101048. * @param attachDown defines if you want to attach events to pointerdown
  101049. * @param attachMove defines if you want to attach events to pointermove
  101050. */
  101051. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  101052. /**
  101053. * Detaches all event handlers
  101054. */
  101055. detachControl(): void;
  101056. /**
  101057. * Force the value of meshUnderPointer
  101058. * @param mesh defines the mesh to use
  101059. */
  101060. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  101061. /**
  101062. * Gets the mesh under the pointer
  101063. * @returns a Mesh or null if no mesh is under the pointer
  101064. */
  101065. getPointerOverMesh(): Nullable<AbstractMesh>;
  101066. }
  101067. }
  101068. declare module BABYLON {
  101069. /**
  101070. * Helper class used to generate session unique ID
  101071. */
  101072. export class UniqueIdGenerator {
  101073. private static _UniqueIdCounter;
  101074. /**
  101075. * Gets an unique (relatively to the current scene) Id
  101076. */
  101077. static readonly UniqueId: number;
  101078. }
  101079. }
  101080. declare module BABYLON {
  101081. /**
  101082. * This class defines the direct association between an animation and a target
  101083. */
  101084. export class TargetedAnimation {
  101085. /**
  101086. * Animation to perform
  101087. */
  101088. animation: Animation;
  101089. /**
  101090. * Target to animate
  101091. */
  101092. target: any;
  101093. /**
  101094. * Serialize the object
  101095. * @returns the JSON object representing the current entity
  101096. */
  101097. serialize(): any;
  101098. }
  101099. /**
  101100. * Use this class to create coordinated animations on multiple targets
  101101. */
  101102. export class AnimationGroup implements IDisposable {
  101103. /** The name of the animation group */
  101104. name: string;
  101105. private _scene;
  101106. private _targetedAnimations;
  101107. private _animatables;
  101108. private _from;
  101109. private _to;
  101110. private _isStarted;
  101111. private _isPaused;
  101112. private _speedRatio;
  101113. private _loopAnimation;
  101114. /**
  101115. * Gets or sets the unique id of the node
  101116. */
  101117. uniqueId: number;
  101118. /**
  101119. * This observable will notify when one animation have ended
  101120. */
  101121. onAnimationEndObservable: Observable<TargetedAnimation>;
  101122. /**
  101123. * Observer raised when one animation loops
  101124. */
  101125. onAnimationLoopObservable: Observable<TargetedAnimation>;
  101126. /**
  101127. * Observer raised when all animations have looped
  101128. */
  101129. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  101130. /**
  101131. * This observable will notify when all animations have ended.
  101132. */
  101133. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  101134. /**
  101135. * This observable will notify when all animations have paused.
  101136. */
  101137. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  101138. /**
  101139. * This observable will notify when all animations are playing.
  101140. */
  101141. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  101142. /**
  101143. * Gets the first frame
  101144. */
  101145. readonly from: number;
  101146. /**
  101147. * Gets the last frame
  101148. */
  101149. readonly to: number;
  101150. /**
  101151. * Define if the animations are started
  101152. */
  101153. readonly isStarted: boolean;
  101154. /**
  101155. * Gets a value indicating that the current group is playing
  101156. */
  101157. readonly isPlaying: boolean;
  101158. /**
  101159. * Gets or sets the speed ratio to use for all animations
  101160. */
  101161. /**
  101162. * Gets or sets the speed ratio to use for all animations
  101163. */
  101164. speedRatio: number;
  101165. /**
  101166. * Gets or sets if all animations should loop or not
  101167. */
  101168. loopAnimation: boolean;
  101169. /**
  101170. * Gets the targeted animations for this animation group
  101171. */
  101172. readonly targetedAnimations: Array<TargetedAnimation>;
  101173. /**
  101174. * returning the list of animatables controlled by this animation group.
  101175. */
  101176. readonly animatables: Array<Animatable>;
  101177. /**
  101178. * Instantiates a new Animation Group.
  101179. * This helps managing several animations at once.
  101180. * @see http://doc.babylonjs.com/how_to/group
  101181. * @param name Defines the name of the group
  101182. * @param scene Defines the scene the group belongs to
  101183. */
  101184. constructor(
  101185. /** The name of the animation group */
  101186. name: string, scene?: Nullable<Scene>);
  101187. /**
  101188. * Add an animation (with its target) in the group
  101189. * @param animation defines the animation we want to add
  101190. * @param target defines the target of the animation
  101191. * @returns the TargetedAnimation object
  101192. */
  101193. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  101194. /**
  101195. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  101196. * It can add constant keys at begin or end
  101197. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  101198. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  101199. * @returns the animation group
  101200. */
  101201. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  101202. private _animationLoopCount;
  101203. private _animationLoopFlags;
  101204. private _processLoop;
  101205. /**
  101206. * Start all animations on given targets
  101207. * @param loop defines if animations must loop
  101208. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  101209. * @param from defines the from key (optional)
  101210. * @param to defines the to key (optional)
  101211. * @returns the current animation group
  101212. */
  101213. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  101214. /**
  101215. * Pause all animations
  101216. * @returns the animation group
  101217. */
  101218. pause(): AnimationGroup;
  101219. /**
  101220. * Play all animations to initial state
  101221. * This function will start() the animations if they were not started or will restart() them if they were paused
  101222. * @param loop defines if animations must loop
  101223. * @returns the animation group
  101224. */
  101225. play(loop?: boolean): AnimationGroup;
  101226. /**
  101227. * Reset all animations to initial state
  101228. * @returns the animation group
  101229. */
  101230. reset(): AnimationGroup;
  101231. /**
  101232. * Restart animations from key 0
  101233. * @returns the animation group
  101234. */
  101235. restart(): AnimationGroup;
  101236. /**
  101237. * Stop all animations
  101238. * @returns the animation group
  101239. */
  101240. stop(): AnimationGroup;
  101241. /**
  101242. * Set animation weight for all animatables
  101243. * @param weight defines the weight to use
  101244. * @return the animationGroup
  101245. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  101246. */
  101247. setWeightForAllAnimatables(weight: number): AnimationGroup;
  101248. /**
  101249. * Synchronize and normalize all animatables with a source animatable
  101250. * @param root defines the root animatable to synchronize with
  101251. * @return the animationGroup
  101252. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  101253. */
  101254. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  101255. /**
  101256. * Goes to a specific frame in this animation group
  101257. * @param frame the frame number to go to
  101258. * @return the animationGroup
  101259. */
  101260. goToFrame(frame: number): AnimationGroup;
  101261. /**
  101262. * Dispose all associated resources
  101263. */
  101264. dispose(): void;
  101265. private _checkAnimationGroupEnded;
  101266. /**
  101267. * Clone the current animation group and returns a copy
  101268. * @param newName defines the name of the new group
  101269. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  101270. * @returns the new aniamtion group
  101271. */
  101272. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  101273. /**
  101274. * Serializes the animationGroup to an object
  101275. * @returns Serialized object
  101276. */
  101277. serialize(): any;
  101278. /**
  101279. * Returns a new AnimationGroup object parsed from the source provided.
  101280. * @param parsedAnimationGroup defines the source
  101281. * @param scene defines the scene that will receive the animationGroup
  101282. * @returns a new AnimationGroup
  101283. */
  101284. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  101285. /**
  101286. * Returns the string "AnimationGroup"
  101287. * @returns "AnimationGroup"
  101288. */
  101289. getClassName(): string;
  101290. /**
  101291. * Creates a detailled string about the object
  101292. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  101293. * @returns a string representing the object
  101294. */
  101295. toString(fullDetails?: boolean): string;
  101296. }
  101297. }
  101298. declare module BABYLON {
  101299. /**
  101300. * Define an interface for all classes that will hold resources
  101301. */
  101302. export interface IDisposable {
  101303. /**
  101304. * Releases all held resources
  101305. */
  101306. dispose(): void;
  101307. }
  101308. /** Interface defining initialization parameters for Scene class */
  101309. export interface SceneOptions {
  101310. /**
  101311. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  101312. * It will improve performance when the number of geometries becomes important.
  101313. */
  101314. useGeometryUniqueIdsMap?: boolean;
  101315. /**
  101316. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  101317. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  101318. */
  101319. useMaterialMeshMap?: boolean;
  101320. /**
  101321. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  101322. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  101323. */
  101324. useClonedMeshhMap?: boolean;
  101325. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  101326. virtual?: boolean;
  101327. }
  101328. /**
  101329. * Represents a scene to be rendered by the engine.
  101330. * @see http://doc.babylonjs.com/features/scene
  101331. */
  101332. export class Scene extends AbstractScene implements IAnimatable {
  101333. /** The fog is deactivated */
  101334. static readonly FOGMODE_NONE: number;
  101335. /** The fog density is following an exponential function */
  101336. static readonly FOGMODE_EXP: number;
  101337. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  101338. static readonly FOGMODE_EXP2: number;
  101339. /** The fog density is following a linear function. */
  101340. static readonly FOGMODE_LINEAR: number;
  101341. /**
  101342. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  101343. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101344. */
  101345. static MinDeltaTime: number;
  101346. /**
  101347. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  101348. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101349. */
  101350. static MaxDeltaTime: number;
  101351. /**
  101352. * Factory used to create the default material.
  101353. * @param name The name of the material to create
  101354. * @param scene The scene to create the material for
  101355. * @returns The default material
  101356. */
  101357. static DefaultMaterialFactory(scene: Scene): Material;
  101358. /**
  101359. * Factory used to create the a collision coordinator.
  101360. * @returns The collision coordinator
  101361. */
  101362. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  101363. /** @hidden */
  101364. _inputManager: InputManager;
  101365. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  101366. cameraToUseForPointers: Nullable<Camera>;
  101367. /** @hidden */
  101368. readonly _isScene: boolean;
  101369. /**
  101370. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  101371. */
  101372. autoClear: boolean;
  101373. /**
  101374. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  101375. */
  101376. autoClearDepthAndStencil: boolean;
  101377. /**
  101378. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  101379. */
  101380. clearColor: Color4;
  101381. /**
  101382. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  101383. */
  101384. ambientColor: Color3;
  101385. /**
  101386. * This is use to store the default BRDF lookup for PBR materials in your scene.
  101387. * It should only be one of the following (if not the default embedded one):
  101388. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  101389. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  101390. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  101391. * The material properties need to be setup according to the type of texture in use.
  101392. */
  101393. environmentBRDFTexture: BaseTexture;
  101394. /** @hidden */
  101395. protected _environmentTexture: Nullable<BaseTexture>;
  101396. /**
  101397. * Texture used in all pbr material as the reflection texture.
  101398. * As in the majority of the scene they are the same (exception for multi room and so on),
  101399. * this is easier to reference from here than from all the materials.
  101400. */
  101401. /**
  101402. * Texture used in all pbr material as the reflection texture.
  101403. * As in the majority of the scene they are the same (exception for multi room and so on),
  101404. * this is easier to set here than in all the materials.
  101405. */
  101406. environmentTexture: Nullable<BaseTexture>;
  101407. /** @hidden */
  101408. protected _environmentIntensity: number;
  101409. /**
  101410. * Intensity of the environment in all pbr material.
  101411. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  101412. * As in the majority of the scene they are the same (exception for multi room and so on),
  101413. * this is easier to reference from here than from all the materials.
  101414. */
  101415. /**
  101416. * Intensity of the environment in all pbr material.
  101417. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  101418. * As in the majority of the scene they are the same (exception for multi room and so on),
  101419. * this is easier to set here than in all the materials.
  101420. */
  101421. environmentIntensity: number;
  101422. /** @hidden */
  101423. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  101424. /**
  101425. * Default image processing configuration used either in the rendering
  101426. * Forward main pass or through the imageProcessingPostProcess if present.
  101427. * As in the majority of the scene they are the same (exception for multi camera),
  101428. * this is easier to reference from here than from all the materials and post process.
  101429. *
  101430. * No setter as we it is a shared configuration, you can set the values instead.
  101431. */
  101432. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  101433. private _forceWireframe;
  101434. /**
  101435. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  101436. */
  101437. forceWireframe: boolean;
  101438. private _forcePointsCloud;
  101439. /**
  101440. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  101441. */
  101442. forcePointsCloud: boolean;
  101443. /**
  101444. * Gets or sets the active clipplane 1
  101445. */
  101446. clipPlane: Nullable<Plane>;
  101447. /**
  101448. * Gets or sets the active clipplane 2
  101449. */
  101450. clipPlane2: Nullable<Plane>;
  101451. /**
  101452. * Gets or sets the active clipplane 3
  101453. */
  101454. clipPlane3: Nullable<Plane>;
  101455. /**
  101456. * Gets or sets the active clipplane 4
  101457. */
  101458. clipPlane4: Nullable<Plane>;
  101459. /**
  101460. * Gets or sets a boolean indicating if animations are enabled
  101461. */
  101462. animationsEnabled: boolean;
  101463. private _animationPropertiesOverride;
  101464. /**
  101465. * Gets or sets the animation properties override
  101466. */
  101467. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  101468. /**
  101469. * Gets or sets a boolean indicating if a constant deltatime has to be used
  101470. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  101471. */
  101472. useConstantAnimationDeltaTime: boolean;
  101473. /**
  101474. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  101475. * Please note that it requires to run a ray cast through the scene on every frame
  101476. */
  101477. constantlyUpdateMeshUnderPointer: boolean;
  101478. /**
  101479. * Defines the HTML cursor to use when hovering over interactive elements
  101480. */
  101481. hoverCursor: string;
  101482. /**
  101483. * Defines the HTML default cursor to use (empty by default)
  101484. */
  101485. defaultCursor: string;
  101486. /**
  101487. * Defines wether cursors are handled by the scene.
  101488. */
  101489. doNotHandleCursors: boolean;
  101490. /**
  101491. * This is used to call preventDefault() on pointer down
  101492. * in order to block unwanted artifacts like system double clicks
  101493. */
  101494. preventDefaultOnPointerDown: boolean;
  101495. /**
  101496. * This is used to call preventDefault() on pointer up
  101497. * in order to block unwanted artifacts like system double clicks
  101498. */
  101499. preventDefaultOnPointerUp: boolean;
  101500. /**
  101501. * Gets or sets user defined metadata
  101502. */
  101503. metadata: any;
  101504. /**
  101505. * For internal use only. Please do not use.
  101506. */
  101507. reservedDataStore: any;
  101508. /**
  101509. * Gets the name of the plugin used to load this scene (null by default)
  101510. */
  101511. loadingPluginName: string;
  101512. /**
  101513. * Use this array to add regular expressions used to disable offline support for specific urls
  101514. */
  101515. disableOfflineSupportExceptionRules: RegExp[];
  101516. /**
  101517. * An event triggered when the scene is disposed.
  101518. */
  101519. onDisposeObservable: Observable<Scene>;
  101520. private _onDisposeObserver;
  101521. /** Sets a function to be executed when this scene is disposed. */
  101522. onDispose: () => void;
  101523. /**
  101524. * An event triggered before rendering the scene (right after animations and physics)
  101525. */
  101526. onBeforeRenderObservable: Observable<Scene>;
  101527. private _onBeforeRenderObserver;
  101528. /** Sets a function to be executed before rendering this scene */
  101529. beforeRender: Nullable<() => void>;
  101530. /**
  101531. * An event triggered after rendering the scene
  101532. */
  101533. onAfterRenderObservable: Observable<Scene>;
  101534. /**
  101535. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  101536. */
  101537. onAfterRenderCameraObservable: Observable<Camera>;
  101538. private _onAfterRenderObserver;
  101539. /** Sets a function to be executed after rendering this scene */
  101540. afterRender: Nullable<() => void>;
  101541. /**
  101542. * An event triggered before animating the scene
  101543. */
  101544. onBeforeAnimationsObservable: Observable<Scene>;
  101545. /**
  101546. * An event triggered after animations processing
  101547. */
  101548. onAfterAnimationsObservable: Observable<Scene>;
  101549. /**
  101550. * An event triggered before draw calls are ready to be sent
  101551. */
  101552. onBeforeDrawPhaseObservable: Observable<Scene>;
  101553. /**
  101554. * An event triggered after draw calls have been sent
  101555. */
  101556. onAfterDrawPhaseObservable: Observable<Scene>;
  101557. /**
  101558. * An event triggered when the scene is ready
  101559. */
  101560. onReadyObservable: Observable<Scene>;
  101561. /**
  101562. * An event triggered before rendering a camera
  101563. */
  101564. onBeforeCameraRenderObservable: Observable<Camera>;
  101565. private _onBeforeCameraRenderObserver;
  101566. /** Sets a function to be executed before rendering a camera*/
  101567. beforeCameraRender: () => void;
  101568. /**
  101569. * An event triggered after rendering a camera
  101570. */
  101571. onAfterCameraRenderObservable: Observable<Camera>;
  101572. private _onAfterCameraRenderObserver;
  101573. /** Sets a function to be executed after rendering a camera*/
  101574. afterCameraRender: () => void;
  101575. /**
  101576. * An event triggered when active meshes evaluation is about to start
  101577. */
  101578. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  101579. /**
  101580. * An event triggered when active meshes evaluation is done
  101581. */
  101582. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  101583. /**
  101584. * An event triggered when particles rendering is about to start
  101585. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  101586. */
  101587. onBeforeParticlesRenderingObservable: Observable<Scene>;
  101588. /**
  101589. * An event triggered when particles rendering is done
  101590. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  101591. */
  101592. onAfterParticlesRenderingObservable: Observable<Scene>;
  101593. /**
  101594. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  101595. */
  101596. onDataLoadedObservable: Observable<Scene>;
  101597. /**
  101598. * An event triggered when a camera is created
  101599. */
  101600. onNewCameraAddedObservable: Observable<Camera>;
  101601. /**
  101602. * An event triggered when a camera is removed
  101603. */
  101604. onCameraRemovedObservable: Observable<Camera>;
  101605. /**
  101606. * An event triggered when a light is created
  101607. */
  101608. onNewLightAddedObservable: Observable<Light>;
  101609. /**
  101610. * An event triggered when a light is removed
  101611. */
  101612. onLightRemovedObservable: Observable<Light>;
  101613. /**
  101614. * An event triggered when a geometry is created
  101615. */
  101616. onNewGeometryAddedObservable: Observable<Geometry>;
  101617. /**
  101618. * An event triggered when a geometry is removed
  101619. */
  101620. onGeometryRemovedObservable: Observable<Geometry>;
  101621. /**
  101622. * An event triggered when a transform node is created
  101623. */
  101624. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  101625. /**
  101626. * An event triggered when a transform node is removed
  101627. */
  101628. onTransformNodeRemovedObservable: Observable<TransformNode>;
  101629. /**
  101630. * An event triggered when a mesh is created
  101631. */
  101632. onNewMeshAddedObservable: Observable<AbstractMesh>;
  101633. /**
  101634. * An event triggered when a mesh is removed
  101635. */
  101636. onMeshRemovedObservable: Observable<AbstractMesh>;
  101637. /**
  101638. * An event triggered when a skeleton is created
  101639. */
  101640. onNewSkeletonAddedObservable: Observable<Skeleton>;
  101641. /**
  101642. * An event triggered when a skeleton is removed
  101643. */
  101644. onSkeletonRemovedObservable: Observable<Skeleton>;
  101645. /**
  101646. * An event triggered when a material is created
  101647. */
  101648. onNewMaterialAddedObservable: Observable<Material>;
  101649. /**
  101650. * An event triggered when a material is removed
  101651. */
  101652. onMaterialRemovedObservable: Observable<Material>;
  101653. /**
  101654. * An event triggered when a texture is created
  101655. */
  101656. onNewTextureAddedObservable: Observable<BaseTexture>;
  101657. /**
  101658. * An event triggered when a texture is removed
  101659. */
  101660. onTextureRemovedObservable: Observable<BaseTexture>;
  101661. /**
  101662. * An event triggered when render targets are about to be rendered
  101663. * Can happen multiple times per frame.
  101664. */
  101665. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  101666. /**
  101667. * An event triggered when render targets were rendered.
  101668. * Can happen multiple times per frame.
  101669. */
  101670. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  101671. /**
  101672. * An event triggered before calculating deterministic simulation step
  101673. */
  101674. onBeforeStepObservable: Observable<Scene>;
  101675. /**
  101676. * An event triggered after calculating deterministic simulation step
  101677. */
  101678. onAfterStepObservable: Observable<Scene>;
  101679. /**
  101680. * An event triggered when the activeCamera property is updated
  101681. */
  101682. onActiveCameraChanged: Observable<Scene>;
  101683. /**
  101684. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  101685. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  101686. * 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)
  101687. */
  101688. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  101689. /**
  101690. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  101691. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  101692. * 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)
  101693. */
  101694. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  101695. /**
  101696. * This Observable will when a mesh has been imported into the scene.
  101697. */
  101698. onMeshImportedObservable: Observable<AbstractMesh>;
  101699. /**
  101700. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  101701. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  101702. */
  101703. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  101704. /** @hidden */
  101705. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  101706. /**
  101707. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  101708. */
  101709. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  101710. /**
  101711. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  101712. */
  101713. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  101714. /**
  101715. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  101716. */
  101717. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  101718. /** Callback called when a pointer move is detected */
  101719. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  101720. /** Callback called when a pointer down is detected */
  101721. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  101722. /** Callback called when a pointer up is detected */
  101723. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  101724. /** Callback called when a pointer pick is detected */
  101725. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  101726. /**
  101727. * 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).
  101728. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  101729. */
  101730. onPrePointerObservable: Observable<PointerInfoPre>;
  101731. /**
  101732. * Observable event triggered each time an input event is received from the rendering canvas
  101733. */
  101734. onPointerObservable: Observable<PointerInfo>;
  101735. /**
  101736. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  101737. */
  101738. readonly unTranslatedPointer: Vector2;
  101739. /**
  101740. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  101741. */
  101742. static DragMovementThreshold: number;
  101743. /**
  101744. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  101745. */
  101746. static LongPressDelay: number;
  101747. /**
  101748. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  101749. */
  101750. static DoubleClickDelay: number;
  101751. /** If you need to check double click without raising a single click at first click, enable this flag */
  101752. static ExclusiveDoubleClickMode: boolean;
  101753. /** @hidden */
  101754. _mirroredCameraPosition: Nullable<Vector3>;
  101755. /**
  101756. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  101757. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  101758. */
  101759. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  101760. /**
  101761. * Observable event triggered each time an keyboard event is received from the hosting window
  101762. */
  101763. onKeyboardObservable: Observable<KeyboardInfo>;
  101764. private _useRightHandedSystem;
  101765. /**
  101766. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  101767. */
  101768. useRightHandedSystem: boolean;
  101769. private _timeAccumulator;
  101770. private _currentStepId;
  101771. private _currentInternalStep;
  101772. /**
  101773. * Sets the step Id used by deterministic lock step
  101774. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101775. * @param newStepId defines the step Id
  101776. */
  101777. setStepId(newStepId: number): void;
  101778. /**
  101779. * Gets the step Id used by deterministic lock step
  101780. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101781. * @returns the step Id
  101782. */
  101783. getStepId(): number;
  101784. /**
  101785. * Gets the internal step used by deterministic lock step
  101786. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101787. * @returns the internal step
  101788. */
  101789. getInternalStep(): number;
  101790. private _fogEnabled;
  101791. /**
  101792. * Gets or sets a boolean indicating if fog is enabled on this scene
  101793. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101794. * (Default is true)
  101795. */
  101796. fogEnabled: boolean;
  101797. private _fogMode;
  101798. /**
  101799. * Gets or sets the fog mode to use
  101800. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101801. * | mode | value |
  101802. * | --- | --- |
  101803. * | FOGMODE_NONE | 0 |
  101804. * | FOGMODE_EXP | 1 |
  101805. * | FOGMODE_EXP2 | 2 |
  101806. * | FOGMODE_LINEAR | 3 |
  101807. */
  101808. fogMode: number;
  101809. /**
  101810. * Gets or sets the fog color to use
  101811. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101812. * (Default is Color3(0.2, 0.2, 0.3))
  101813. */
  101814. fogColor: Color3;
  101815. /**
  101816. * Gets or sets the fog density to use
  101817. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101818. * (Default is 0.1)
  101819. */
  101820. fogDensity: number;
  101821. /**
  101822. * Gets or sets the fog start distance to use
  101823. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101824. * (Default is 0)
  101825. */
  101826. fogStart: number;
  101827. /**
  101828. * Gets or sets the fog end distance to use
  101829. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101830. * (Default is 1000)
  101831. */
  101832. fogEnd: number;
  101833. private _shadowsEnabled;
  101834. /**
  101835. * Gets or sets a boolean indicating if shadows are enabled on this scene
  101836. */
  101837. shadowsEnabled: boolean;
  101838. private _lightsEnabled;
  101839. /**
  101840. * Gets or sets a boolean indicating if lights are enabled on this scene
  101841. */
  101842. lightsEnabled: boolean;
  101843. /** All of the active cameras added to this scene. */
  101844. activeCameras: Camera[];
  101845. /** @hidden */
  101846. _activeCamera: Nullable<Camera>;
  101847. /** Gets or sets the current active camera */
  101848. activeCamera: Nullable<Camera>;
  101849. private _defaultMaterial;
  101850. /** The default material used on meshes when no material is affected */
  101851. /** The default material used on meshes when no material is affected */
  101852. defaultMaterial: Material;
  101853. private _texturesEnabled;
  101854. /**
  101855. * Gets or sets a boolean indicating if textures are enabled on this scene
  101856. */
  101857. texturesEnabled: boolean;
  101858. /**
  101859. * Gets or sets a boolean indicating if particles are enabled on this scene
  101860. */
  101861. particlesEnabled: boolean;
  101862. /**
  101863. * Gets or sets a boolean indicating if sprites are enabled on this scene
  101864. */
  101865. spritesEnabled: boolean;
  101866. private _skeletonsEnabled;
  101867. /**
  101868. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  101869. */
  101870. skeletonsEnabled: boolean;
  101871. /**
  101872. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  101873. */
  101874. lensFlaresEnabled: boolean;
  101875. /**
  101876. * Gets or sets a boolean indicating if collisions are enabled on this scene
  101877. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  101878. */
  101879. collisionsEnabled: boolean;
  101880. private _collisionCoordinator;
  101881. /** @hidden */
  101882. readonly collisionCoordinator: ICollisionCoordinator;
  101883. /**
  101884. * Defines the gravity applied to this scene (used only for collisions)
  101885. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  101886. */
  101887. gravity: Vector3;
  101888. /**
  101889. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  101890. */
  101891. postProcessesEnabled: boolean;
  101892. /**
  101893. * The list of postprocesses added to the scene
  101894. */
  101895. postProcesses: PostProcess[];
  101896. /**
  101897. * Gets the current postprocess manager
  101898. */
  101899. postProcessManager: PostProcessManager;
  101900. /**
  101901. * Gets or sets a boolean indicating if render targets are enabled on this scene
  101902. */
  101903. renderTargetsEnabled: boolean;
  101904. /**
  101905. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  101906. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  101907. */
  101908. dumpNextRenderTargets: boolean;
  101909. /**
  101910. * The list of user defined render targets added to the scene
  101911. */
  101912. customRenderTargets: RenderTargetTexture[];
  101913. /**
  101914. * Defines if texture loading must be delayed
  101915. * If true, textures will only be loaded when they need to be rendered
  101916. */
  101917. useDelayedTextureLoading: boolean;
  101918. /**
  101919. * Gets the list of meshes imported to the scene through SceneLoader
  101920. */
  101921. importedMeshesFiles: String[];
  101922. /**
  101923. * Gets or sets a boolean indicating if probes are enabled on this scene
  101924. */
  101925. probesEnabled: boolean;
  101926. /**
  101927. * Gets or sets the current offline provider to use to store scene data
  101928. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  101929. */
  101930. offlineProvider: IOfflineProvider;
  101931. /**
  101932. * Gets or sets the action manager associated with the scene
  101933. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  101934. */
  101935. actionManager: AbstractActionManager;
  101936. private _meshesForIntersections;
  101937. /**
  101938. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  101939. */
  101940. proceduralTexturesEnabled: boolean;
  101941. private _engine;
  101942. private _totalVertices;
  101943. /** @hidden */
  101944. _activeIndices: PerfCounter;
  101945. /** @hidden */
  101946. _activeParticles: PerfCounter;
  101947. /** @hidden */
  101948. _activeBones: PerfCounter;
  101949. private _animationRatio;
  101950. /** @hidden */
  101951. _animationTimeLast: number;
  101952. /** @hidden */
  101953. _animationTime: number;
  101954. /**
  101955. * Gets or sets a general scale for animation speed
  101956. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  101957. */
  101958. animationTimeScale: number;
  101959. /** @hidden */
  101960. _cachedMaterial: Nullable<Material>;
  101961. /** @hidden */
  101962. _cachedEffect: Nullable<Effect>;
  101963. /** @hidden */
  101964. _cachedVisibility: Nullable<number>;
  101965. private _renderId;
  101966. private _frameId;
  101967. private _executeWhenReadyTimeoutId;
  101968. private _intermediateRendering;
  101969. private _viewUpdateFlag;
  101970. private _projectionUpdateFlag;
  101971. /** @hidden */
  101972. _toBeDisposed: Nullable<IDisposable>[];
  101973. private _activeRequests;
  101974. /** @hidden */
  101975. _pendingData: any[];
  101976. private _isDisposed;
  101977. /**
  101978. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  101979. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  101980. */
  101981. dispatchAllSubMeshesOfActiveMeshes: boolean;
  101982. private _activeMeshes;
  101983. private _processedMaterials;
  101984. private _renderTargets;
  101985. /** @hidden */
  101986. _activeParticleSystems: SmartArray<IParticleSystem>;
  101987. private _activeSkeletons;
  101988. private _softwareSkinnedMeshes;
  101989. private _renderingManager;
  101990. /** @hidden */
  101991. _activeAnimatables: Animatable[];
  101992. private _transformMatrix;
  101993. private _sceneUbo;
  101994. /** @hidden */
  101995. _viewMatrix: Matrix;
  101996. private _projectionMatrix;
  101997. /** @hidden */
  101998. _forcedViewPosition: Nullable<Vector3>;
  101999. /** @hidden */
  102000. _frustumPlanes: Plane[];
  102001. /**
  102002. * Gets the list of frustum planes (built from the active camera)
  102003. */
  102004. readonly frustumPlanes: Plane[];
  102005. /**
  102006. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  102007. * This is useful if there are more lights that the maximum simulteanous authorized
  102008. */
  102009. requireLightSorting: boolean;
  102010. /** @hidden */
  102011. readonly useMaterialMeshMap: boolean;
  102012. /** @hidden */
  102013. readonly useClonedMeshhMap: boolean;
  102014. private _externalData;
  102015. private _uid;
  102016. /**
  102017. * @hidden
  102018. * Backing store of defined scene components.
  102019. */
  102020. _components: ISceneComponent[];
  102021. /**
  102022. * @hidden
  102023. * Backing store of defined scene components.
  102024. */
  102025. _serializableComponents: ISceneSerializableComponent[];
  102026. /**
  102027. * List of components to register on the next registration step.
  102028. */
  102029. private _transientComponents;
  102030. /**
  102031. * Registers the transient components if needed.
  102032. */
  102033. private _registerTransientComponents;
  102034. /**
  102035. * @hidden
  102036. * Add a component to the scene.
  102037. * Note that the ccomponent could be registered on th next frame if this is called after
  102038. * the register component stage.
  102039. * @param component Defines the component to add to the scene
  102040. */
  102041. _addComponent(component: ISceneComponent): void;
  102042. /**
  102043. * @hidden
  102044. * Gets a component from the scene.
  102045. * @param name defines the name of the component to retrieve
  102046. * @returns the component or null if not present
  102047. */
  102048. _getComponent(name: string): Nullable<ISceneComponent>;
  102049. /**
  102050. * @hidden
  102051. * Defines the actions happening before camera updates.
  102052. */
  102053. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  102054. /**
  102055. * @hidden
  102056. * Defines the actions happening before clear the canvas.
  102057. */
  102058. _beforeClearStage: Stage<SimpleStageAction>;
  102059. /**
  102060. * @hidden
  102061. * Defines the actions when collecting render targets for the frame.
  102062. */
  102063. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  102064. /**
  102065. * @hidden
  102066. * Defines the actions happening for one camera in the frame.
  102067. */
  102068. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  102069. /**
  102070. * @hidden
  102071. * Defines the actions happening during the per mesh ready checks.
  102072. */
  102073. _isReadyForMeshStage: Stage<MeshStageAction>;
  102074. /**
  102075. * @hidden
  102076. * Defines the actions happening before evaluate active mesh checks.
  102077. */
  102078. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  102079. /**
  102080. * @hidden
  102081. * Defines the actions happening during the evaluate sub mesh checks.
  102082. */
  102083. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  102084. /**
  102085. * @hidden
  102086. * Defines the actions happening during the active mesh stage.
  102087. */
  102088. _activeMeshStage: Stage<ActiveMeshStageAction>;
  102089. /**
  102090. * @hidden
  102091. * Defines the actions happening during the per camera render target step.
  102092. */
  102093. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  102094. /**
  102095. * @hidden
  102096. * Defines the actions happening just before the active camera is drawing.
  102097. */
  102098. _beforeCameraDrawStage: Stage<CameraStageAction>;
  102099. /**
  102100. * @hidden
  102101. * Defines the actions happening just before a render target is drawing.
  102102. */
  102103. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  102104. /**
  102105. * @hidden
  102106. * Defines the actions happening just before a rendering group is drawing.
  102107. */
  102108. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  102109. /**
  102110. * @hidden
  102111. * Defines the actions happening just before a mesh is drawing.
  102112. */
  102113. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  102114. /**
  102115. * @hidden
  102116. * Defines the actions happening just after a mesh has been drawn.
  102117. */
  102118. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  102119. /**
  102120. * @hidden
  102121. * Defines the actions happening just after a rendering group has been drawn.
  102122. */
  102123. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  102124. /**
  102125. * @hidden
  102126. * Defines the actions happening just after the active camera has been drawn.
  102127. */
  102128. _afterCameraDrawStage: Stage<CameraStageAction>;
  102129. /**
  102130. * @hidden
  102131. * Defines the actions happening just after a render target has been drawn.
  102132. */
  102133. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  102134. /**
  102135. * @hidden
  102136. * Defines the actions happening just after rendering all cameras and computing intersections.
  102137. */
  102138. _afterRenderStage: Stage<SimpleStageAction>;
  102139. /**
  102140. * @hidden
  102141. * Defines the actions happening when a pointer move event happens.
  102142. */
  102143. _pointerMoveStage: Stage<PointerMoveStageAction>;
  102144. /**
  102145. * @hidden
  102146. * Defines the actions happening when a pointer down event happens.
  102147. */
  102148. _pointerDownStage: Stage<PointerUpDownStageAction>;
  102149. /**
  102150. * @hidden
  102151. * Defines the actions happening when a pointer up event happens.
  102152. */
  102153. _pointerUpStage: Stage<PointerUpDownStageAction>;
  102154. /**
  102155. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  102156. */
  102157. private geometriesByUniqueId;
  102158. /**
  102159. * Creates a new Scene
  102160. * @param engine defines the engine to use to render this scene
  102161. * @param options defines the scene options
  102162. */
  102163. constructor(engine: Engine, options?: SceneOptions);
  102164. /**
  102165. * Gets a string idenfifying the name of the class
  102166. * @returns "Scene" string
  102167. */
  102168. getClassName(): string;
  102169. private _defaultMeshCandidates;
  102170. /**
  102171. * @hidden
  102172. */
  102173. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  102174. private _defaultSubMeshCandidates;
  102175. /**
  102176. * @hidden
  102177. */
  102178. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  102179. /**
  102180. * Sets the default candidate providers for the scene.
  102181. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  102182. * and getCollidingSubMeshCandidates to their default function
  102183. */
  102184. setDefaultCandidateProviders(): void;
  102185. /**
  102186. * Gets the mesh that is currently under the pointer
  102187. */
  102188. readonly meshUnderPointer: Nullable<AbstractMesh>;
  102189. /**
  102190. * Gets or sets the current on-screen X position of the pointer
  102191. */
  102192. pointerX: number;
  102193. /**
  102194. * Gets or sets the current on-screen Y position of the pointer
  102195. */
  102196. pointerY: number;
  102197. /**
  102198. * Gets the cached material (ie. the latest rendered one)
  102199. * @returns the cached material
  102200. */
  102201. getCachedMaterial(): Nullable<Material>;
  102202. /**
  102203. * Gets the cached effect (ie. the latest rendered one)
  102204. * @returns the cached effect
  102205. */
  102206. getCachedEffect(): Nullable<Effect>;
  102207. /**
  102208. * Gets the cached visibility state (ie. the latest rendered one)
  102209. * @returns the cached visibility state
  102210. */
  102211. getCachedVisibility(): Nullable<number>;
  102212. /**
  102213. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  102214. * @param material defines the current material
  102215. * @param effect defines the current effect
  102216. * @param visibility defines the current visibility state
  102217. * @returns true if one parameter is not cached
  102218. */
  102219. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  102220. /**
  102221. * Gets the engine associated with the scene
  102222. * @returns an Engine
  102223. */
  102224. getEngine(): Engine;
  102225. /**
  102226. * Gets the total number of vertices rendered per frame
  102227. * @returns the total number of vertices rendered per frame
  102228. */
  102229. getTotalVertices(): number;
  102230. /**
  102231. * Gets the performance counter for total vertices
  102232. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102233. */
  102234. readonly totalVerticesPerfCounter: PerfCounter;
  102235. /**
  102236. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  102237. * @returns the total number of active indices rendered per frame
  102238. */
  102239. getActiveIndices(): number;
  102240. /**
  102241. * Gets the performance counter for active indices
  102242. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102243. */
  102244. readonly totalActiveIndicesPerfCounter: PerfCounter;
  102245. /**
  102246. * Gets the total number of active particles rendered per frame
  102247. * @returns the total number of active particles rendered per frame
  102248. */
  102249. getActiveParticles(): number;
  102250. /**
  102251. * Gets the performance counter for active particles
  102252. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102253. */
  102254. readonly activeParticlesPerfCounter: PerfCounter;
  102255. /**
  102256. * Gets the total number of active bones rendered per frame
  102257. * @returns the total number of active bones rendered per frame
  102258. */
  102259. getActiveBones(): number;
  102260. /**
  102261. * Gets the performance counter for active bones
  102262. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102263. */
  102264. readonly activeBonesPerfCounter: PerfCounter;
  102265. /**
  102266. * Gets the array of active meshes
  102267. * @returns an array of AbstractMesh
  102268. */
  102269. getActiveMeshes(): SmartArray<AbstractMesh>;
  102270. /**
  102271. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  102272. * @returns a number
  102273. */
  102274. getAnimationRatio(): number;
  102275. /**
  102276. * Gets an unique Id for the current render phase
  102277. * @returns a number
  102278. */
  102279. getRenderId(): number;
  102280. /**
  102281. * Gets an unique Id for the current frame
  102282. * @returns a number
  102283. */
  102284. getFrameId(): number;
  102285. /** Call this function if you want to manually increment the render Id*/
  102286. incrementRenderId(): void;
  102287. private _createUbo;
  102288. /**
  102289. * Use this method to simulate a pointer move on a mesh
  102290. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102291. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102292. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102293. * @returns the current scene
  102294. */
  102295. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  102296. /**
  102297. * Use this method to simulate a pointer down on a mesh
  102298. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102299. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102300. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102301. * @returns the current scene
  102302. */
  102303. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  102304. /**
  102305. * Use this method to simulate a pointer up on a mesh
  102306. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102307. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102308. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102309. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  102310. * @returns the current scene
  102311. */
  102312. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  102313. /**
  102314. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  102315. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  102316. * @returns true if the pointer was captured
  102317. */
  102318. isPointerCaptured(pointerId?: number): boolean;
  102319. /**
  102320. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  102321. * @param attachUp defines if you want to attach events to pointerup
  102322. * @param attachDown defines if you want to attach events to pointerdown
  102323. * @param attachMove defines if you want to attach events to pointermove
  102324. */
  102325. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  102326. /** Detaches all event handlers*/
  102327. detachControl(): void;
  102328. /**
  102329. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  102330. * Delay loaded resources are not taking in account
  102331. * @return true if all required resources are ready
  102332. */
  102333. isReady(): boolean;
  102334. /** Resets all cached information relative to material (including effect and visibility) */
  102335. resetCachedMaterial(): void;
  102336. /**
  102337. * Registers a function to be called before every frame render
  102338. * @param func defines the function to register
  102339. */
  102340. registerBeforeRender(func: () => void): void;
  102341. /**
  102342. * Unregisters a function called before every frame render
  102343. * @param func defines the function to unregister
  102344. */
  102345. unregisterBeforeRender(func: () => void): void;
  102346. /**
  102347. * Registers a function to be called after every frame render
  102348. * @param func defines the function to register
  102349. */
  102350. registerAfterRender(func: () => void): void;
  102351. /**
  102352. * Unregisters a function called after every frame render
  102353. * @param func defines the function to unregister
  102354. */
  102355. unregisterAfterRender(func: () => void): void;
  102356. private _executeOnceBeforeRender;
  102357. /**
  102358. * The provided function will run before render once and will be disposed afterwards.
  102359. * A timeout delay can be provided so that the function will be executed in N ms.
  102360. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  102361. * @param func The function to be executed.
  102362. * @param timeout optional delay in ms
  102363. */
  102364. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  102365. /** @hidden */
  102366. _addPendingData(data: any): void;
  102367. /** @hidden */
  102368. _removePendingData(data: any): void;
  102369. /**
  102370. * Returns the number of items waiting to be loaded
  102371. * @returns the number of items waiting to be loaded
  102372. */
  102373. getWaitingItemsCount(): number;
  102374. /**
  102375. * Returns a boolean indicating if the scene is still loading data
  102376. */
  102377. readonly isLoading: boolean;
  102378. /**
  102379. * Registers a function to be executed when the scene is ready
  102380. * @param {Function} func - the function to be executed
  102381. */
  102382. executeWhenReady(func: () => void): void;
  102383. /**
  102384. * Returns a promise that resolves when the scene is ready
  102385. * @returns A promise that resolves when the scene is ready
  102386. */
  102387. whenReadyAsync(): Promise<void>;
  102388. /** @hidden */
  102389. _checkIsReady(): void;
  102390. /**
  102391. * Gets all animatable attached to the scene
  102392. */
  102393. readonly animatables: Animatable[];
  102394. /**
  102395. * Resets the last animation time frame.
  102396. * Useful to override when animations start running when loading a scene for the first time.
  102397. */
  102398. resetLastAnimationTimeFrame(): void;
  102399. /**
  102400. * Gets the current view matrix
  102401. * @returns a Matrix
  102402. */
  102403. getViewMatrix(): Matrix;
  102404. /**
  102405. * Gets the current projection matrix
  102406. * @returns a Matrix
  102407. */
  102408. getProjectionMatrix(): Matrix;
  102409. /**
  102410. * Gets the current transform matrix
  102411. * @returns a Matrix made of View * Projection
  102412. */
  102413. getTransformMatrix(): Matrix;
  102414. /**
  102415. * Sets the current transform matrix
  102416. * @param viewL defines the View matrix to use
  102417. * @param projectionL defines the Projection matrix to use
  102418. * @param viewR defines the right View matrix to use (if provided)
  102419. * @param projectionR defines the right Projection matrix to use (if provided)
  102420. */
  102421. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  102422. /**
  102423. * Gets the uniform buffer used to store scene data
  102424. * @returns a UniformBuffer
  102425. */
  102426. getSceneUniformBuffer(): UniformBuffer;
  102427. /**
  102428. * Gets an unique (relatively to the current scene) Id
  102429. * @returns an unique number for the scene
  102430. */
  102431. getUniqueId(): number;
  102432. /**
  102433. * Add a mesh to the list of scene's meshes
  102434. * @param newMesh defines the mesh to add
  102435. * @param recursive if all child meshes should also be added to the scene
  102436. */
  102437. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  102438. /**
  102439. * Remove a mesh for the list of scene's meshes
  102440. * @param toRemove defines the mesh to remove
  102441. * @param recursive if all child meshes should also be removed from the scene
  102442. * @returns the index where the mesh was in the mesh list
  102443. */
  102444. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  102445. /**
  102446. * Add a transform node to the list of scene's transform nodes
  102447. * @param newTransformNode defines the transform node to add
  102448. */
  102449. addTransformNode(newTransformNode: TransformNode): void;
  102450. /**
  102451. * Remove a transform node for the list of scene's transform nodes
  102452. * @param toRemove defines the transform node to remove
  102453. * @returns the index where the transform node was in the transform node list
  102454. */
  102455. removeTransformNode(toRemove: TransformNode): number;
  102456. /**
  102457. * Remove a skeleton for the list of scene's skeletons
  102458. * @param toRemove defines the skeleton to remove
  102459. * @returns the index where the skeleton was in the skeleton list
  102460. */
  102461. removeSkeleton(toRemove: Skeleton): number;
  102462. /**
  102463. * Remove a morph target for the list of scene's morph targets
  102464. * @param toRemove defines the morph target to remove
  102465. * @returns the index where the morph target was in the morph target list
  102466. */
  102467. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  102468. /**
  102469. * Remove a light for the list of scene's lights
  102470. * @param toRemove defines the light to remove
  102471. * @returns the index where the light was in the light list
  102472. */
  102473. removeLight(toRemove: Light): number;
  102474. /**
  102475. * Remove a camera for the list of scene's cameras
  102476. * @param toRemove defines the camera to remove
  102477. * @returns the index where the camera was in the camera list
  102478. */
  102479. removeCamera(toRemove: Camera): number;
  102480. /**
  102481. * Remove a particle system for the list of scene's particle systems
  102482. * @param toRemove defines the particle system to remove
  102483. * @returns the index where the particle system was in the particle system list
  102484. */
  102485. removeParticleSystem(toRemove: IParticleSystem): number;
  102486. /**
  102487. * Remove a animation for the list of scene's animations
  102488. * @param toRemove defines the animation to remove
  102489. * @returns the index where the animation was in the animation list
  102490. */
  102491. removeAnimation(toRemove: Animation): number;
  102492. /**
  102493. * Will stop the animation of the given target
  102494. * @param target - the target
  102495. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  102496. * @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)
  102497. */
  102498. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  102499. /**
  102500. * Removes the given animation group from this scene.
  102501. * @param toRemove The animation group to remove
  102502. * @returns The index of the removed animation group
  102503. */
  102504. removeAnimationGroup(toRemove: AnimationGroup): number;
  102505. /**
  102506. * Removes the given multi-material from this scene.
  102507. * @param toRemove The multi-material to remove
  102508. * @returns The index of the removed multi-material
  102509. */
  102510. removeMultiMaterial(toRemove: MultiMaterial): number;
  102511. /**
  102512. * Removes the given material from this scene.
  102513. * @param toRemove The material to remove
  102514. * @returns The index of the removed material
  102515. */
  102516. removeMaterial(toRemove: Material): number;
  102517. /**
  102518. * Removes the given action manager from this scene.
  102519. * @param toRemove The action manager to remove
  102520. * @returns The index of the removed action manager
  102521. */
  102522. removeActionManager(toRemove: AbstractActionManager): number;
  102523. /**
  102524. * Removes the given texture from this scene.
  102525. * @param toRemove The texture to remove
  102526. * @returns The index of the removed texture
  102527. */
  102528. removeTexture(toRemove: BaseTexture): number;
  102529. /**
  102530. * Adds the given light to this scene
  102531. * @param newLight The light to add
  102532. */
  102533. addLight(newLight: Light): void;
  102534. /**
  102535. * Sorts the list list based on light priorities
  102536. */
  102537. sortLightsByPriority(): void;
  102538. /**
  102539. * Adds the given camera to this scene
  102540. * @param newCamera The camera to add
  102541. */
  102542. addCamera(newCamera: Camera): void;
  102543. /**
  102544. * Adds the given skeleton to this scene
  102545. * @param newSkeleton The skeleton to add
  102546. */
  102547. addSkeleton(newSkeleton: Skeleton): void;
  102548. /**
  102549. * Adds the given particle system to this scene
  102550. * @param newParticleSystem The particle system to add
  102551. */
  102552. addParticleSystem(newParticleSystem: IParticleSystem): void;
  102553. /**
  102554. * Adds the given animation to this scene
  102555. * @param newAnimation The animation to add
  102556. */
  102557. addAnimation(newAnimation: Animation): void;
  102558. /**
  102559. * Adds the given animation group to this scene.
  102560. * @param newAnimationGroup The animation group to add
  102561. */
  102562. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  102563. /**
  102564. * Adds the given multi-material to this scene
  102565. * @param newMultiMaterial The multi-material to add
  102566. */
  102567. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  102568. /**
  102569. * Adds the given material to this scene
  102570. * @param newMaterial The material to add
  102571. */
  102572. addMaterial(newMaterial: Material): void;
  102573. /**
  102574. * Adds the given morph target to this scene
  102575. * @param newMorphTargetManager The morph target to add
  102576. */
  102577. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  102578. /**
  102579. * Adds the given geometry to this scene
  102580. * @param newGeometry The geometry to add
  102581. */
  102582. addGeometry(newGeometry: Geometry): void;
  102583. /**
  102584. * Adds the given action manager to this scene
  102585. * @param newActionManager The action manager to add
  102586. */
  102587. addActionManager(newActionManager: AbstractActionManager): void;
  102588. /**
  102589. * Adds the given texture to this scene.
  102590. * @param newTexture The texture to add
  102591. */
  102592. addTexture(newTexture: BaseTexture): void;
  102593. /**
  102594. * Switch active camera
  102595. * @param newCamera defines the new active camera
  102596. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  102597. */
  102598. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  102599. /**
  102600. * sets the active camera of the scene using its ID
  102601. * @param id defines the camera's ID
  102602. * @return the new active camera or null if none found.
  102603. */
  102604. setActiveCameraByID(id: string): Nullable<Camera>;
  102605. /**
  102606. * sets the active camera of the scene using its name
  102607. * @param name defines the camera's name
  102608. * @returns the new active camera or null if none found.
  102609. */
  102610. setActiveCameraByName(name: string): Nullable<Camera>;
  102611. /**
  102612. * get an animation group using its name
  102613. * @param name defines the material's name
  102614. * @return the animation group or null if none found.
  102615. */
  102616. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  102617. /**
  102618. * Get a material using its unique id
  102619. * @param uniqueId defines the material's unique id
  102620. * @return the material or null if none found.
  102621. */
  102622. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  102623. /**
  102624. * get a material using its id
  102625. * @param id defines the material's ID
  102626. * @return the material or null if none found.
  102627. */
  102628. getMaterialByID(id: string): Nullable<Material>;
  102629. /**
  102630. * Gets a the last added material using a given id
  102631. * @param id defines the material's ID
  102632. * @return the last material with the given id or null if none found.
  102633. */
  102634. getLastMaterialByID(id: string): Nullable<Material>;
  102635. /**
  102636. * Gets a material using its name
  102637. * @param name defines the material's name
  102638. * @return the material or null if none found.
  102639. */
  102640. getMaterialByName(name: string): Nullable<Material>;
  102641. /**
  102642. * Get a texture using its unique id
  102643. * @param uniqueId defines the texture's unique id
  102644. * @return the texture or null if none found.
  102645. */
  102646. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  102647. /**
  102648. * Gets a camera using its id
  102649. * @param id defines the id to look for
  102650. * @returns the camera or null if not found
  102651. */
  102652. getCameraByID(id: string): Nullable<Camera>;
  102653. /**
  102654. * Gets a camera using its unique id
  102655. * @param uniqueId defines the unique id to look for
  102656. * @returns the camera or null if not found
  102657. */
  102658. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  102659. /**
  102660. * Gets a camera using its name
  102661. * @param name defines the camera's name
  102662. * @return the camera or null if none found.
  102663. */
  102664. getCameraByName(name: string): Nullable<Camera>;
  102665. /**
  102666. * Gets a bone using its id
  102667. * @param id defines the bone's id
  102668. * @return the bone or null if not found
  102669. */
  102670. getBoneByID(id: string): Nullable<Bone>;
  102671. /**
  102672. * Gets a bone using its id
  102673. * @param name defines the bone's name
  102674. * @return the bone or null if not found
  102675. */
  102676. getBoneByName(name: string): Nullable<Bone>;
  102677. /**
  102678. * Gets a light node using its name
  102679. * @param name defines the the light's name
  102680. * @return the light or null if none found.
  102681. */
  102682. getLightByName(name: string): Nullable<Light>;
  102683. /**
  102684. * Gets a light node using its id
  102685. * @param id defines the light's id
  102686. * @return the light or null if none found.
  102687. */
  102688. getLightByID(id: string): Nullable<Light>;
  102689. /**
  102690. * Gets a light node using its scene-generated unique ID
  102691. * @param uniqueId defines the light's unique id
  102692. * @return the light or null if none found.
  102693. */
  102694. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  102695. /**
  102696. * Gets a particle system by id
  102697. * @param id defines the particle system id
  102698. * @return the corresponding system or null if none found
  102699. */
  102700. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  102701. /**
  102702. * Gets a geometry using its ID
  102703. * @param id defines the geometry's id
  102704. * @return the geometry or null if none found.
  102705. */
  102706. getGeometryByID(id: string): Nullable<Geometry>;
  102707. private _getGeometryByUniqueID;
  102708. /**
  102709. * Add a new geometry to this scene
  102710. * @param geometry defines the geometry to be added to the scene.
  102711. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  102712. * @return a boolean defining if the geometry was added or not
  102713. */
  102714. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  102715. /**
  102716. * Removes an existing geometry
  102717. * @param geometry defines the geometry to be removed from the scene
  102718. * @return a boolean defining if the geometry was removed or not
  102719. */
  102720. removeGeometry(geometry: Geometry): boolean;
  102721. /**
  102722. * Gets the list of geometries attached to the scene
  102723. * @returns an array of Geometry
  102724. */
  102725. getGeometries(): Geometry[];
  102726. /**
  102727. * Gets the first added mesh found of a given ID
  102728. * @param id defines the id to search for
  102729. * @return the mesh found or null if not found at all
  102730. */
  102731. getMeshByID(id: string): Nullable<AbstractMesh>;
  102732. /**
  102733. * Gets a list of meshes using their id
  102734. * @param id defines the id to search for
  102735. * @returns a list of meshes
  102736. */
  102737. getMeshesByID(id: string): Array<AbstractMesh>;
  102738. /**
  102739. * Gets the first added transform node found of a given ID
  102740. * @param id defines the id to search for
  102741. * @return the found transform node or null if not found at all.
  102742. */
  102743. getTransformNodeByID(id: string): Nullable<TransformNode>;
  102744. /**
  102745. * Gets a transform node with its auto-generated unique id
  102746. * @param uniqueId efines the unique id to search for
  102747. * @return the found transform node or null if not found at all.
  102748. */
  102749. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  102750. /**
  102751. * Gets a list of transform nodes using their id
  102752. * @param id defines the id to search for
  102753. * @returns a list of transform nodes
  102754. */
  102755. getTransformNodesByID(id: string): Array<TransformNode>;
  102756. /**
  102757. * Gets a mesh with its auto-generated unique id
  102758. * @param uniqueId defines the unique id to search for
  102759. * @return the found mesh or null if not found at all.
  102760. */
  102761. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  102762. /**
  102763. * Gets a the last added mesh using a given id
  102764. * @param id defines the id to search for
  102765. * @return the found mesh or null if not found at all.
  102766. */
  102767. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  102768. /**
  102769. * Gets a the last added node (Mesh, Camera, Light) using a given id
  102770. * @param id defines the id to search for
  102771. * @return the found node or null if not found at all
  102772. */
  102773. getLastEntryByID(id: string): Nullable<Node>;
  102774. /**
  102775. * Gets a node (Mesh, Camera, Light) using a given id
  102776. * @param id defines the id to search for
  102777. * @return the found node or null if not found at all
  102778. */
  102779. getNodeByID(id: string): Nullable<Node>;
  102780. /**
  102781. * Gets a node (Mesh, Camera, Light) using a given name
  102782. * @param name defines the name to search for
  102783. * @return the found node or null if not found at all.
  102784. */
  102785. getNodeByName(name: string): Nullable<Node>;
  102786. /**
  102787. * Gets a mesh using a given name
  102788. * @param name defines the name to search for
  102789. * @return the found mesh or null if not found at all.
  102790. */
  102791. getMeshByName(name: string): Nullable<AbstractMesh>;
  102792. /**
  102793. * Gets a transform node using a given name
  102794. * @param name defines the name to search for
  102795. * @return the found transform node or null if not found at all.
  102796. */
  102797. getTransformNodeByName(name: string): Nullable<TransformNode>;
  102798. /**
  102799. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  102800. * @param id defines the id to search for
  102801. * @return the found skeleton or null if not found at all.
  102802. */
  102803. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  102804. /**
  102805. * Gets a skeleton using a given auto generated unique id
  102806. * @param uniqueId defines the unique id to search for
  102807. * @return the found skeleton or null if not found at all.
  102808. */
  102809. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  102810. /**
  102811. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  102812. * @param id defines the id to search for
  102813. * @return the found skeleton or null if not found at all.
  102814. */
  102815. getSkeletonById(id: string): Nullable<Skeleton>;
  102816. /**
  102817. * Gets a skeleton using a given name
  102818. * @param name defines the name to search for
  102819. * @return the found skeleton or null if not found at all.
  102820. */
  102821. getSkeletonByName(name: string): Nullable<Skeleton>;
  102822. /**
  102823. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  102824. * @param id defines the id to search for
  102825. * @return the found morph target manager or null if not found at all.
  102826. */
  102827. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  102828. /**
  102829. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  102830. * @param id defines the id to search for
  102831. * @return the found morph target or null if not found at all.
  102832. */
  102833. getMorphTargetById(id: string): Nullable<MorphTarget>;
  102834. /**
  102835. * Gets a boolean indicating if the given mesh is active
  102836. * @param mesh defines the mesh to look for
  102837. * @returns true if the mesh is in the active list
  102838. */
  102839. isActiveMesh(mesh: AbstractMesh): boolean;
  102840. /**
  102841. * Return a unique id as a string which can serve as an identifier for the scene
  102842. */
  102843. readonly uid: string;
  102844. /**
  102845. * Add an externaly attached data from its key.
  102846. * This method call will fail and return false, if such key already exists.
  102847. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  102848. * @param key the unique key that identifies the data
  102849. * @param data the data object to associate to the key for this Engine instance
  102850. * @return true if no such key were already present and the data was added successfully, false otherwise
  102851. */
  102852. addExternalData<T>(key: string, data: T): boolean;
  102853. /**
  102854. * Get an externaly attached data from its key
  102855. * @param key the unique key that identifies the data
  102856. * @return the associated data, if present (can be null), or undefined if not present
  102857. */
  102858. getExternalData<T>(key: string): Nullable<T>;
  102859. /**
  102860. * Get an externaly attached data from its key, create it using a factory if it's not already present
  102861. * @param key the unique key that identifies the data
  102862. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  102863. * @return the associated data, can be null if the factory returned null.
  102864. */
  102865. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  102866. /**
  102867. * Remove an externaly attached data from the Engine instance
  102868. * @param key the unique key that identifies the data
  102869. * @return true if the data was successfully removed, false if it doesn't exist
  102870. */
  102871. removeExternalData(key: string): boolean;
  102872. private _evaluateSubMesh;
  102873. /**
  102874. * Clear the processed materials smart array preventing retention point in material dispose.
  102875. */
  102876. freeProcessedMaterials(): void;
  102877. private _preventFreeActiveMeshesAndRenderingGroups;
  102878. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  102879. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  102880. * when disposing several meshes in a row or a hierarchy of meshes.
  102881. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  102882. */
  102883. blockfreeActiveMeshesAndRenderingGroups: boolean;
  102884. /**
  102885. * Clear the active meshes smart array preventing retention point in mesh dispose.
  102886. */
  102887. freeActiveMeshes(): void;
  102888. /**
  102889. * Clear the info related to rendering groups preventing retention points during dispose.
  102890. */
  102891. freeRenderingGroups(): void;
  102892. /** @hidden */
  102893. _isInIntermediateRendering(): boolean;
  102894. /**
  102895. * Lambda returning the list of potentially active meshes.
  102896. */
  102897. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  102898. /**
  102899. * Lambda returning the list of potentially active sub meshes.
  102900. */
  102901. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  102902. /**
  102903. * Lambda returning the list of potentially intersecting sub meshes.
  102904. */
  102905. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  102906. /**
  102907. * Lambda returning the list of potentially colliding sub meshes.
  102908. */
  102909. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  102910. private _activeMeshesFrozen;
  102911. /**
  102912. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  102913. * @returns the current scene
  102914. */
  102915. freezeActiveMeshes(): Scene;
  102916. /**
  102917. * Use this function to restart evaluating active meshes on every frame
  102918. * @returns the current scene
  102919. */
  102920. unfreezeActiveMeshes(): Scene;
  102921. private _evaluateActiveMeshes;
  102922. private _activeMesh;
  102923. /**
  102924. * Update the transform matrix to update from the current active camera
  102925. * @param force defines a boolean used to force the update even if cache is up to date
  102926. */
  102927. updateTransformMatrix(force?: boolean): void;
  102928. private _bindFrameBuffer;
  102929. /** @hidden */
  102930. _allowPostProcessClearColor: boolean;
  102931. /** @hidden */
  102932. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  102933. private _processSubCameras;
  102934. private _checkIntersections;
  102935. /** @hidden */
  102936. _advancePhysicsEngineStep(step: number): void;
  102937. /**
  102938. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  102939. */
  102940. getDeterministicFrameTime: () => number;
  102941. /** @hidden */
  102942. _animate(): void;
  102943. /** Execute all animations (for a frame) */
  102944. animate(): void;
  102945. /**
  102946. * Render the scene
  102947. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  102948. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  102949. */
  102950. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  102951. /**
  102952. * Freeze all materials
  102953. * A frozen material will not be updatable but should be faster to render
  102954. */
  102955. freezeMaterials(): void;
  102956. /**
  102957. * Unfreeze all materials
  102958. * A frozen material will not be updatable but should be faster to render
  102959. */
  102960. unfreezeMaterials(): void;
  102961. /**
  102962. * Releases all held ressources
  102963. */
  102964. dispose(): void;
  102965. /**
  102966. * Gets if the scene is already disposed
  102967. */
  102968. readonly isDisposed: boolean;
  102969. /**
  102970. * Call this function to reduce memory footprint of the scene.
  102971. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  102972. */
  102973. clearCachedVertexData(): void;
  102974. /**
  102975. * This function will remove the local cached buffer data from texture.
  102976. * It will save memory but will prevent the texture from being rebuilt
  102977. */
  102978. cleanCachedTextureBuffer(): void;
  102979. /**
  102980. * Get the world extend vectors with an optional filter
  102981. *
  102982. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  102983. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  102984. */
  102985. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  102986. min: Vector3;
  102987. max: Vector3;
  102988. };
  102989. /**
  102990. * Creates a ray that can be used to pick in the scene
  102991. * @param x defines the x coordinate of the origin (on-screen)
  102992. * @param y defines the y coordinate of the origin (on-screen)
  102993. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  102994. * @param camera defines the camera to use for the picking
  102995. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  102996. * @returns a Ray
  102997. */
  102998. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  102999. /**
  103000. * Creates a ray that can be used to pick in the scene
  103001. * @param x defines the x coordinate of the origin (on-screen)
  103002. * @param y defines the y coordinate of the origin (on-screen)
  103003. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  103004. * @param result defines the ray where to store the picking ray
  103005. * @param camera defines the camera to use for the picking
  103006. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  103007. * @returns the current scene
  103008. */
  103009. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  103010. /**
  103011. * Creates a ray that can be used to pick in the scene
  103012. * @param x defines the x coordinate of the origin (on-screen)
  103013. * @param y defines the y coordinate of the origin (on-screen)
  103014. * @param camera defines the camera to use for the picking
  103015. * @returns a Ray
  103016. */
  103017. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  103018. /**
  103019. * Creates a ray that can be used to pick in the scene
  103020. * @param x defines the x coordinate of the origin (on-screen)
  103021. * @param y defines the y coordinate of the origin (on-screen)
  103022. * @param result defines the ray where to store the picking ray
  103023. * @param camera defines the camera to use for the picking
  103024. * @returns the current scene
  103025. */
  103026. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  103027. /** Launch a ray to try to pick a mesh in the scene
  103028. * @param x position on screen
  103029. * @param y position on screen
  103030. * @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
  103031. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  103032. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  103033. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103034. * @returns a PickingInfo
  103035. */
  103036. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  103037. /** Use the given ray to pick a mesh in the scene
  103038. * @param ray The ray to use to pick meshes
  103039. * @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
  103040. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  103041. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103042. * @returns a PickingInfo
  103043. */
  103044. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  103045. /**
  103046. * Launch a ray to try to pick a mesh in the scene
  103047. * @param x X position on screen
  103048. * @param y Y position on screen
  103049. * @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
  103050. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  103051. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103052. * @returns an array of PickingInfo
  103053. */
  103054. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  103055. /**
  103056. * Launch a ray to try to pick a mesh in the scene
  103057. * @param ray Ray to use
  103058. * @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
  103059. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103060. * @returns an array of PickingInfo
  103061. */
  103062. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  103063. /**
  103064. * Force the value of meshUnderPointer
  103065. * @param mesh defines the mesh to use
  103066. */
  103067. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  103068. /**
  103069. * Gets the mesh under the pointer
  103070. * @returns a Mesh or null if no mesh is under the pointer
  103071. */
  103072. getPointerOverMesh(): Nullable<AbstractMesh>;
  103073. /** @hidden */
  103074. _rebuildGeometries(): void;
  103075. /** @hidden */
  103076. _rebuildTextures(): void;
  103077. private _getByTags;
  103078. /**
  103079. * Get a list of meshes by tags
  103080. * @param tagsQuery defines the tags query to use
  103081. * @param forEach defines a predicate used to filter results
  103082. * @returns an array of Mesh
  103083. */
  103084. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  103085. /**
  103086. * Get a list of cameras by tags
  103087. * @param tagsQuery defines the tags query to use
  103088. * @param forEach defines a predicate used to filter results
  103089. * @returns an array of Camera
  103090. */
  103091. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  103092. /**
  103093. * Get a list of lights by tags
  103094. * @param tagsQuery defines the tags query to use
  103095. * @param forEach defines a predicate used to filter results
  103096. * @returns an array of Light
  103097. */
  103098. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  103099. /**
  103100. * Get a list of materials by tags
  103101. * @param tagsQuery defines the tags query to use
  103102. * @param forEach defines a predicate used to filter results
  103103. * @returns an array of Material
  103104. */
  103105. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  103106. /**
  103107. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  103108. * This allowed control for front to back rendering or reversly depending of the special needs.
  103109. *
  103110. * @param renderingGroupId The rendering group id corresponding to its index
  103111. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  103112. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  103113. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  103114. */
  103115. 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;
  103116. /**
  103117. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  103118. *
  103119. * @param renderingGroupId The rendering group id corresponding to its index
  103120. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  103121. * @param depth Automatically clears depth between groups if true and autoClear is true.
  103122. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  103123. */
  103124. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  103125. /**
  103126. * Gets the current auto clear configuration for one rendering group of the rendering
  103127. * manager.
  103128. * @param index the rendering group index to get the information for
  103129. * @returns The auto clear setup for the requested rendering group
  103130. */
  103131. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  103132. private _blockMaterialDirtyMechanism;
  103133. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  103134. blockMaterialDirtyMechanism: boolean;
  103135. /**
  103136. * Will flag all materials as dirty to trigger new shader compilation
  103137. * @param flag defines the flag used to specify which material part must be marked as dirty
  103138. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  103139. */
  103140. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  103141. /** @hidden */
  103142. _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;
  103143. /** @hidden */
  103144. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  103145. /** @hidden */
  103146. _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;
  103147. /** @hidden */
  103148. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  103149. /** @hidden */
  103150. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  103151. /** @hidden */
  103152. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  103153. }
  103154. }
  103155. declare module BABYLON {
  103156. /**
  103157. * Set of assets to keep when moving a scene into an asset container.
  103158. */
  103159. export class KeepAssets extends AbstractScene {
  103160. }
  103161. /**
  103162. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  103163. */
  103164. export class InstantiatedEntries {
  103165. /**
  103166. * List of new root nodes (eg. nodes with no parent)
  103167. */
  103168. rootNodes: TransformNode[];
  103169. /**
  103170. * List of new skeletons
  103171. */
  103172. skeletons: Skeleton[];
  103173. /**
  103174. * List of new animation groups
  103175. */
  103176. animationGroups: AnimationGroup[];
  103177. }
  103178. /**
  103179. * Container with a set of assets that can be added or removed from a scene.
  103180. */
  103181. export class AssetContainer extends AbstractScene {
  103182. /**
  103183. * The scene the AssetContainer belongs to.
  103184. */
  103185. scene: Scene;
  103186. /**
  103187. * Instantiates an AssetContainer.
  103188. * @param scene The scene the AssetContainer belongs to.
  103189. */
  103190. constructor(scene: Scene);
  103191. /**
  103192. * Instantiate or clone all meshes and add the new ones to the scene.
  103193. * Skeletons and animation groups will all be cloned
  103194. * @param nameFunction defines an optional function used to get new names for clones
  103195. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  103196. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  103197. */
  103198. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  103199. /**
  103200. * Adds all the assets from the container to the scene.
  103201. */
  103202. addAllToScene(): void;
  103203. /**
  103204. * Removes all the assets in the container from the scene
  103205. */
  103206. removeAllFromScene(): void;
  103207. /**
  103208. * Disposes all the assets in the container
  103209. */
  103210. dispose(): void;
  103211. private _moveAssets;
  103212. /**
  103213. * Removes all the assets contained in the scene and adds them to the container.
  103214. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  103215. */
  103216. moveAllFromScene(keepAssets?: KeepAssets): void;
  103217. /**
  103218. * 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.
  103219. * @returns the root mesh
  103220. */
  103221. createRootMesh(): Mesh;
  103222. }
  103223. }
  103224. declare module BABYLON {
  103225. /**
  103226. * Defines how the parser contract is defined.
  103227. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  103228. */
  103229. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  103230. /**
  103231. * Defines how the individual parser contract is defined.
  103232. * These parser can parse an individual asset
  103233. */
  103234. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  103235. /**
  103236. * Base class of the scene acting as a container for the different elements composing a scene.
  103237. * This class is dynamically extended by the different components of the scene increasing
  103238. * flexibility and reducing coupling
  103239. */
  103240. export abstract class AbstractScene {
  103241. /**
  103242. * Stores the list of available parsers in the application.
  103243. */
  103244. private static _BabylonFileParsers;
  103245. /**
  103246. * Stores the list of available individual parsers in the application.
  103247. */
  103248. private static _IndividualBabylonFileParsers;
  103249. /**
  103250. * Adds a parser in the list of available ones
  103251. * @param name Defines the name of the parser
  103252. * @param parser Defines the parser to add
  103253. */
  103254. static AddParser(name: string, parser: BabylonFileParser): void;
  103255. /**
  103256. * Gets a general parser from the list of avaialble ones
  103257. * @param name Defines the name of the parser
  103258. * @returns the requested parser or null
  103259. */
  103260. static GetParser(name: string): Nullable<BabylonFileParser>;
  103261. /**
  103262. * Adds n individual parser in the list of available ones
  103263. * @param name Defines the name of the parser
  103264. * @param parser Defines the parser to add
  103265. */
  103266. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  103267. /**
  103268. * Gets an individual parser from the list of avaialble ones
  103269. * @param name Defines the name of the parser
  103270. * @returns the requested parser or null
  103271. */
  103272. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  103273. /**
  103274. * Parser json data and populate both a scene and its associated container object
  103275. * @param jsonData Defines the data to parse
  103276. * @param scene Defines the scene to parse the data for
  103277. * @param container Defines the container attached to the parsing sequence
  103278. * @param rootUrl Defines the root url of the data
  103279. */
  103280. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  103281. /**
  103282. * Gets the list of root nodes (ie. nodes with no parent)
  103283. */
  103284. rootNodes: Node[];
  103285. /** All of the cameras added to this scene
  103286. * @see http://doc.babylonjs.com/babylon101/cameras
  103287. */
  103288. cameras: Camera[];
  103289. /**
  103290. * All of the lights added to this scene
  103291. * @see http://doc.babylonjs.com/babylon101/lights
  103292. */
  103293. lights: Light[];
  103294. /**
  103295. * All of the (abstract) meshes added to this scene
  103296. */
  103297. meshes: AbstractMesh[];
  103298. /**
  103299. * The list of skeletons added to the scene
  103300. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  103301. */
  103302. skeletons: Skeleton[];
  103303. /**
  103304. * All of the particle systems added to this scene
  103305. * @see http://doc.babylonjs.com/babylon101/particles
  103306. */
  103307. particleSystems: IParticleSystem[];
  103308. /**
  103309. * Gets a list of Animations associated with the scene
  103310. */
  103311. animations: Animation[];
  103312. /**
  103313. * All of the animation groups added to this scene
  103314. * @see http://doc.babylonjs.com/how_to/group
  103315. */
  103316. animationGroups: AnimationGroup[];
  103317. /**
  103318. * All of the multi-materials added to this scene
  103319. * @see http://doc.babylonjs.com/how_to/multi_materials
  103320. */
  103321. multiMaterials: MultiMaterial[];
  103322. /**
  103323. * All of the materials added to this scene
  103324. * In the context of a Scene, it is not supposed to be modified manually.
  103325. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  103326. * Note also that the order of the Material within the array is not significant and might change.
  103327. * @see http://doc.babylonjs.com/babylon101/materials
  103328. */
  103329. materials: Material[];
  103330. /**
  103331. * The list of morph target managers added to the scene
  103332. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  103333. */
  103334. morphTargetManagers: MorphTargetManager[];
  103335. /**
  103336. * The list of geometries used in the scene.
  103337. */
  103338. geometries: Geometry[];
  103339. /**
  103340. * All of the tranform nodes added to this scene
  103341. * In the context of a Scene, it is not supposed to be modified manually.
  103342. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  103343. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  103344. * @see http://doc.babylonjs.com/how_to/transformnode
  103345. */
  103346. transformNodes: TransformNode[];
  103347. /**
  103348. * ActionManagers available on the scene.
  103349. */
  103350. actionManagers: AbstractActionManager[];
  103351. /**
  103352. * Textures to keep.
  103353. */
  103354. textures: BaseTexture[];
  103355. /**
  103356. * Environment texture for the scene
  103357. */
  103358. environmentTexture: Nullable<BaseTexture>;
  103359. }
  103360. }
  103361. declare module BABYLON {
  103362. /**
  103363. * Interface used to define options for Sound class
  103364. */
  103365. export interface ISoundOptions {
  103366. /**
  103367. * Does the sound autoplay once loaded.
  103368. */
  103369. autoplay?: boolean;
  103370. /**
  103371. * Does the sound loop after it finishes playing once.
  103372. */
  103373. loop?: boolean;
  103374. /**
  103375. * Sound's volume
  103376. */
  103377. volume?: number;
  103378. /**
  103379. * Is it a spatial sound?
  103380. */
  103381. spatialSound?: boolean;
  103382. /**
  103383. * Maximum distance to hear that sound
  103384. */
  103385. maxDistance?: number;
  103386. /**
  103387. * Uses user defined attenuation function
  103388. */
  103389. useCustomAttenuation?: boolean;
  103390. /**
  103391. * Define the roll off factor of spatial sounds.
  103392. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103393. */
  103394. rolloffFactor?: number;
  103395. /**
  103396. * Define the reference distance the sound should be heard perfectly.
  103397. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103398. */
  103399. refDistance?: number;
  103400. /**
  103401. * Define the distance attenuation model the sound will follow.
  103402. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103403. */
  103404. distanceModel?: string;
  103405. /**
  103406. * Defines the playback speed (1 by default)
  103407. */
  103408. playbackRate?: number;
  103409. /**
  103410. * Defines if the sound is from a streaming source
  103411. */
  103412. streaming?: boolean;
  103413. /**
  103414. * Defines an optional length (in seconds) inside the sound file
  103415. */
  103416. length?: number;
  103417. /**
  103418. * Defines an optional offset (in seconds) inside the sound file
  103419. */
  103420. offset?: number;
  103421. /**
  103422. * If true, URLs will not be required to state the audio file codec to use.
  103423. */
  103424. skipCodecCheck?: boolean;
  103425. }
  103426. /**
  103427. * Defines a sound that can be played in the application.
  103428. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  103429. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103430. */
  103431. export class Sound {
  103432. /**
  103433. * The name of the sound in the scene.
  103434. */
  103435. name: string;
  103436. /**
  103437. * Does the sound autoplay once loaded.
  103438. */
  103439. autoplay: boolean;
  103440. /**
  103441. * Does the sound loop after it finishes playing once.
  103442. */
  103443. loop: boolean;
  103444. /**
  103445. * Does the sound use a custom attenuation curve to simulate the falloff
  103446. * happening when the source gets further away from the camera.
  103447. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  103448. */
  103449. useCustomAttenuation: boolean;
  103450. /**
  103451. * The sound track id this sound belongs to.
  103452. */
  103453. soundTrackId: number;
  103454. /**
  103455. * Is this sound currently played.
  103456. */
  103457. isPlaying: boolean;
  103458. /**
  103459. * Is this sound currently paused.
  103460. */
  103461. isPaused: boolean;
  103462. /**
  103463. * Does this sound enables spatial sound.
  103464. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103465. */
  103466. spatialSound: boolean;
  103467. /**
  103468. * Define the reference distance the sound should be heard perfectly.
  103469. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103470. */
  103471. refDistance: number;
  103472. /**
  103473. * Define the roll off factor of spatial sounds.
  103474. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103475. */
  103476. rolloffFactor: number;
  103477. /**
  103478. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  103479. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103480. */
  103481. maxDistance: number;
  103482. /**
  103483. * Define the distance attenuation model the sound will follow.
  103484. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103485. */
  103486. distanceModel: string;
  103487. /**
  103488. * @hidden
  103489. * Back Compat
  103490. **/
  103491. onended: () => any;
  103492. /**
  103493. * Observable event when the current playing sound finishes.
  103494. */
  103495. onEndedObservable: Observable<Sound>;
  103496. private _panningModel;
  103497. private _playbackRate;
  103498. private _streaming;
  103499. private _startTime;
  103500. private _startOffset;
  103501. private _position;
  103502. /** @hidden */
  103503. _positionInEmitterSpace: boolean;
  103504. private _localDirection;
  103505. private _volume;
  103506. private _isReadyToPlay;
  103507. private _isDirectional;
  103508. private _readyToPlayCallback;
  103509. private _audioBuffer;
  103510. private _soundSource;
  103511. private _streamingSource;
  103512. private _soundPanner;
  103513. private _soundGain;
  103514. private _inputAudioNode;
  103515. private _outputAudioNode;
  103516. private _coneInnerAngle;
  103517. private _coneOuterAngle;
  103518. private _coneOuterGain;
  103519. private _scene;
  103520. private _connectedTransformNode;
  103521. private _customAttenuationFunction;
  103522. private _registerFunc;
  103523. private _isOutputConnected;
  103524. private _htmlAudioElement;
  103525. private _urlType;
  103526. private _length?;
  103527. private _offset?;
  103528. /** @hidden */
  103529. static _SceneComponentInitialization: (scene: Scene) => void;
  103530. /**
  103531. * Create a sound and attach it to a scene
  103532. * @param name Name of your sound
  103533. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  103534. * @param scene defines the scene the sound belongs to
  103535. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  103536. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  103537. */
  103538. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  103539. /**
  103540. * Release the sound and its associated resources
  103541. */
  103542. dispose(): void;
  103543. /**
  103544. * Gets if the sounds is ready to be played or not.
  103545. * @returns true if ready, otherwise false
  103546. */
  103547. isReady(): boolean;
  103548. private _soundLoaded;
  103549. /**
  103550. * Sets the data of the sound from an audiobuffer
  103551. * @param audioBuffer The audioBuffer containing the data
  103552. */
  103553. setAudioBuffer(audioBuffer: AudioBuffer): void;
  103554. /**
  103555. * Updates the current sounds options such as maxdistance, loop...
  103556. * @param options A JSON object containing values named as the object properties
  103557. */
  103558. updateOptions(options: ISoundOptions): void;
  103559. private _createSpatialParameters;
  103560. private _updateSpatialParameters;
  103561. /**
  103562. * Switch the panning model to HRTF:
  103563. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  103564. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103565. */
  103566. switchPanningModelToHRTF(): void;
  103567. /**
  103568. * Switch the panning model to Equal Power:
  103569. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  103570. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103571. */
  103572. switchPanningModelToEqualPower(): void;
  103573. private _switchPanningModel;
  103574. /**
  103575. * Connect this sound to a sound track audio node like gain...
  103576. * @param soundTrackAudioNode the sound track audio node to connect to
  103577. */
  103578. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  103579. /**
  103580. * Transform this sound into a directional source
  103581. * @param coneInnerAngle Size of the inner cone in degree
  103582. * @param coneOuterAngle Size of the outer cone in degree
  103583. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  103584. */
  103585. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  103586. /**
  103587. * Gets or sets the inner angle for the directional cone.
  103588. */
  103589. /**
  103590. * Gets or sets the inner angle for the directional cone.
  103591. */
  103592. directionalConeInnerAngle: number;
  103593. /**
  103594. * Gets or sets the outer angle for the directional cone.
  103595. */
  103596. /**
  103597. * Gets or sets the outer angle for the directional cone.
  103598. */
  103599. directionalConeOuterAngle: number;
  103600. /**
  103601. * Sets the position of the emitter if spatial sound is enabled
  103602. * @param newPosition Defines the new posisiton
  103603. */
  103604. setPosition(newPosition: Vector3): void;
  103605. /**
  103606. * Sets the local direction of the emitter if spatial sound is enabled
  103607. * @param newLocalDirection Defines the new local direction
  103608. */
  103609. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  103610. private _updateDirection;
  103611. /** @hidden */
  103612. updateDistanceFromListener(): void;
  103613. /**
  103614. * Sets a new custom attenuation function for the sound.
  103615. * @param callback Defines the function used for the attenuation
  103616. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  103617. */
  103618. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  103619. /**
  103620. * Play the sound
  103621. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  103622. * @param offset (optional) Start the sound at a specific time in seconds
  103623. * @param length (optional) Sound duration (in seconds)
  103624. */
  103625. play(time?: number, offset?: number, length?: number): void;
  103626. private _onended;
  103627. /**
  103628. * Stop the sound
  103629. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  103630. */
  103631. stop(time?: number): void;
  103632. /**
  103633. * Put the sound in pause
  103634. */
  103635. pause(): void;
  103636. /**
  103637. * Sets a dedicated volume for this sounds
  103638. * @param newVolume Define the new volume of the sound
  103639. * @param time Define time for gradual change to new volume
  103640. */
  103641. setVolume(newVolume: number, time?: number): void;
  103642. /**
  103643. * Set the sound play back rate
  103644. * @param newPlaybackRate Define the playback rate the sound should be played at
  103645. */
  103646. setPlaybackRate(newPlaybackRate: number): void;
  103647. /**
  103648. * Gets the volume of the sound.
  103649. * @returns the volume of the sound
  103650. */
  103651. getVolume(): number;
  103652. /**
  103653. * Attach the sound to a dedicated mesh
  103654. * @param transformNode The transform node to connect the sound with
  103655. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  103656. */
  103657. attachToMesh(transformNode: TransformNode): void;
  103658. /**
  103659. * Detach the sound from the previously attached mesh
  103660. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  103661. */
  103662. detachFromMesh(): void;
  103663. private _onRegisterAfterWorldMatrixUpdate;
  103664. /**
  103665. * Clone the current sound in the scene.
  103666. * @returns the new sound clone
  103667. */
  103668. clone(): Nullable<Sound>;
  103669. /**
  103670. * Gets the current underlying audio buffer containing the data
  103671. * @returns the audio buffer
  103672. */
  103673. getAudioBuffer(): Nullable<AudioBuffer>;
  103674. /**
  103675. * Serializes the Sound in a JSON representation
  103676. * @returns the JSON representation of the sound
  103677. */
  103678. serialize(): any;
  103679. /**
  103680. * Parse a JSON representation of a sound to innstantiate in a given scene
  103681. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  103682. * @param scene Define the scene the new parsed sound should be created in
  103683. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  103684. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  103685. * @returns the newly parsed sound
  103686. */
  103687. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  103688. }
  103689. }
  103690. declare module BABYLON {
  103691. /**
  103692. * This defines an action helpful to play a defined sound on a triggered action.
  103693. */
  103694. export class PlaySoundAction extends Action {
  103695. private _sound;
  103696. /**
  103697. * Instantiate the action
  103698. * @param triggerOptions defines the trigger options
  103699. * @param sound defines the sound to play
  103700. * @param condition defines the trigger related conditions
  103701. */
  103702. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  103703. /** @hidden */
  103704. _prepare(): void;
  103705. /**
  103706. * Execute the action and play the sound.
  103707. */
  103708. execute(): void;
  103709. /**
  103710. * Serializes the actions and its related information.
  103711. * @param parent defines the object to serialize in
  103712. * @returns the serialized object
  103713. */
  103714. serialize(parent: any): any;
  103715. }
  103716. /**
  103717. * This defines an action helpful to stop a defined sound on a triggered action.
  103718. */
  103719. export class StopSoundAction extends Action {
  103720. private _sound;
  103721. /**
  103722. * Instantiate the action
  103723. * @param triggerOptions defines the trigger options
  103724. * @param sound defines the sound to stop
  103725. * @param condition defines the trigger related conditions
  103726. */
  103727. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  103728. /** @hidden */
  103729. _prepare(): void;
  103730. /**
  103731. * Execute the action and stop the sound.
  103732. */
  103733. execute(): void;
  103734. /**
  103735. * Serializes the actions and its related information.
  103736. * @param parent defines the object to serialize in
  103737. * @returns the serialized object
  103738. */
  103739. serialize(parent: any): any;
  103740. }
  103741. }
  103742. declare module BABYLON {
  103743. /**
  103744. * This defines an action responsible to change the value of a property
  103745. * by interpolating between its current value and the newly set one once triggered.
  103746. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  103747. */
  103748. export class InterpolateValueAction extends Action {
  103749. /**
  103750. * Defines the path of the property where the value should be interpolated
  103751. */
  103752. propertyPath: string;
  103753. /**
  103754. * Defines the target value at the end of the interpolation.
  103755. */
  103756. value: any;
  103757. /**
  103758. * Defines the time it will take for the property to interpolate to the value.
  103759. */
  103760. duration: number;
  103761. /**
  103762. * Defines if the other scene animations should be stopped when the action has been triggered
  103763. */
  103764. stopOtherAnimations?: boolean;
  103765. /**
  103766. * Defines a callback raised once the interpolation animation has been done.
  103767. */
  103768. onInterpolationDone?: () => void;
  103769. /**
  103770. * Observable triggered once the interpolation animation has been done.
  103771. */
  103772. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  103773. private _target;
  103774. private _effectiveTarget;
  103775. private _property;
  103776. /**
  103777. * Instantiate the action
  103778. * @param triggerOptions defines the trigger options
  103779. * @param target defines the object containing the value to interpolate
  103780. * @param propertyPath defines the path to the property in the target object
  103781. * @param value defines the target value at the end of the interpolation
  103782. * @param duration deines the time it will take for the property to interpolate to the value.
  103783. * @param condition defines the trigger related conditions
  103784. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  103785. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  103786. */
  103787. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  103788. /** @hidden */
  103789. _prepare(): void;
  103790. /**
  103791. * Execute the action starts the value interpolation.
  103792. */
  103793. execute(): void;
  103794. /**
  103795. * Serializes the actions and its related information.
  103796. * @param parent defines the object to serialize in
  103797. * @returns the serialized object
  103798. */
  103799. serialize(parent: any): any;
  103800. }
  103801. }
  103802. declare module BABYLON {
  103803. /**
  103804. * Options allowed during the creation of a sound track.
  103805. */
  103806. export interface ISoundTrackOptions {
  103807. /**
  103808. * The volume the sound track should take during creation
  103809. */
  103810. volume?: number;
  103811. /**
  103812. * Define if the sound track is the main sound track of the scene
  103813. */
  103814. mainTrack?: boolean;
  103815. }
  103816. /**
  103817. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  103818. * It will be also used in a future release to apply effects on a specific track.
  103819. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  103820. */
  103821. export class SoundTrack {
  103822. /**
  103823. * The unique identifier of the sound track in the scene.
  103824. */
  103825. id: number;
  103826. /**
  103827. * The list of sounds included in the sound track.
  103828. */
  103829. soundCollection: Array<Sound>;
  103830. private _outputAudioNode;
  103831. private _scene;
  103832. private _isMainTrack;
  103833. private _connectedAnalyser;
  103834. private _options;
  103835. private _isInitialized;
  103836. /**
  103837. * Creates a new sound track.
  103838. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  103839. * @param scene Define the scene the sound track belongs to
  103840. * @param options
  103841. */
  103842. constructor(scene: Scene, options?: ISoundTrackOptions);
  103843. private _initializeSoundTrackAudioGraph;
  103844. /**
  103845. * Release the sound track and its associated resources
  103846. */
  103847. dispose(): void;
  103848. /**
  103849. * Adds a sound to this sound track
  103850. * @param sound define the cound to add
  103851. * @ignoreNaming
  103852. */
  103853. AddSound(sound: Sound): void;
  103854. /**
  103855. * Removes a sound to this sound track
  103856. * @param sound define the cound to remove
  103857. * @ignoreNaming
  103858. */
  103859. RemoveSound(sound: Sound): void;
  103860. /**
  103861. * Set a global volume for the full sound track.
  103862. * @param newVolume Define the new volume of the sound track
  103863. */
  103864. setVolume(newVolume: number): void;
  103865. /**
  103866. * Switch the panning model to HRTF:
  103867. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  103868. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103869. */
  103870. switchPanningModelToHRTF(): void;
  103871. /**
  103872. * Switch the panning model to Equal Power:
  103873. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  103874. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103875. */
  103876. switchPanningModelToEqualPower(): void;
  103877. /**
  103878. * Connect the sound track to an audio analyser allowing some amazing
  103879. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  103880. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  103881. * @param analyser The analyser to connect to the engine
  103882. */
  103883. connectToAnalyser(analyser: Analyser): void;
  103884. }
  103885. }
  103886. declare module BABYLON {
  103887. interface AbstractScene {
  103888. /**
  103889. * The list of sounds used in the scene.
  103890. */
  103891. sounds: Nullable<Array<Sound>>;
  103892. }
  103893. interface Scene {
  103894. /**
  103895. * @hidden
  103896. * Backing field
  103897. */
  103898. _mainSoundTrack: SoundTrack;
  103899. /**
  103900. * The main sound track played by the scene.
  103901. * It cotains your primary collection of sounds.
  103902. */
  103903. mainSoundTrack: SoundTrack;
  103904. /**
  103905. * The list of sound tracks added to the scene
  103906. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103907. */
  103908. soundTracks: Nullable<Array<SoundTrack>>;
  103909. /**
  103910. * Gets a sound using a given name
  103911. * @param name defines the name to search for
  103912. * @return the found sound or null if not found at all.
  103913. */
  103914. getSoundByName(name: string): Nullable<Sound>;
  103915. /**
  103916. * Gets or sets if audio support is enabled
  103917. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103918. */
  103919. audioEnabled: boolean;
  103920. /**
  103921. * Gets or sets if audio will be output to headphones
  103922. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103923. */
  103924. headphone: boolean;
  103925. /**
  103926. * Gets or sets custom audio listener position provider
  103927. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103928. */
  103929. audioListenerPositionProvider: Nullable<() => Vector3>;
  103930. /**
  103931. * Gets or sets a refresh rate when using 3D audio positioning
  103932. */
  103933. audioPositioningRefreshRate: number;
  103934. }
  103935. /**
  103936. * Defines the sound scene component responsible to manage any sounds
  103937. * in a given scene.
  103938. */
  103939. export class AudioSceneComponent implements ISceneSerializableComponent {
  103940. /**
  103941. * The component name helpfull to identify the component in the list of scene components.
  103942. */
  103943. readonly name: string;
  103944. /**
  103945. * The scene the component belongs to.
  103946. */
  103947. scene: Scene;
  103948. private _audioEnabled;
  103949. /**
  103950. * Gets whether audio is enabled or not.
  103951. * Please use related enable/disable method to switch state.
  103952. */
  103953. readonly audioEnabled: boolean;
  103954. private _headphone;
  103955. /**
  103956. * Gets whether audio is outputing to headphone or not.
  103957. * Please use the according Switch methods to change output.
  103958. */
  103959. readonly headphone: boolean;
  103960. /**
  103961. * Gets or sets a refresh rate when using 3D audio positioning
  103962. */
  103963. audioPositioningRefreshRate: number;
  103964. private _audioListenerPositionProvider;
  103965. /**
  103966. * Gets the current audio listener position provider
  103967. */
  103968. /**
  103969. * Sets a custom listener position for all sounds in the scene
  103970. * By default, this is the position of the first active camera
  103971. */
  103972. audioListenerPositionProvider: Nullable<() => Vector3>;
  103973. /**
  103974. * Creates a new instance of the component for the given scene
  103975. * @param scene Defines the scene to register the component in
  103976. */
  103977. constructor(scene: Scene);
  103978. /**
  103979. * Registers the component in a given scene
  103980. */
  103981. register(): void;
  103982. /**
  103983. * Rebuilds the elements related to this component in case of
  103984. * context lost for instance.
  103985. */
  103986. rebuild(): void;
  103987. /**
  103988. * Serializes the component data to the specified json object
  103989. * @param serializationObject The object to serialize to
  103990. */
  103991. serialize(serializationObject: any): void;
  103992. /**
  103993. * Adds all the elements from the container to the scene
  103994. * @param container the container holding the elements
  103995. */
  103996. addFromContainer(container: AbstractScene): void;
  103997. /**
  103998. * Removes all the elements in the container from the scene
  103999. * @param container contains the elements to remove
  104000. * @param dispose if the removed element should be disposed (default: false)
  104001. */
  104002. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  104003. /**
  104004. * Disposes the component and the associated ressources.
  104005. */
  104006. dispose(): void;
  104007. /**
  104008. * Disables audio in the associated scene.
  104009. */
  104010. disableAudio(): void;
  104011. /**
  104012. * Enables audio in the associated scene.
  104013. */
  104014. enableAudio(): void;
  104015. /**
  104016. * Switch audio to headphone output.
  104017. */
  104018. switchAudioModeForHeadphones(): void;
  104019. /**
  104020. * Switch audio to normal speakers.
  104021. */
  104022. switchAudioModeForNormalSpeakers(): void;
  104023. private _cachedCameraDirection;
  104024. private _cachedCameraPosition;
  104025. private _lastCheck;
  104026. private _afterRender;
  104027. }
  104028. }
  104029. declare module BABYLON {
  104030. /**
  104031. * Wraps one or more Sound objects and selects one with random weight for playback.
  104032. */
  104033. export class WeightedSound {
  104034. /** When true a Sound will be selected and played when the current playing Sound completes. */
  104035. loop: boolean;
  104036. private _coneInnerAngle;
  104037. private _coneOuterAngle;
  104038. private _volume;
  104039. /** A Sound is currently playing. */
  104040. isPlaying: boolean;
  104041. /** A Sound is currently paused. */
  104042. isPaused: boolean;
  104043. private _sounds;
  104044. private _weights;
  104045. private _currentIndex?;
  104046. /**
  104047. * Creates a new WeightedSound from the list of sounds given.
  104048. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  104049. * @param sounds Array of Sounds that will be selected from.
  104050. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  104051. */
  104052. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  104053. /**
  104054. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  104055. */
  104056. /**
  104057. * The size of cone in degress for a directional sound in which there will be no attenuation.
  104058. */
  104059. directionalConeInnerAngle: number;
  104060. /**
  104061. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  104062. * Listener angles between innerAngle and outerAngle will falloff linearly.
  104063. */
  104064. /**
  104065. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  104066. * Listener angles between innerAngle and outerAngle will falloff linearly.
  104067. */
  104068. directionalConeOuterAngle: number;
  104069. /**
  104070. * Playback volume.
  104071. */
  104072. /**
  104073. * Playback volume.
  104074. */
  104075. volume: number;
  104076. private _onended;
  104077. /**
  104078. * Suspend playback
  104079. */
  104080. pause(): void;
  104081. /**
  104082. * Stop playback
  104083. */
  104084. stop(): void;
  104085. /**
  104086. * Start playback.
  104087. * @param startOffset Position the clip head at a specific time in seconds.
  104088. */
  104089. play(startOffset?: number): void;
  104090. }
  104091. }
  104092. declare module BABYLON {
  104093. /**
  104094. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  104095. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104096. */
  104097. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  104098. /**
  104099. * Gets the name of the behavior.
  104100. */
  104101. readonly name: string;
  104102. /**
  104103. * The easing function used by animations
  104104. */
  104105. static EasingFunction: BackEase;
  104106. /**
  104107. * The easing mode used by animations
  104108. */
  104109. static EasingMode: number;
  104110. /**
  104111. * The duration of the animation, in milliseconds
  104112. */
  104113. transitionDuration: number;
  104114. /**
  104115. * Length of the distance animated by the transition when lower radius is reached
  104116. */
  104117. lowerRadiusTransitionRange: number;
  104118. /**
  104119. * Length of the distance animated by the transition when upper radius is reached
  104120. */
  104121. upperRadiusTransitionRange: number;
  104122. private _autoTransitionRange;
  104123. /**
  104124. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  104125. */
  104126. /**
  104127. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  104128. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  104129. */
  104130. autoTransitionRange: boolean;
  104131. private _attachedCamera;
  104132. private _onAfterCheckInputsObserver;
  104133. private _onMeshTargetChangedObserver;
  104134. /**
  104135. * Initializes the behavior.
  104136. */
  104137. init(): void;
  104138. /**
  104139. * Attaches the behavior to its arc rotate camera.
  104140. * @param camera Defines the camera to attach the behavior to
  104141. */
  104142. attach(camera: ArcRotateCamera): void;
  104143. /**
  104144. * Detaches the behavior from its current arc rotate camera.
  104145. */
  104146. detach(): void;
  104147. private _radiusIsAnimating;
  104148. private _radiusBounceTransition;
  104149. private _animatables;
  104150. private _cachedWheelPrecision;
  104151. /**
  104152. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  104153. * @param radiusLimit The limit to check against.
  104154. * @return Bool to indicate if at limit.
  104155. */
  104156. private _isRadiusAtLimit;
  104157. /**
  104158. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  104159. * @param radiusDelta The delta by which to animate to. Can be negative.
  104160. */
  104161. private _applyBoundRadiusAnimation;
  104162. /**
  104163. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  104164. */
  104165. protected _clearAnimationLocks(): void;
  104166. /**
  104167. * Stops and removes all animations that have been applied to the camera
  104168. */
  104169. stopAllAnimations(): void;
  104170. }
  104171. }
  104172. declare module BABYLON {
  104173. /**
  104174. * 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.
  104175. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104176. */
  104177. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  104178. /**
  104179. * Gets the name of the behavior.
  104180. */
  104181. readonly name: string;
  104182. private _mode;
  104183. private _radiusScale;
  104184. private _positionScale;
  104185. private _defaultElevation;
  104186. private _elevationReturnTime;
  104187. private _elevationReturnWaitTime;
  104188. private _zoomStopsAnimation;
  104189. private _framingTime;
  104190. /**
  104191. * The easing function used by animations
  104192. */
  104193. static EasingFunction: ExponentialEase;
  104194. /**
  104195. * The easing mode used by animations
  104196. */
  104197. static EasingMode: number;
  104198. /**
  104199. * Sets the current mode used by the behavior
  104200. */
  104201. /**
  104202. * Gets current mode used by the behavior.
  104203. */
  104204. mode: number;
  104205. /**
  104206. * Sets the scale applied to the radius (1 by default)
  104207. */
  104208. /**
  104209. * Gets the scale applied to the radius
  104210. */
  104211. radiusScale: number;
  104212. /**
  104213. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  104214. */
  104215. /**
  104216. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  104217. */
  104218. positionScale: number;
  104219. /**
  104220. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  104221. * behaviour is triggered, in radians.
  104222. */
  104223. /**
  104224. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  104225. * behaviour is triggered, in radians.
  104226. */
  104227. defaultElevation: number;
  104228. /**
  104229. * Sets the time (in milliseconds) taken to return to the default beta position.
  104230. * Negative value indicates camera should not return to default.
  104231. */
  104232. /**
  104233. * Gets the time (in milliseconds) taken to return to the default beta position.
  104234. * Negative value indicates camera should not return to default.
  104235. */
  104236. elevationReturnTime: number;
  104237. /**
  104238. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  104239. */
  104240. /**
  104241. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  104242. */
  104243. elevationReturnWaitTime: number;
  104244. /**
  104245. * Sets the flag that indicates if user zooming should stop animation.
  104246. */
  104247. /**
  104248. * Gets the flag that indicates if user zooming should stop animation.
  104249. */
  104250. zoomStopsAnimation: boolean;
  104251. /**
  104252. * Sets the transition time when framing the mesh, in milliseconds
  104253. */
  104254. /**
  104255. * Gets the transition time when framing the mesh, in milliseconds
  104256. */
  104257. framingTime: number;
  104258. /**
  104259. * Define if the behavior should automatically change the configured
  104260. * camera limits and sensibilities.
  104261. */
  104262. autoCorrectCameraLimitsAndSensibility: boolean;
  104263. private _onPrePointerObservableObserver;
  104264. private _onAfterCheckInputsObserver;
  104265. private _onMeshTargetChangedObserver;
  104266. private _attachedCamera;
  104267. private _isPointerDown;
  104268. private _lastInteractionTime;
  104269. /**
  104270. * Initializes the behavior.
  104271. */
  104272. init(): void;
  104273. /**
  104274. * Attaches the behavior to its arc rotate camera.
  104275. * @param camera Defines the camera to attach the behavior to
  104276. */
  104277. attach(camera: ArcRotateCamera): void;
  104278. /**
  104279. * Detaches the behavior from its current arc rotate camera.
  104280. */
  104281. detach(): void;
  104282. private _animatables;
  104283. private _betaIsAnimating;
  104284. private _betaTransition;
  104285. private _radiusTransition;
  104286. private _vectorTransition;
  104287. /**
  104288. * Targets the given mesh and updates zoom level accordingly.
  104289. * @param mesh The mesh to target.
  104290. * @param radius Optional. If a cached radius position already exists, overrides default.
  104291. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104292. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104293. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104294. */
  104295. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104296. /**
  104297. * Targets the given mesh with its children and updates zoom level accordingly.
  104298. * @param mesh The mesh to target.
  104299. * @param radius Optional. If a cached radius position already exists, overrides default.
  104300. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104301. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104302. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104303. */
  104304. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104305. /**
  104306. * Targets the given meshes with their children and updates zoom level accordingly.
  104307. * @param meshes The mesh to target.
  104308. * @param radius Optional. If a cached radius position already exists, overrides default.
  104309. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104310. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104311. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104312. */
  104313. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104314. /**
  104315. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  104316. * @param minimumWorld Determines the smaller position of the bounding box extend
  104317. * @param maximumWorld Determines the bigger position of the bounding box extend
  104318. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104319. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104320. */
  104321. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104322. /**
  104323. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  104324. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  104325. * frustum width.
  104326. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  104327. * to fully enclose the mesh in the viewing frustum.
  104328. */
  104329. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  104330. /**
  104331. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  104332. * is automatically returned to its default position (expected to be above ground plane).
  104333. */
  104334. private _maintainCameraAboveGround;
  104335. /**
  104336. * Returns the frustum slope based on the canvas ratio and camera FOV
  104337. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  104338. */
  104339. private _getFrustumSlope;
  104340. /**
  104341. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  104342. */
  104343. private _clearAnimationLocks;
  104344. /**
  104345. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  104346. */
  104347. private _applyUserInteraction;
  104348. /**
  104349. * Stops and removes all animations that have been applied to the camera
  104350. */
  104351. stopAllAnimations(): void;
  104352. /**
  104353. * Gets a value indicating if the user is moving the camera
  104354. */
  104355. readonly isUserIsMoving: boolean;
  104356. /**
  104357. * The camera can move all the way towards the mesh.
  104358. */
  104359. static IgnoreBoundsSizeMode: number;
  104360. /**
  104361. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  104362. */
  104363. static FitFrustumSidesMode: number;
  104364. }
  104365. }
  104366. declare module BABYLON {
  104367. /**
  104368. * Base class for Camera Pointer Inputs.
  104369. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  104370. * for example usage.
  104371. */
  104372. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  104373. /**
  104374. * Defines the camera the input is attached to.
  104375. */
  104376. abstract camera: Camera;
  104377. /**
  104378. * Whether keyboard modifier keys are pressed at time of last mouse event.
  104379. */
  104380. protected _altKey: boolean;
  104381. protected _ctrlKey: boolean;
  104382. protected _metaKey: boolean;
  104383. protected _shiftKey: boolean;
  104384. /**
  104385. * Which mouse buttons were pressed at time of last mouse event.
  104386. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  104387. */
  104388. protected _buttonsPressed: number;
  104389. /**
  104390. * Defines the buttons associated with the input to handle camera move.
  104391. */
  104392. buttons: number[];
  104393. /**
  104394. * Attach the input controls to a specific dom element to get the input from.
  104395. * @param element Defines the element the controls should be listened from
  104396. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104397. */
  104398. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104399. /**
  104400. * Detach the current controls from the specified dom element.
  104401. * @param element Defines the element to stop listening the inputs from
  104402. */
  104403. detachControl(element: Nullable<HTMLElement>): void;
  104404. /**
  104405. * Gets the class name of the current input.
  104406. * @returns the class name
  104407. */
  104408. getClassName(): string;
  104409. /**
  104410. * Get the friendly name associated with the input class.
  104411. * @returns the input friendly name
  104412. */
  104413. getSimpleName(): string;
  104414. /**
  104415. * Called on pointer POINTERDOUBLETAP event.
  104416. * Override this method to provide functionality on POINTERDOUBLETAP event.
  104417. */
  104418. protected onDoubleTap(type: string): void;
  104419. /**
  104420. * Called on pointer POINTERMOVE event if only a single touch is active.
  104421. * Override this method to provide functionality.
  104422. */
  104423. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  104424. /**
  104425. * Called on pointer POINTERMOVE event if multiple touches are active.
  104426. * Override this method to provide functionality.
  104427. */
  104428. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  104429. /**
  104430. * Called on JS contextmenu event.
  104431. * Override this method to provide functionality.
  104432. */
  104433. protected onContextMenu(evt: PointerEvent): void;
  104434. /**
  104435. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  104436. * press.
  104437. * Override this method to provide functionality.
  104438. */
  104439. protected onButtonDown(evt: PointerEvent): void;
  104440. /**
  104441. * Called each time a new POINTERUP event occurs. Ie, for each button
  104442. * release.
  104443. * Override this method to provide functionality.
  104444. */
  104445. protected onButtonUp(evt: PointerEvent): void;
  104446. /**
  104447. * Called when window becomes inactive.
  104448. * Override this method to provide functionality.
  104449. */
  104450. protected onLostFocus(): void;
  104451. private _pointerInput;
  104452. private _observer;
  104453. private _onLostFocus;
  104454. private pointA;
  104455. private pointB;
  104456. }
  104457. }
  104458. declare module BABYLON {
  104459. /**
  104460. * Manage the pointers inputs to control an arc rotate camera.
  104461. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104462. */
  104463. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  104464. /**
  104465. * Defines the camera the input is attached to.
  104466. */
  104467. camera: ArcRotateCamera;
  104468. /**
  104469. * Gets the class name of the current input.
  104470. * @returns the class name
  104471. */
  104472. getClassName(): string;
  104473. /**
  104474. * Defines the buttons associated with the input to handle camera move.
  104475. */
  104476. buttons: number[];
  104477. /**
  104478. * Defines the pointer angular sensibility along the X axis or how fast is
  104479. * the camera rotating.
  104480. */
  104481. angularSensibilityX: number;
  104482. /**
  104483. * Defines the pointer angular sensibility along the Y axis or how fast is
  104484. * the camera rotating.
  104485. */
  104486. angularSensibilityY: number;
  104487. /**
  104488. * Defines the pointer pinch precision or how fast is the camera zooming.
  104489. */
  104490. pinchPrecision: number;
  104491. /**
  104492. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  104493. * from 0.
  104494. * It defines the percentage of current camera.radius to use as delta when
  104495. * pinch zoom is used.
  104496. */
  104497. pinchDeltaPercentage: number;
  104498. /**
  104499. * Defines the pointer panning sensibility or how fast is the camera moving.
  104500. */
  104501. panningSensibility: number;
  104502. /**
  104503. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  104504. */
  104505. multiTouchPanning: boolean;
  104506. /**
  104507. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  104508. * zoom (pinch) through multitouch.
  104509. */
  104510. multiTouchPanAndZoom: boolean;
  104511. /**
  104512. * Revers pinch action direction.
  104513. */
  104514. pinchInwards: boolean;
  104515. private _isPanClick;
  104516. private _twoFingerActivityCount;
  104517. private _isPinching;
  104518. /**
  104519. * Called on pointer POINTERMOVE event if only a single touch is active.
  104520. */
  104521. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  104522. /**
  104523. * Called on pointer POINTERDOUBLETAP event.
  104524. */
  104525. protected onDoubleTap(type: string): void;
  104526. /**
  104527. * Called on pointer POINTERMOVE event if multiple touches are active.
  104528. */
  104529. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  104530. /**
  104531. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  104532. * press.
  104533. */
  104534. protected onButtonDown(evt: PointerEvent): void;
  104535. /**
  104536. * Called each time a new POINTERUP event occurs. Ie, for each button
  104537. * release.
  104538. */
  104539. protected onButtonUp(evt: PointerEvent): void;
  104540. /**
  104541. * Called when window becomes inactive.
  104542. */
  104543. protected onLostFocus(): void;
  104544. }
  104545. }
  104546. declare module BABYLON {
  104547. /**
  104548. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  104549. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104550. */
  104551. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  104552. /**
  104553. * Defines the camera the input is attached to.
  104554. */
  104555. camera: ArcRotateCamera;
  104556. /**
  104557. * Defines the list of key codes associated with the up action (increase alpha)
  104558. */
  104559. keysUp: number[];
  104560. /**
  104561. * Defines the list of key codes associated with the down action (decrease alpha)
  104562. */
  104563. keysDown: number[];
  104564. /**
  104565. * Defines the list of key codes associated with the left action (increase beta)
  104566. */
  104567. keysLeft: number[];
  104568. /**
  104569. * Defines the list of key codes associated with the right action (decrease beta)
  104570. */
  104571. keysRight: number[];
  104572. /**
  104573. * Defines the list of key codes associated with the reset action.
  104574. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  104575. */
  104576. keysReset: number[];
  104577. /**
  104578. * Defines the panning sensibility of the inputs.
  104579. * (How fast is the camera paning)
  104580. */
  104581. panningSensibility: number;
  104582. /**
  104583. * Defines the zooming sensibility of the inputs.
  104584. * (How fast is the camera zooming)
  104585. */
  104586. zoomingSensibility: number;
  104587. /**
  104588. * Defines wether maintaining the alt key down switch the movement mode from
  104589. * orientation to zoom.
  104590. */
  104591. useAltToZoom: boolean;
  104592. /**
  104593. * Rotation speed of the camera
  104594. */
  104595. angularSpeed: number;
  104596. private _keys;
  104597. private _ctrlPressed;
  104598. private _altPressed;
  104599. private _onCanvasBlurObserver;
  104600. private _onKeyboardObserver;
  104601. private _engine;
  104602. private _scene;
  104603. /**
  104604. * Attach the input controls to a specific dom element to get the input from.
  104605. * @param element Defines the element the controls should be listened from
  104606. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104607. */
  104608. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104609. /**
  104610. * Detach the current controls from the specified dom element.
  104611. * @param element Defines the element to stop listening the inputs from
  104612. */
  104613. detachControl(element: Nullable<HTMLElement>): void;
  104614. /**
  104615. * Update the current camera state depending on the inputs that have been used this frame.
  104616. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104617. */
  104618. checkInputs(): void;
  104619. /**
  104620. * Gets the class name of the current intput.
  104621. * @returns the class name
  104622. */
  104623. getClassName(): string;
  104624. /**
  104625. * Get the friendly name associated with the input class.
  104626. * @returns the input friendly name
  104627. */
  104628. getSimpleName(): string;
  104629. }
  104630. }
  104631. declare module BABYLON {
  104632. /**
  104633. * Manage the mouse wheel inputs to control an arc rotate camera.
  104634. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104635. */
  104636. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  104637. /**
  104638. * Defines the camera the input is attached to.
  104639. */
  104640. camera: ArcRotateCamera;
  104641. /**
  104642. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  104643. */
  104644. wheelPrecision: number;
  104645. /**
  104646. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  104647. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  104648. */
  104649. wheelDeltaPercentage: number;
  104650. private _wheel;
  104651. private _observer;
  104652. private computeDeltaFromMouseWheelLegacyEvent;
  104653. /**
  104654. * Attach the input controls to a specific dom element to get the input from.
  104655. * @param element Defines the element the controls should be listened from
  104656. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104657. */
  104658. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104659. /**
  104660. * Detach the current controls from the specified dom element.
  104661. * @param element Defines the element to stop listening the inputs from
  104662. */
  104663. detachControl(element: Nullable<HTMLElement>): void;
  104664. /**
  104665. * Gets the class name of the current intput.
  104666. * @returns the class name
  104667. */
  104668. getClassName(): string;
  104669. /**
  104670. * Get the friendly name associated with the input class.
  104671. * @returns the input friendly name
  104672. */
  104673. getSimpleName(): string;
  104674. }
  104675. }
  104676. declare module BABYLON {
  104677. /**
  104678. * Default Inputs manager for the ArcRotateCamera.
  104679. * It groups all the default supported inputs for ease of use.
  104680. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104681. */
  104682. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  104683. /**
  104684. * Instantiates a new ArcRotateCameraInputsManager.
  104685. * @param camera Defines the camera the inputs belong to
  104686. */
  104687. constructor(camera: ArcRotateCamera);
  104688. /**
  104689. * Add mouse wheel input support to the input manager.
  104690. * @returns the current input manager
  104691. */
  104692. addMouseWheel(): ArcRotateCameraInputsManager;
  104693. /**
  104694. * Add pointers input support to the input manager.
  104695. * @returns the current input manager
  104696. */
  104697. addPointers(): ArcRotateCameraInputsManager;
  104698. /**
  104699. * Add keyboard input support to the input manager.
  104700. * @returns the current input manager
  104701. */
  104702. addKeyboard(): ArcRotateCameraInputsManager;
  104703. }
  104704. }
  104705. declare module BABYLON {
  104706. /**
  104707. * This represents an orbital type of camera.
  104708. *
  104709. * 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.
  104710. * 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.
  104711. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  104712. */
  104713. export class ArcRotateCamera extends TargetCamera {
  104714. /**
  104715. * Defines the rotation angle of the camera along the longitudinal axis.
  104716. */
  104717. alpha: number;
  104718. /**
  104719. * Defines the rotation angle of the camera along the latitudinal axis.
  104720. */
  104721. beta: number;
  104722. /**
  104723. * Defines the radius of the camera from it s target point.
  104724. */
  104725. radius: number;
  104726. protected _target: Vector3;
  104727. protected _targetHost: Nullable<AbstractMesh>;
  104728. /**
  104729. * Defines the target point of the camera.
  104730. * The camera looks towards it form the radius distance.
  104731. */
  104732. target: Vector3;
  104733. /**
  104734. * Define the current local position of the camera in the scene
  104735. */
  104736. position: Vector3;
  104737. protected _upVector: Vector3;
  104738. protected _upToYMatrix: Matrix;
  104739. protected _YToUpMatrix: Matrix;
  104740. /**
  104741. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  104742. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  104743. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  104744. */
  104745. upVector: Vector3;
  104746. /**
  104747. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  104748. */
  104749. setMatUp(): void;
  104750. /**
  104751. * Current inertia value on the longitudinal axis.
  104752. * The bigger this number the longer it will take for the camera to stop.
  104753. */
  104754. inertialAlphaOffset: number;
  104755. /**
  104756. * Current inertia value on the latitudinal axis.
  104757. * The bigger this number the longer it will take for the camera to stop.
  104758. */
  104759. inertialBetaOffset: number;
  104760. /**
  104761. * Current inertia value on the radius axis.
  104762. * The bigger this number the longer it will take for the camera to stop.
  104763. */
  104764. inertialRadiusOffset: number;
  104765. /**
  104766. * Minimum allowed angle on the longitudinal axis.
  104767. * This can help limiting how the Camera is able to move in the scene.
  104768. */
  104769. lowerAlphaLimit: Nullable<number>;
  104770. /**
  104771. * Maximum allowed angle on the longitudinal axis.
  104772. * This can help limiting how the Camera is able to move in the scene.
  104773. */
  104774. upperAlphaLimit: Nullable<number>;
  104775. /**
  104776. * Minimum allowed angle on the latitudinal axis.
  104777. * This can help limiting how the Camera is able to move in the scene.
  104778. */
  104779. lowerBetaLimit: number;
  104780. /**
  104781. * Maximum allowed angle on the latitudinal axis.
  104782. * This can help limiting how the Camera is able to move in the scene.
  104783. */
  104784. upperBetaLimit: number;
  104785. /**
  104786. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  104787. * This can help limiting how the Camera is able to move in the scene.
  104788. */
  104789. lowerRadiusLimit: Nullable<number>;
  104790. /**
  104791. * Maximum allowed distance of the camera to the target (The camera can not get further).
  104792. * This can help limiting how the Camera is able to move in the scene.
  104793. */
  104794. upperRadiusLimit: Nullable<number>;
  104795. /**
  104796. * Defines the current inertia value used during panning of the camera along the X axis.
  104797. */
  104798. inertialPanningX: number;
  104799. /**
  104800. * Defines the current inertia value used during panning of the camera along the Y axis.
  104801. */
  104802. inertialPanningY: number;
  104803. /**
  104804. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  104805. * Basically if your fingers moves away from more than this distance you will be considered
  104806. * in pinch mode.
  104807. */
  104808. pinchToPanMaxDistance: number;
  104809. /**
  104810. * Defines the maximum distance the camera can pan.
  104811. * This could help keeping the cammera always in your scene.
  104812. */
  104813. panningDistanceLimit: Nullable<number>;
  104814. /**
  104815. * Defines the target of the camera before paning.
  104816. */
  104817. panningOriginTarget: Vector3;
  104818. /**
  104819. * Defines the value of the inertia used during panning.
  104820. * 0 would mean stop inertia and one would mean no decelleration at all.
  104821. */
  104822. panningInertia: number;
  104823. /**
  104824. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  104825. */
  104826. angularSensibilityX: number;
  104827. /**
  104828. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  104829. */
  104830. angularSensibilityY: number;
  104831. /**
  104832. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  104833. */
  104834. pinchPrecision: number;
  104835. /**
  104836. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  104837. * It will be used instead of pinchDeltaPrecision if different from 0.
  104838. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  104839. */
  104840. pinchDeltaPercentage: number;
  104841. /**
  104842. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  104843. */
  104844. panningSensibility: number;
  104845. /**
  104846. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  104847. */
  104848. keysUp: number[];
  104849. /**
  104850. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  104851. */
  104852. keysDown: number[];
  104853. /**
  104854. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  104855. */
  104856. keysLeft: number[];
  104857. /**
  104858. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  104859. */
  104860. keysRight: number[];
  104861. /**
  104862. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  104863. */
  104864. wheelPrecision: number;
  104865. /**
  104866. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  104867. * It will be used instead of pinchDeltaPrecision if different from 0.
  104868. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  104869. */
  104870. wheelDeltaPercentage: number;
  104871. /**
  104872. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  104873. */
  104874. zoomOnFactor: number;
  104875. /**
  104876. * Defines a screen offset for the camera position.
  104877. */
  104878. targetScreenOffset: Vector2;
  104879. /**
  104880. * Allows the camera to be completely reversed.
  104881. * If false the camera can not arrive upside down.
  104882. */
  104883. allowUpsideDown: boolean;
  104884. /**
  104885. * Define if double tap/click is used to restore the previously saved state of the camera.
  104886. */
  104887. useInputToRestoreState: boolean;
  104888. /** @hidden */
  104889. _viewMatrix: Matrix;
  104890. /** @hidden */
  104891. _useCtrlForPanning: boolean;
  104892. /** @hidden */
  104893. _panningMouseButton: number;
  104894. /**
  104895. * Defines the input associated to the camera.
  104896. */
  104897. inputs: ArcRotateCameraInputsManager;
  104898. /** @hidden */
  104899. _reset: () => void;
  104900. /**
  104901. * Defines the allowed panning axis.
  104902. */
  104903. panningAxis: Vector3;
  104904. protected _localDirection: Vector3;
  104905. protected _transformedDirection: Vector3;
  104906. private _bouncingBehavior;
  104907. /**
  104908. * Gets the bouncing behavior of the camera if it has been enabled.
  104909. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104910. */
  104911. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  104912. /**
  104913. * Defines if the bouncing behavior of the camera is enabled on the camera.
  104914. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104915. */
  104916. useBouncingBehavior: boolean;
  104917. private _framingBehavior;
  104918. /**
  104919. * Gets the framing behavior of the camera if it has been enabled.
  104920. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104921. */
  104922. readonly framingBehavior: Nullable<FramingBehavior>;
  104923. /**
  104924. * Defines if the framing behavior of the camera is enabled on the camera.
  104925. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104926. */
  104927. useFramingBehavior: boolean;
  104928. private _autoRotationBehavior;
  104929. /**
  104930. * Gets the auto rotation behavior of the camera if it has been enabled.
  104931. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104932. */
  104933. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  104934. /**
  104935. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  104936. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104937. */
  104938. useAutoRotationBehavior: boolean;
  104939. /**
  104940. * Observable triggered when the mesh target has been changed on the camera.
  104941. */
  104942. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  104943. /**
  104944. * Event raised when the camera is colliding with a mesh.
  104945. */
  104946. onCollide: (collidedMesh: AbstractMesh) => void;
  104947. /**
  104948. * Defines whether the camera should check collision with the objects oh the scene.
  104949. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  104950. */
  104951. checkCollisions: boolean;
  104952. /**
  104953. * Defines the collision radius of the camera.
  104954. * This simulates a sphere around the camera.
  104955. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  104956. */
  104957. collisionRadius: Vector3;
  104958. protected _collider: Collider;
  104959. protected _previousPosition: Vector3;
  104960. protected _collisionVelocity: Vector3;
  104961. protected _newPosition: Vector3;
  104962. protected _previousAlpha: number;
  104963. protected _previousBeta: number;
  104964. protected _previousRadius: number;
  104965. protected _collisionTriggered: boolean;
  104966. protected _targetBoundingCenter: Nullable<Vector3>;
  104967. private _computationVector;
  104968. /**
  104969. * Instantiates a new ArcRotateCamera in a given scene
  104970. * @param name Defines the name of the camera
  104971. * @param alpha Defines the camera rotation along the logitudinal axis
  104972. * @param beta Defines the camera rotation along the latitudinal axis
  104973. * @param radius Defines the camera distance from its target
  104974. * @param target Defines the camera target
  104975. * @param scene Defines the scene the camera belongs to
  104976. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  104977. */
  104978. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  104979. /** @hidden */
  104980. _initCache(): void;
  104981. /** @hidden */
  104982. _updateCache(ignoreParentClass?: boolean): void;
  104983. protected _getTargetPosition(): Vector3;
  104984. private _storedAlpha;
  104985. private _storedBeta;
  104986. private _storedRadius;
  104987. private _storedTarget;
  104988. private _storedTargetScreenOffset;
  104989. /**
  104990. * Stores the current state of the camera (alpha, beta, radius and target)
  104991. * @returns the camera itself
  104992. */
  104993. storeState(): Camera;
  104994. /**
  104995. * @hidden
  104996. * Restored camera state. You must call storeState() first
  104997. */
  104998. _restoreStateValues(): boolean;
  104999. /** @hidden */
  105000. _isSynchronizedViewMatrix(): boolean;
  105001. /**
  105002. * Attached controls to the current camera.
  105003. * @param element Defines the element the controls should be listened from
  105004. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105005. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  105006. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  105007. */
  105008. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  105009. /**
  105010. * Detach the current controls from the camera.
  105011. * The camera will stop reacting to inputs.
  105012. * @param element Defines the element to stop listening the inputs from
  105013. */
  105014. detachControl(element: HTMLElement): void;
  105015. /** @hidden */
  105016. _checkInputs(): void;
  105017. protected _checkLimits(): void;
  105018. /**
  105019. * Rebuilds angles (alpha, beta) and radius from the give position and target
  105020. */
  105021. rebuildAnglesAndRadius(): void;
  105022. /**
  105023. * Use a position to define the current camera related information like alpha, beta and radius
  105024. * @param position Defines the position to set the camera at
  105025. */
  105026. setPosition(position: Vector3): void;
  105027. /**
  105028. * Defines the target the camera should look at.
  105029. * This will automatically adapt alpha beta and radius to fit within the new target.
  105030. * @param target Defines the new target as a Vector or a mesh
  105031. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  105032. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  105033. */
  105034. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  105035. /** @hidden */
  105036. _getViewMatrix(): Matrix;
  105037. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  105038. /**
  105039. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  105040. * @param meshes Defines the mesh to zoom on
  105041. * @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)
  105042. */
  105043. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  105044. /**
  105045. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  105046. * The target will be changed but the radius
  105047. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  105048. * @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)
  105049. */
  105050. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  105051. min: Vector3;
  105052. max: Vector3;
  105053. distance: number;
  105054. }, doNotUpdateMaxZ?: boolean): void;
  105055. /**
  105056. * @override
  105057. * Override Camera.createRigCamera
  105058. */
  105059. createRigCamera(name: string, cameraIndex: number): Camera;
  105060. /**
  105061. * @hidden
  105062. * @override
  105063. * Override Camera._updateRigCameras
  105064. */
  105065. _updateRigCameras(): void;
  105066. /**
  105067. * Destroy the camera and release the current resources hold by it.
  105068. */
  105069. dispose(): void;
  105070. /**
  105071. * Gets the current object class name.
  105072. * @return the class name
  105073. */
  105074. getClassName(): string;
  105075. }
  105076. }
  105077. declare module BABYLON {
  105078. /**
  105079. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  105080. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105081. */
  105082. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  105083. /**
  105084. * Gets the name of the behavior.
  105085. */
  105086. readonly name: string;
  105087. private _zoomStopsAnimation;
  105088. private _idleRotationSpeed;
  105089. private _idleRotationWaitTime;
  105090. private _idleRotationSpinupTime;
  105091. /**
  105092. * Sets the flag that indicates if user zooming should stop animation.
  105093. */
  105094. /**
  105095. * Gets the flag that indicates if user zooming should stop animation.
  105096. */
  105097. zoomStopsAnimation: boolean;
  105098. /**
  105099. * Sets the default speed at which the camera rotates around the model.
  105100. */
  105101. /**
  105102. * Gets the default speed at which the camera rotates around the model.
  105103. */
  105104. idleRotationSpeed: number;
  105105. /**
  105106. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  105107. */
  105108. /**
  105109. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  105110. */
  105111. idleRotationWaitTime: number;
  105112. /**
  105113. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  105114. */
  105115. /**
  105116. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  105117. */
  105118. idleRotationSpinupTime: number;
  105119. /**
  105120. * Gets a value indicating if the camera is currently rotating because of this behavior
  105121. */
  105122. readonly rotationInProgress: boolean;
  105123. private _onPrePointerObservableObserver;
  105124. private _onAfterCheckInputsObserver;
  105125. private _attachedCamera;
  105126. private _isPointerDown;
  105127. private _lastFrameTime;
  105128. private _lastInteractionTime;
  105129. private _cameraRotationSpeed;
  105130. /**
  105131. * Initializes the behavior.
  105132. */
  105133. init(): void;
  105134. /**
  105135. * Attaches the behavior to its arc rotate camera.
  105136. * @param camera Defines the camera to attach the behavior to
  105137. */
  105138. attach(camera: ArcRotateCamera): void;
  105139. /**
  105140. * Detaches the behavior from its current arc rotate camera.
  105141. */
  105142. detach(): void;
  105143. /**
  105144. * Returns true if user is scrolling.
  105145. * @return true if user is scrolling.
  105146. */
  105147. private _userIsZooming;
  105148. private _lastFrameRadius;
  105149. private _shouldAnimationStopForInteraction;
  105150. /**
  105151. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  105152. */
  105153. private _applyUserInteraction;
  105154. private _userIsMoving;
  105155. }
  105156. }
  105157. declare module BABYLON {
  105158. /**
  105159. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  105160. */
  105161. export class AttachToBoxBehavior implements Behavior<Mesh> {
  105162. private ui;
  105163. /**
  105164. * The name of the behavior
  105165. */
  105166. name: string;
  105167. /**
  105168. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  105169. */
  105170. distanceAwayFromFace: number;
  105171. /**
  105172. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  105173. */
  105174. distanceAwayFromBottomOfFace: number;
  105175. private _faceVectors;
  105176. private _target;
  105177. private _scene;
  105178. private _onRenderObserver;
  105179. private _tmpMatrix;
  105180. private _tmpVector;
  105181. /**
  105182. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  105183. * @param ui The transform node that should be attched to the mesh
  105184. */
  105185. constructor(ui: TransformNode);
  105186. /**
  105187. * Initializes the behavior
  105188. */
  105189. init(): void;
  105190. private _closestFace;
  105191. private _zeroVector;
  105192. private _lookAtTmpMatrix;
  105193. private _lookAtToRef;
  105194. /**
  105195. * Attaches the AttachToBoxBehavior to the passed in mesh
  105196. * @param target The mesh that the specified node will be attached to
  105197. */
  105198. attach(target: Mesh): void;
  105199. /**
  105200. * Detaches the behavior from the mesh
  105201. */
  105202. detach(): void;
  105203. }
  105204. }
  105205. declare module BABYLON {
  105206. /**
  105207. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  105208. */
  105209. export class FadeInOutBehavior implements Behavior<Mesh> {
  105210. /**
  105211. * Time in milliseconds to delay before fading in (Default: 0)
  105212. */
  105213. delay: number;
  105214. /**
  105215. * Time in milliseconds for the mesh to fade in (Default: 300)
  105216. */
  105217. fadeInTime: number;
  105218. private _millisecondsPerFrame;
  105219. private _hovered;
  105220. private _hoverValue;
  105221. private _ownerNode;
  105222. /**
  105223. * Instatiates the FadeInOutBehavior
  105224. */
  105225. constructor();
  105226. /**
  105227. * The name of the behavior
  105228. */
  105229. readonly name: string;
  105230. /**
  105231. * Initializes the behavior
  105232. */
  105233. init(): void;
  105234. /**
  105235. * Attaches the fade behavior on the passed in mesh
  105236. * @param ownerNode The mesh that will be faded in/out once attached
  105237. */
  105238. attach(ownerNode: Mesh): void;
  105239. /**
  105240. * Detaches the behavior from the mesh
  105241. */
  105242. detach(): void;
  105243. /**
  105244. * Triggers the mesh to begin fading in or out
  105245. * @param value if the object should fade in or out (true to fade in)
  105246. */
  105247. fadeIn(value: boolean): void;
  105248. private _update;
  105249. private _setAllVisibility;
  105250. }
  105251. }
  105252. declare module BABYLON {
  105253. /**
  105254. * Class containing a set of static utilities functions for managing Pivots
  105255. * @hidden
  105256. */
  105257. export class PivotTools {
  105258. private static _PivotCached;
  105259. private static _OldPivotPoint;
  105260. private static _PivotTranslation;
  105261. private static _PivotTmpVector;
  105262. /** @hidden */
  105263. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  105264. /** @hidden */
  105265. static _RestorePivotPoint(mesh: AbstractMesh): void;
  105266. }
  105267. }
  105268. declare module BABYLON {
  105269. /**
  105270. * Class containing static functions to help procedurally build meshes
  105271. */
  105272. export class PlaneBuilder {
  105273. /**
  105274. * Creates a plane mesh
  105275. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  105276. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  105277. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  105278. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105279. * * If you create a double-sided mesh, you can choose what parts of 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
  105280. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  105281. * @param name defines the name of the mesh
  105282. * @param options defines the options used to create the mesh
  105283. * @param scene defines the hosting scene
  105284. * @returns the plane mesh
  105285. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  105286. */
  105287. static CreatePlane(name: string, options: {
  105288. size?: number;
  105289. width?: number;
  105290. height?: number;
  105291. sideOrientation?: number;
  105292. frontUVs?: Vector4;
  105293. backUVs?: Vector4;
  105294. updatable?: boolean;
  105295. sourcePlane?: Plane;
  105296. }, scene?: Nullable<Scene>): Mesh;
  105297. }
  105298. }
  105299. declare module BABYLON {
  105300. /**
  105301. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  105302. */
  105303. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  105304. private static _AnyMouseID;
  105305. /**
  105306. * Abstract mesh the behavior is set on
  105307. */
  105308. attachedNode: AbstractMesh;
  105309. private _dragPlane;
  105310. private _scene;
  105311. private _pointerObserver;
  105312. private _beforeRenderObserver;
  105313. private static _planeScene;
  105314. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  105315. /**
  105316. * 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)
  105317. */
  105318. maxDragAngle: number;
  105319. /**
  105320. * @hidden
  105321. */
  105322. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  105323. /**
  105324. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  105325. */
  105326. currentDraggingPointerID: number;
  105327. /**
  105328. * The last position where the pointer hit the drag plane in world space
  105329. */
  105330. lastDragPosition: Vector3;
  105331. /**
  105332. * If the behavior is currently in a dragging state
  105333. */
  105334. dragging: boolean;
  105335. /**
  105336. * 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)
  105337. */
  105338. dragDeltaRatio: number;
  105339. /**
  105340. * If the drag plane orientation should be updated during the dragging (Default: true)
  105341. */
  105342. updateDragPlane: boolean;
  105343. private _debugMode;
  105344. private _moving;
  105345. /**
  105346. * Fires each time the attached mesh is dragged with the pointer
  105347. * * delta between last drag position and current drag position in world space
  105348. * * dragDistance along the drag axis
  105349. * * dragPlaneNormal normal of the current drag plane used during the drag
  105350. * * dragPlanePoint in world space where the drag intersects the drag plane
  105351. */
  105352. onDragObservable: Observable<{
  105353. delta: Vector3;
  105354. dragPlanePoint: Vector3;
  105355. dragPlaneNormal: Vector3;
  105356. dragDistance: number;
  105357. pointerId: number;
  105358. }>;
  105359. /**
  105360. * Fires each time a drag begins (eg. mouse down on mesh)
  105361. */
  105362. onDragStartObservable: Observable<{
  105363. dragPlanePoint: Vector3;
  105364. pointerId: number;
  105365. }>;
  105366. /**
  105367. * Fires each time a drag ends (eg. mouse release after drag)
  105368. */
  105369. onDragEndObservable: Observable<{
  105370. dragPlanePoint: Vector3;
  105371. pointerId: number;
  105372. }>;
  105373. /**
  105374. * If the attached mesh should be moved when dragged
  105375. */
  105376. moveAttached: boolean;
  105377. /**
  105378. * If the drag behavior will react to drag events (Default: true)
  105379. */
  105380. enabled: boolean;
  105381. /**
  105382. * If pointer events should start and release the drag (Default: true)
  105383. */
  105384. startAndReleaseDragOnPointerEvents: boolean;
  105385. /**
  105386. * If camera controls should be detached during the drag
  105387. */
  105388. detachCameraControls: boolean;
  105389. /**
  105390. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  105391. */
  105392. useObjectOrienationForDragging: boolean;
  105393. private _options;
  105394. /**
  105395. * Creates a pointer drag behavior that can be attached to a mesh
  105396. * @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)
  105397. */
  105398. constructor(options?: {
  105399. dragAxis?: Vector3;
  105400. dragPlaneNormal?: Vector3;
  105401. });
  105402. /**
  105403. * Predicate to determine if it is valid to move the object to a new position when it is moved
  105404. */
  105405. validateDrag: (targetPosition: Vector3) => boolean;
  105406. /**
  105407. * The name of the behavior
  105408. */
  105409. readonly name: string;
  105410. /**
  105411. * Initializes the behavior
  105412. */
  105413. init(): void;
  105414. private _tmpVector;
  105415. private _alternatePickedPoint;
  105416. private _worldDragAxis;
  105417. private _targetPosition;
  105418. private _attachedElement;
  105419. /**
  105420. * Attaches the drag behavior the passed in mesh
  105421. * @param ownerNode The mesh that will be dragged around once attached
  105422. * @param predicate Predicate to use for pick filtering
  105423. */
  105424. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  105425. /**
  105426. * Force relase the drag action by code.
  105427. */
  105428. releaseDrag(): void;
  105429. private _startDragRay;
  105430. private _lastPointerRay;
  105431. /**
  105432. * Simulates the start of a pointer drag event on the behavior
  105433. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  105434. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  105435. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  105436. */
  105437. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  105438. private _startDrag;
  105439. private _dragDelta;
  105440. private _moveDrag;
  105441. private _pickWithRayOnDragPlane;
  105442. private _pointA;
  105443. private _pointB;
  105444. private _pointC;
  105445. private _lineA;
  105446. private _lineB;
  105447. private _localAxis;
  105448. private _lookAt;
  105449. private _updateDragPlanePosition;
  105450. /**
  105451. * Detaches the behavior from the mesh
  105452. */
  105453. detach(): void;
  105454. }
  105455. }
  105456. declare module BABYLON {
  105457. /**
  105458. * A behavior that when attached to a mesh will allow the mesh to be scaled
  105459. */
  105460. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  105461. private _dragBehaviorA;
  105462. private _dragBehaviorB;
  105463. private _startDistance;
  105464. private _initialScale;
  105465. private _targetScale;
  105466. private _ownerNode;
  105467. private _sceneRenderObserver;
  105468. /**
  105469. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  105470. */
  105471. constructor();
  105472. /**
  105473. * The name of the behavior
  105474. */
  105475. readonly name: string;
  105476. /**
  105477. * Initializes the behavior
  105478. */
  105479. init(): void;
  105480. private _getCurrentDistance;
  105481. /**
  105482. * Attaches the scale behavior the passed in mesh
  105483. * @param ownerNode The mesh that will be scaled around once attached
  105484. */
  105485. attach(ownerNode: Mesh): void;
  105486. /**
  105487. * Detaches the behavior from the mesh
  105488. */
  105489. detach(): void;
  105490. }
  105491. }
  105492. declare module BABYLON {
  105493. /**
  105494. * 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
  105495. */
  105496. export class SixDofDragBehavior implements Behavior<Mesh> {
  105497. private static _virtualScene;
  105498. private _ownerNode;
  105499. private _sceneRenderObserver;
  105500. private _scene;
  105501. private _targetPosition;
  105502. private _virtualOriginMesh;
  105503. private _virtualDragMesh;
  105504. private _pointerObserver;
  105505. private _moving;
  105506. private _startingOrientation;
  105507. /**
  105508. * 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)
  105509. */
  105510. private zDragFactor;
  105511. /**
  105512. * If the object should rotate to face the drag origin
  105513. */
  105514. rotateDraggedObject: boolean;
  105515. /**
  105516. * If the behavior is currently in a dragging state
  105517. */
  105518. dragging: boolean;
  105519. /**
  105520. * 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)
  105521. */
  105522. dragDeltaRatio: number;
  105523. /**
  105524. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  105525. */
  105526. currentDraggingPointerID: number;
  105527. /**
  105528. * If camera controls should be detached during the drag
  105529. */
  105530. detachCameraControls: boolean;
  105531. /**
  105532. * Fires each time a drag starts
  105533. */
  105534. onDragStartObservable: Observable<{}>;
  105535. /**
  105536. * Fires each time a drag ends (eg. mouse release after drag)
  105537. */
  105538. onDragEndObservable: Observable<{}>;
  105539. /**
  105540. * 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
  105541. */
  105542. constructor();
  105543. /**
  105544. * The name of the behavior
  105545. */
  105546. readonly name: string;
  105547. /**
  105548. * Initializes the behavior
  105549. */
  105550. init(): void;
  105551. /**
  105552. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  105553. */
  105554. private readonly _pointerCamera;
  105555. /**
  105556. * Attaches the scale behavior the passed in mesh
  105557. * @param ownerNode The mesh that will be scaled around once attached
  105558. */
  105559. attach(ownerNode: Mesh): void;
  105560. /**
  105561. * Detaches the behavior from the mesh
  105562. */
  105563. detach(): void;
  105564. }
  105565. }
  105566. declare module BABYLON {
  105567. /**
  105568. * Class used to apply inverse kinematics to bones
  105569. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  105570. */
  105571. export class BoneIKController {
  105572. private static _tmpVecs;
  105573. private static _tmpQuat;
  105574. private static _tmpMats;
  105575. /**
  105576. * Gets or sets the target mesh
  105577. */
  105578. targetMesh: AbstractMesh;
  105579. /** Gets or sets the mesh used as pole */
  105580. poleTargetMesh: AbstractMesh;
  105581. /**
  105582. * Gets or sets the bone used as pole
  105583. */
  105584. poleTargetBone: Nullable<Bone>;
  105585. /**
  105586. * Gets or sets the target position
  105587. */
  105588. targetPosition: Vector3;
  105589. /**
  105590. * Gets or sets the pole target position
  105591. */
  105592. poleTargetPosition: Vector3;
  105593. /**
  105594. * Gets or sets the pole target local offset
  105595. */
  105596. poleTargetLocalOffset: Vector3;
  105597. /**
  105598. * Gets or sets the pole angle
  105599. */
  105600. poleAngle: number;
  105601. /**
  105602. * Gets or sets the mesh associated with the controller
  105603. */
  105604. mesh: AbstractMesh;
  105605. /**
  105606. * 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)
  105607. */
  105608. slerpAmount: number;
  105609. private _bone1Quat;
  105610. private _bone1Mat;
  105611. private _bone2Ang;
  105612. private _bone1;
  105613. private _bone2;
  105614. private _bone1Length;
  105615. private _bone2Length;
  105616. private _maxAngle;
  105617. private _maxReach;
  105618. private _rightHandedSystem;
  105619. private _bendAxis;
  105620. private _slerping;
  105621. private _adjustRoll;
  105622. /**
  105623. * Gets or sets maximum allowed angle
  105624. */
  105625. maxAngle: number;
  105626. /**
  105627. * Creates a new BoneIKController
  105628. * @param mesh defines the mesh to control
  105629. * @param bone defines the bone to control
  105630. * @param options defines options to set up the controller
  105631. */
  105632. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  105633. targetMesh?: AbstractMesh;
  105634. poleTargetMesh?: AbstractMesh;
  105635. poleTargetBone?: Bone;
  105636. poleTargetLocalOffset?: Vector3;
  105637. poleAngle?: number;
  105638. bendAxis?: Vector3;
  105639. maxAngle?: number;
  105640. slerpAmount?: number;
  105641. });
  105642. private _setMaxAngle;
  105643. /**
  105644. * Force the controller to update the bones
  105645. */
  105646. update(): void;
  105647. }
  105648. }
  105649. declare module BABYLON {
  105650. /**
  105651. * Class used to make a bone look toward a point in space
  105652. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  105653. */
  105654. export class BoneLookController {
  105655. private static _tmpVecs;
  105656. private static _tmpQuat;
  105657. private static _tmpMats;
  105658. /**
  105659. * The target Vector3 that the bone will look at
  105660. */
  105661. target: Vector3;
  105662. /**
  105663. * The mesh that the bone is attached to
  105664. */
  105665. mesh: AbstractMesh;
  105666. /**
  105667. * The bone that will be looking to the target
  105668. */
  105669. bone: Bone;
  105670. /**
  105671. * The up axis of the coordinate system that is used when the bone is rotated
  105672. */
  105673. upAxis: Vector3;
  105674. /**
  105675. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  105676. */
  105677. upAxisSpace: Space;
  105678. /**
  105679. * Used to make an adjustment to the yaw of the bone
  105680. */
  105681. adjustYaw: number;
  105682. /**
  105683. * Used to make an adjustment to the pitch of the bone
  105684. */
  105685. adjustPitch: number;
  105686. /**
  105687. * Used to make an adjustment to the roll of the bone
  105688. */
  105689. adjustRoll: number;
  105690. /**
  105691. * 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)
  105692. */
  105693. slerpAmount: number;
  105694. private _minYaw;
  105695. private _maxYaw;
  105696. private _minPitch;
  105697. private _maxPitch;
  105698. private _minYawSin;
  105699. private _minYawCos;
  105700. private _maxYawSin;
  105701. private _maxYawCos;
  105702. private _midYawConstraint;
  105703. private _minPitchTan;
  105704. private _maxPitchTan;
  105705. private _boneQuat;
  105706. private _slerping;
  105707. private _transformYawPitch;
  105708. private _transformYawPitchInv;
  105709. private _firstFrameSkipped;
  105710. private _yawRange;
  105711. private _fowardAxis;
  105712. /**
  105713. * Gets or sets the minimum yaw angle that the bone can look to
  105714. */
  105715. minYaw: number;
  105716. /**
  105717. * Gets or sets the maximum yaw angle that the bone can look to
  105718. */
  105719. maxYaw: number;
  105720. /**
  105721. * Gets or sets the minimum pitch angle that the bone can look to
  105722. */
  105723. minPitch: number;
  105724. /**
  105725. * Gets or sets the maximum pitch angle that the bone can look to
  105726. */
  105727. maxPitch: number;
  105728. /**
  105729. * Create a BoneLookController
  105730. * @param mesh the mesh that the bone belongs to
  105731. * @param bone the bone that will be looking to the target
  105732. * @param target the target Vector3 to look at
  105733. * @param options optional settings:
  105734. * * maxYaw: the maximum angle the bone will yaw to
  105735. * * minYaw: the minimum angle the bone will yaw to
  105736. * * maxPitch: the maximum angle the bone will pitch to
  105737. * * minPitch: the minimum angle the bone will yaw to
  105738. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  105739. * * upAxis: the up axis of the coordinate system
  105740. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  105741. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  105742. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  105743. * * adjustYaw: used to make an adjustment to the yaw of the bone
  105744. * * adjustPitch: used to make an adjustment to the pitch of the bone
  105745. * * adjustRoll: used to make an adjustment to the roll of the bone
  105746. **/
  105747. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  105748. maxYaw?: number;
  105749. minYaw?: number;
  105750. maxPitch?: number;
  105751. minPitch?: number;
  105752. slerpAmount?: number;
  105753. upAxis?: Vector3;
  105754. upAxisSpace?: Space;
  105755. yawAxis?: Vector3;
  105756. pitchAxis?: Vector3;
  105757. adjustYaw?: number;
  105758. adjustPitch?: number;
  105759. adjustRoll?: number;
  105760. });
  105761. /**
  105762. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  105763. */
  105764. update(): void;
  105765. private _getAngleDiff;
  105766. private _getAngleBetween;
  105767. private _isAngleBetween;
  105768. }
  105769. }
  105770. declare module BABYLON {
  105771. /**
  105772. * Manage the gamepad inputs to control an arc rotate camera.
  105773. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105774. */
  105775. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  105776. /**
  105777. * Defines the camera the input is attached to.
  105778. */
  105779. camera: ArcRotateCamera;
  105780. /**
  105781. * Defines the gamepad the input is gathering event from.
  105782. */
  105783. gamepad: Nullable<Gamepad>;
  105784. /**
  105785. * Defines the gamepad rotation sensiblity.
  105786. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  105787. */
  105788. gamepadRotationSensibility: number;
  105789. /**
  105790. * Defines the gamepad move sensiblity.
  105791. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  105792. */
  105793. gamepadMoveSensibility: number;
  105794. private _yAxisScale;
  105795. /**
  105796. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  105797. */
  105798. invertYAxis: boolean;
  105799. private _onGamepadConnectedObserver;
  105800. private _onGamepadDisconnectedObserver;
  105801. /**
  105802. * Attach the input controls to a specific dom element to get the input from.
  105803. * @param element Defines the element the controls should be listened from
  105804. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105805. */
  105806. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105807. /**
  105808. * Detach the current controls from the specified dom element.
  105809. * @param element Defines the element to stop listening the inputs from
  105810. */
  105811. detachControl(element: Nullable<HTMLElement>): void;
  105812. /**
  105813. * Update the current camera state depending on the inputs that have been used this frame.
  105814. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105815. */
  105816. checkInputs(): void;
  105817. /**
  105818. * Gets the class name of the current intput.
  105819. * @returns the class name
  105820. */
  105821. getClassName(): string;
  105822. /**
  105823. * Get the friendly name associated with the input class.
  105824. * @returns the input friendly name
  105825. */
  105826. getSimpleName(): string;
  105827. }
  105828. }
  105829. declare module BABYLON {
  105830. interface ArcRotateCameraInputsManager {
  105831. /**
  105832. * Add orientation input support to the input manager.
  105833. * @returns the current input manager
  105834. */
  105835. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  105836. }
  105837. /**
  105838. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  105839. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105840. */
  105841. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  105842. /**
  105843. * Defines the camera the input is attached to.
  105844. */
  105845. camera: ArcRotateCamera;
  105846. /**
  105847. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  105848. */
  105849. alphaCorrection: number;
  105850. /**
  105851. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  105852. */
  105853. gammaCorrection: number;
  105854. private _alpha;
  105855. private _gamma;
  105856. private _dirty;
  105857. private _deviceOrientationHandler;
  105858. /**
  105859. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  105860. */
  105861. constructor();
  105862. /**
  105863. * Attach the input controls to a specific dom element to get the input from.
  105864. * @param element Defines the element the controls should be listened from
  105865. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105866. */
  105867. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105868. /** @hidden */
  105869. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  105870. /**
  105871. * Update the current camera state depending on the inputs that have been used this frame.
  105872. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105873. */
  105874. checkInputs(): void;
  105875. /**
  105876. * Detach the current controls from the specified dom element.
  105877. * @param element Defines the element to stop listening the inputs from
  105878. */
  105879. detachControl(element: Nullable<HTMLElement>): void;
  105880. /**
  105881. * Gets the class name of the current intput.
  105882. * @returns the class name
  105883. */
  105884. getClassName(): string;
  105885. /**
  105886. * Get the friendly name associated with the input class.
  105887. * @returns the input friendly name
  105888. */
  105889. getSimpleName(): string;
  105890. }
  105891. }
  105892. declare module BABYLON {
  105893. /**
  105894. * Listen to mouse events to control the camera.
  105895. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105896. */
  105897. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  105898. /**
  105899. * Defines the camera the input is attached to.
  105900. */
  105901. camera: FlyCamera;
  105902. /**
  105903. * Defines if touch is enabled. (Default is true.)
  105904. */
  105905. touchEnabled: boolean;
  105906. /**
  105907. * Defines the buttons associated with the input to handle camera rotation.
  105908. */
  105909. buttons: number[];
  105910. /**
  105911. * Assign buttons for Yaw control.
  105912. */
  105913. buttonsYaw: number[];
  105914. /**
  105915. * Assign buttons for Pitch control.
  105916. */
  105917. buttonsPitch: number[];
  105918. /**
  105919. * Assign buttons for Roll control.
  105920. */
  105921. buttonsRoll: number[];
  105922. /**
  105923. * Detect if any button is being pressed while mouse is moved.
  105924. * -1 = Mouse locked.
  105925. * 0 = Left button.
  105926. * 1 = Middle Button.
  105927. * 2 = Right Button.
  105928. */
  105929. activeButton: number;
  105930. /**
  105931. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  105932. * Higher values reduce its sensitivity.
  105933. */
  105934. angularSensibility: number;
  105935. private _mousemoveCallback;
  105936. private _observer;
  105937. private _rollObserver;
  105938. private previousPosition;
  105939. private noPreventDefault;
  105940. private element;
  105941. /**
  105942. * Listen to mouse events to control the camera.
  105943. * @param touchEnabled Define if touch is enabled. (Default is true.)
  105944. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105945. */
  105946. constructor(touchEnabled?: boolean);
  105947. /**
  105948. * Attach the mouse control to the HTML DOM element.
  105949. * @param element Defines the element that listens to the input events.
  105950. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  105951. */
  105952. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105953. /**
  105954. * Detach the current controls from the specified dom element.
  105955. * @param element Defines the element to stop listening the inputs from
  105956. */
  105957. detachControl(element: Nullable<HTMLElement>): void;
  105958. /**
  105959. * Gets the class name of the current input.
  105960. * @returns the class name.
  105961. */
  105962. getClassName(): string;
  105963. /**
  105964. * Get the friendly name associated with the input class.
  105965. * @returns the input's friendly name.
  105966. */
  105967. getSimpleName(): string;
  105968. private _pointerInput;
  105969. private _onMouseMove;
  105970. /**
  105971. * Rotate camera by mouse offset.
  105972. */
  105973. private rotateCamera;
  105974. }
  105975. }
  105976. declare module BABYLON {
  105977. /**
  105978. * Default Inputs manager for the FlyCamera.
  105979. * It groups all the default supported inputs for ease of use.
  105980. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105981. */
  105982. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  105983. /**
  105984. * Instantiates a new FlyCameraInputsManager.
  105985. * @param camera Defines the camera the inputs belong to.
  105986. */
  105987. constructor(camera: FlyCamera);
  105988. /**
  105989. * Add keyboard input support to the input manager.
  105990. * @returns the new FlyCameraKeyboardMoveInput().
  105991. */
  105992. addKeyboard(): FlyCameraInputsManager;
  105993. /**
  105994. * Add mouse input support to the input manager.
  105995. * @param touchEnabled Enable touch screen support.
  105996. * @returns the new FlyCameraMouseInput().
  105997. */
  105998. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  105999. }
  106000. }
  106001. declare module BABYLON {
  106002. /**
  106003. * This is a flying camera, designed for 3D movement and rotation in all directions,
  106004. * such as in a 3D Space Shooter or a Flight Simulator.
  106005. */
  106006. export class FlyCamera extends TargetCamera {
  106007. /**
  106008. * Define the collision ellipsoid of the camera.
  106009. * This is helpful for simulating a camera body, like a player's body.
  106010. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  106011. */
  106012. ellipsoid: Vector3;
  106013. /**
  106014. * Define an offset for the position of the ellipsoid around the camera.
  106015. * This can be helpful if the camera is attached away from the player's body center,
  106016. * such as at its head.
  106017. */
  106018. ellipsoidOffset: Vector3;
  106019. /**
  106020. * Enable or disable collisions of the camera with the rest of the scene objects.
  106021. */
  106022. checkCollisions: boolean;
  106023. /**
  106024. * Enable or disable gravity on the camera.
  106025. */
  106026. applyGravity: boolean;
  106027. /**
  106028. * Define the current direction the camera is moving to.
  106029. */
  106030. cameraDirection: Vector3;
  106031. /**
  106032. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  106033. * This overrides and empties cameraRotation.
  106034. */
  106035. rotationQuaternion: Quaternion;
  106036. /**
  106037. * Track Roll to maintain the wanted Rolling when looking around.
  106038. */
  106039. _trackRoll: number;
  106040. /**
  106041. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  106042. */
  106043. rollCorrect: number;
  106044. /**
  106045. * Mimic a banked turn, Rolling the camera when Yawing.
  106046. * It's recommended to use rollCorrect = 10 for faster banking correction.
  106047. */
  106048. bankedTurn: boolean;
  106049. /**
  106050. * Limit in radians for how much Roll banking will add. (Default: 90°)
  106051. */
  106052. bankedTurnLimit: number;
  106053. /**
  106054. * Value of 0 disables the banked Roll.
  106055. * Value of 1 is equal to the Yaw angle in radians.
  106056. */
  106057. bankedTurnMultiplier: number;
  106058. /**
  106059. * The inputs manager loads all the input sources, such as keyboard and mouse.
  106060. */
  106061. inputs: FlyCameraInputsManager;
  106062. /**
  106063. * Gets the input sensibility for mouse input.
  106064. * Higher values reduce sensitivity.
  106065. */
  106066. /**
  106067. * Sets the input sensibility for a mouse input.
  106068. * Higher values reduce sensitivity.
  106069. */
  106070. angularSensibility: number;
  106071. /**
  106072. * Get the keys for camera movement forward.
  106073. */
  106074. /**
  106075. * Set the keys for camera movement forward.
  106076. */
  106077. keysForward: number[];
  106078. /**
  106079. * Get the keys for camera movement backward.
  106080. */
  106081. keysBackward: number[];
  106082. /**
  106083. * Get the keys for camera movement up.
  106084. */
  106085. /**
  106086. * Set the keys for camera movement up.
  106087. */
  106088. keysUp: number[];
  106089. /**
  106090. * Get the keys for camera movement down.
  106091. */
  106092. /**
  106093. * Set the keys for camera movement down.
  106094. */
  106095. keysDown: number[];
  106096. /**
  106097. * Get the keys for camera movement left.
  106098. */
  106099. /**
  106100. * Set the keys for camera movement left.
  106101. */
  106102. keysLeft: number[];
  106103. /**
  106104. * Set the keys for camera movement right.
  106105. */
  106106. /**
  106107. * Set the keys for camera movement right.
  106108. */
  106109. keysRight: number[];
  106110. /**
  106111. * Event raised when the camera collides with a mesh in the scene.
  106112. */
  106113. onCollide: (collidedMesh: AbstractMesh) => void;
  106114. private _collider;
  106115. private _needMoveForGravity;
  106116. private _oldPosition;
  106117. private _diffPosition;
  106118. private _newPosition;
  106119. /** @hidden */
  106120. _localDirection: Vector3;
  106121. /** @hidden */
  106122. _transformedDirection: Vector3;
  106123. /**
  106124. * Instantiates a FlyCamera.
  106125. * This is a flying camera, designed for 3D movement and rotation in all directions,
  106126. * such as in a 3D Space Shooter or a Flight Simulator.
  106127. * @param name Define the name of the camera in the scene.
  106128. * @param position Define the starting position of the camera in the scene.
  106129. * @param scene Define the scene the camera belongs to.
  106130. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  106131. */
  106132. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  106133. /**
  106134. * Attach a control to the HTML DOM element.
  106135. * @param element Defines the element that listens to the input events.
  106136. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  106137. */
  106138. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106139. /**
  106140. * Detach a control from the HTML DOM element.
  106141. * The camera will stop reacting to that input.
  106142. * @param element Defines the element that listens to the input events.
  106143. */
  106144. detachControl(element: HTMLElement): void;
  106145. private _collisionMask;
  106146. /**
  106147. * Get the mask that the camera ignores in collision events.
  106148. */
  106149. /**
  106150. * Set the mask that the camera ignores in collision events.
  106151. */
  106152. collisionMask: number;
  106153. /** @hidden */
  106154. _collideWithWorld(displacement: Vector3): void;
  106155. /** @hidden */
  106156. private _onCollisionPositionChange;
  106157. /** @hidden */
  106158. _checkInputs(): void;
  106159. /** @hidden */
  106160. _decideIfNeedsToMove(): boolean;
  106161. /** @hidden */
  106162. _updatePosition(): void;
  106163. /**
  106164. * Restore the Roll to its target value at the rate specified.
  106165. * @param rate - Higher means slower restoring.
  106166. * @hidden
  106167. */
  106168. restoreRoll(rate: number): void;
  106169. /**
  106170. * Destroy the camera and release the current resources held by it.
  106171. */
  106172. dispose(): void;
  106173. /**
  106174. * Get the current object class name.
  106175. * @returns the class name.
  106176. */
  106177. getClassName(): string;
  106178. }
  106179. }
  106180. declare module BABYLON {
  106181. /**
  106182. * Listen to keyboard events to control the camera.
  106183. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106184. */
  106185. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  106186. /**
  106187. * Defines the camera the input is attached to.
  106188. */
  106189. camera: FlyCamera;
  106190. /**
  106191. * The list of keyboard keys used to control the forward move of the camera.
  106192. */
  106193. keysForward: number[];
  106194. /**
  106195. * The list of keyboard keys used to control the backward move of the camera.
  106196. */
  106197. keysBackward: number[];
  106198. /**
  106199. * The list of keyboard keys used to control the forward move of the camera.
  106200. */
  106201. keysUp: number[];
  106202. /**
  106203. * The list of keyboard keys used to control the backward move of the camera.
  106204. */
  106205. keysDown: number[];
  106206. /**
  106207. * The list of keyboard keys used to control the right strafe move of the camera.
  106208. */
  106209. keysRight: number[];
  106210. /**
  106211. * The list of keyboard keys used to control the left strafe move of the camera.
  106212. */
  106213. keysLeft: number[];
  106214. private _keys;
  106215. private _onCanvasBlurObserver;
  106216. private _onKeyboardObserver;
  106217. private _engine;
  106218. private _scene;
  106219. /**
  106220. * Attach the input controls to a specific dom element to get the input from.
  106221. * @param element Defines the element the controls should be listened from
  106222. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106223. */
  106224. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106225. /**
  106226. * Detach the current controls from the specified dom element.
  106227. * @param element Defines the element to stop listening the inputs from
  106228. */
  106229. detachControl(element: Nullable<HTMLElement>): void;
  106230. /**
  106231. * Gets the class name of the current intput.
  106232. * @returns the class name
  106233. */
  106234. getClassName(): string;
  106235. /** @hidden */
  106236. _onLostFocus(e: FocusEvent): void;
  106237. /**
  106238. * Get the friendly name associated with the input class.
  106239. * @returns the input friendly name
  106240. */
  106241. getSimpleName(): string;
  106242. /**
  106243. * Update the current camera state depending on the inputs that have been used this frame.
  106244. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106245. */
  106246. checkInputs(): void;
  106247. }
  106248. }
  106249. declare module BABYLON {
  106250. /**
  106251. * Manage the mouse wheel inputs to control a follow camera.
  106252. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106253. */
  106254. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  106255. /**
  106256. * Defines the camera the input is attached to.
  106257. */
  106258. camera: FollowCamera;
  106259. /**
  106260. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  106261. */
  106262. axisControlRadius: boolean;
  106263. /**
  106264. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  106265. */
  106266. axisControlHeight: boolean;
  106267. /**
  106268. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  106269. */
  106270. axisControlRotation: boolean;
  106271. /**
  106272. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  106273. * relation to mouseWheel events.
  106274. */
  106275. wheelPrecision: number;
  106276. /**
  106277. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  106278. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  106279. */
  106280. wheelDeltaPercentage: number;
  106281. private _wheel;
  106282. private _observer;
  106283. /**
  106284. * Attach the input controls to a specific dom element to get the input from.
  106285. * @param element Defines the element the controls should be listened from
  106286. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106287. */
  106288. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106289. /**
  106290. * Detach the current controls from the specified dom element.
  106291. * @param element Defines the element to stop listening the inputs from
  106292. */
  106293. detachControl(element: Nullable<HTMLElement>): void;
  106294. /**
  106295. * Gets the class name of the current intput.
  106296. * @returns the class name
  106297. */
  106298. getClassName(): string;
  106299. /**
  106300. * Get the friendly name associated with the input class.
  106301. * @returns the input friendly name
  106302. */
  106303. getSimpleName(): string;
  106304. }
  106305. }
  106306. declare module BABYLON {
  106307. /**
  106308. * Manage the pointers inputs to control an follow camera.
  106309. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106310. */
  106311. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  106312. /**
  106313. * Defines the camera the input is attached to.
  106314. */
  106315. camera: FollowCamera;
  106316. /**
  106317. * Gets the class name of the current input.
  106318. * @returns the class name
  106319. */
  106320. getClassName(): string;
  106321. /**
  106322. * Defines the pointer angular sensibility along the X axis or how fast is
  106323. * the camera rotating.
  106324. * A negative number will reverse the axis direction.
  106325. */
  106326. angularSensibilityX: number;
  106327. /**
  106328. * Defines the pointer angular sensibility along the Y axis or how fast is
  106329. * the camera rotating.
  106330. * A negative number will reverse the axis direction.
  106331. */
  106332. angularSensibilityY: number;
  106333. /**
  106334. * Defines the pointer pinch precision or how fast is the camera zooming.
  106335. * A negative number will reverse the axis direction.
  106336. */
  106337. pinchPrecision: number;
  106338. /**
  106339. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  106340. * from 0.
  106341. * It defines the percentage of current camera.radius to use as delta when
  106342. * pinch zoom is used.
  106343. */
  106344. pinchDeltaPercentage: number;
  106345. /**
  106346. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  106347. */
  106348. axisXControlRadius: boolean;
  106349. /**
  106350. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  106351. */
  106352. axisXControlHeight: boolean;
  106353. /**
  106354. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  106355. */
  106356. axisXControlRotation: boolean;
  106357. /**
  106358. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  106359. */
  106360. axisYControlRadius: boolean;
  106361. /**
  106362. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  106363. */
  106364. axisYControlHeight: boolean;
  106365. /**
  106366. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  106367. */
  106368. axisYControlRotation: boolean;
  106369. /**
  106370. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  106371. */
  106372. axisPinchControlRadius: boolean;
  106373. /**
  106374. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  106375. */
  106376. axisPinchControlHeight: boolean;
  106377. /**
  106378. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  106379. */
  106380. axisPinchControlRotation: boolean;
  106381. /**
  106382. * Log error messages if basic misconfiguration has occurred.
  106383. */
  106384. warningEnable: boolean;
  106385. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  106386. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  106387. private _warningCounter;
  106388. private _warning;
  106389. }
  106390. }
  106391. declare module BABYLON {
  106392. /**
  106393. * Default Inputs manager for the FollowCamera.
  106394. * It groups all the default supported inputs for ease of use.
  106395. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106396. */
  106397. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  106398. /**
  106399. * Instantiates a new FollowCameraInputsManager.
  106400. * @param camera Defines the camera the inputs belong to
  106401. */
  106402. constructor(camera: FollowCamera);
  106403. /**
  106404. * Add keyboard input support to the input manager.
  106405. * @returns the current input manager
  106406. */
  106407. addKeyboard(): FollowCameraInputsManager;
  106408. /**
  106409. * Add mouse wheel input support to the input manager.
  106410. * @returns the current input manager
  106411. */
  106412. addMouseWheel(): FollowCameraInputsManager;
  106413. /**
  106414. * Add pointers input support to the input manager.
  106415. * @returns the current input manager
  106416. */
  106417. addPointers(): FollowCameraInputsManager;
  106418. /**
  106419. * Add orientation input support to the input manager.
  106420. * @returns the current input manager
  106421. */
  106422. addVRDeviceOrientation(): FollowCameraInputsManager;
  106423. }
  106424. }
  106425. declare module BABYLON {
  106426. /**
  106427. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  106428. * an arc rotate version arcFollowCamera are available.
  106429. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106430. */
  106431. export class FollowCamera extends TargetCamera {
  106432. /**
  106433. * Distance the follow camera should follow an object at
  106434. */
  106435. radius: number;
  106436. /**
  106437. * Minimum allowed distance of the camera to the axis of rotation
  106438. * (The camera can not get closer).
  106439. * This can help limiting how the Camera is able to move in the scene.
  106440. */
  106441. lowerRadiusLimit: Nullable<number>;
  106442. /**
  106443. * Maximum allowed distance of the camera to the axis of rotation
  106444. * (The camera can not get further).
  106445. * This can help limiting how the Camera is able to move in the scene.
  106446. */
  106447. upperRadiusLimit: Nullable<number>;
  106448. /**
  106449. * Define a rotation offset between the camera and the object it follows
  106450. */
  106451. rotationOffset: number;
  106452. /**
  106453. * Minimum allowed angle to camera position relative to target object.
  106454. * This can help limiting how the Camera is able to move in the scene.
  106455. */
  106456. lowerRotationOffsetLimit: Nullable<number>;
  106457. /**
  106458. * Maximum allowed angle to camera position relative to target object.
  106459. * This can help limiting how the Camera is able to move in the scene.
  106460. */
  106461. upperRotationOffsetLimit: Nullable<number>;
  106462. /**
  106463. * Define a height offset between the camera and the object it follows.
  106464. * It can help following an object from the top (like a car chaing a plane)
  106465. */
  106466. heightOffset: number;
  106467. /**
  106468. * Minimum allowed height of camera position relative to target object.
  106469. * This can help limiting how the Camera is able to move in the scene.
  106470. */
  106471. lowerHeightOffsetLimit: Nullable<number>;
  106472. /**
  106473. * Maximum allowed height of camera position relative to target object.
  106474. * This can help limiting how the Camera is able to move in the scene.
  106475. */
  106476. upperHeightOffsetLimit: Nullable<number>;
  106477. /**
  106478. * Define how fast the camera can accelerate to follow it s target.
  106479. */
  106480. cameraAcceleration: number;
  106481. /**
  106482. * Define the speed limit of the camera following an object.
  106483. */
  106484. maxCameraSpeed: number;
  106485. /**
  106486. * Define the target of the camera.
  106487. */
  106488. lockedTarget: Nullable<AbstractMesh>;
  106489. /**
  106490. * Defines the input associated with the camera.
  106491. */
  106492. inputs: FollowCameraInputsManager;
  106493. /**
  106494. * Instantiates the follow camera.
  106495. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106496. * @param name Define the name of the camera in the scene
  106497. * @param position Define the position of the camera
  106498. * @param scene Define the scene the camera belong to
  106499. * @param lockedTarget Define the target of the camera
  106500. */
  106501. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  106502. private _follow;
  106503. /**
  106504. * Attached controls to the current camera.
  106505. * @param element Defines the element the controls should be listened from
  106506. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106507. */
  106508. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106509. /**
  106510. * Detach the current controls from the camera.
  106511. * The camera will stop reacting to inputs.
  106512. * @param element Defines the element to stop listening the inputs from
  106513. */
  106514. detachControl(element: HTMLElement): void;
  106515. /** @hidden */
  106516. _checkInputs(): void;
  106517. private _checkLimits;
  106518. /**
  106519. * Gets the camera class name.
  106520. * @returns the class name
  106521. */
  106522. getClassName(): string;
  106523. }
  106524. /**
  106525. * Arc Rotate version of the follow camera.
  106526. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  106527. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106528. */
  106529. export class ArcFollowCamera extends TargetCamera {
  106530. /** The longitudinal angle of the camera */
  106531. alpha: number;
  106532. /** The latitudinal angle of the camera */
  106533. beta: number;
  106534. /** The radius of the camera from its target */
  106535. radius: number;
  106536. /** Define the camera target (the messh it should follow) */
  106537. target: Nullable<AbstractMesh>;
  106538. private _cartesianCoordinates;
  106539. /**
  106540. * Instantiates a new ArcFollowCamera
  106541. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106542. * @param name Define the name of the camera
  106543. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  106544. * @param beta Define the rotation angle of the camera around the elevation axis
  106545. * @param radius Define the radius of the camera from its target point
  106546. * @param target Define the target of the camera
  106547. * @param scene Define the scene the camera belongs to
  106548. */
  106549. constructor(name: string,
  106550. /** The longitudinal angle of the camera */
  106551. alpha: number,
  106552. /** The latitudinal angle of the camera */
  106553. beta: number,
  106554. /** The radius of the camera from its target */
  106555. radius: number,
  106556. /** Define the camera target (the messh it should follow) */
  106557. target: Nullable<AbstractMesh>, scene: Scene);
  106558. private _follow;
  106559. /** @hidden */
  106560. _checkInputs(): void;
  106561. /**
  106562. * Returns the class name of the object.
  106563. * It is mostly used internally for serialization purposes.
  106564. */
  106565. getClassName(): string;
  106566. }
  106567. }
  106568. declare module BABYLON {
  106569. /**
  106570. * Manage the keyboard inputs to control the movement of a follow camera.
  106571. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106572. */
  106573. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  106574. /**
  106575. * Defines the camera the input is attached to.
  106576. */
  106577. camera: FollowCamera;
  106578. /**
  106579. * Defines the list of key codes associated with the up action (increase heightOffset)
  106580. */
  106581. keysHeightOffsetIncr: number[];
  106582. /**
  106583. * Defines the list of key codes associated with the down action (decrease heightOffset)
  106584. */
  106585. keysHeightOffsetDecr: number[];
  106586. /**
  106587. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  106588. */
  106589. keysHeightOffsetModifierAlt: boolean;
  106590. /**
  106591. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  106592. */
  106593. keysHeightOffsetModifierCtrl: boolean;
  106594. /**
  106595. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  106596. */
  106597. keysHeightOffsetModifierShift: boolean;
  106598. /**
  106599. * Defines the list of key codes associated with the left action (increase rotationOffset)
  106600. */
  106601. keysRotationOffsetIncr: number[];
  106602. /**
  106603. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  106604. */
  106605. keysRotationOffsetDecr: number[];
  106606. /**
  106607. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  106608. */
  106609. keysRotationOffsetModifierAlt: boolean;
  106610. /**
  106611. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  106612. */
  106613. keysRotationOffsetModifierCtrl: boolean;
  106614. /**
  106615. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  106616. */
  106617. keysRotationOffsetModifierShift: boolean;
  106618. /**
  106619. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  106620. */
  106621. keysRadiusIncr: number[];
  106622. /**
  106623. * Defines the list of key codes associated with the zoom-out action (increase radius)
  106624. */
  106625. keysRadiusDecr: number[];
  106626. /**
  106627. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  106628. */
  106629. keysRadiusModifierAlt: boolean;
  106630. /**
  106631. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  106632. */
  106633. keysRadiusModifierCtrl: boolean;
  106634. /**
  106635. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  106636. */
  106637. keysRadiusModifierShift: boolean;
  106638. /**
  106639. * Defines the rate of change of heightOffset.
  106640. */
  106641. heightSensibility: number;
  106642. /**
  106643. * Defines the rate of change of rotationOffset.
  106644. */
  106645. rotationSensibility: number;
  106646. /**
  106647. * Defines the rate of change of radius.
  106648. */
  106649. radiusSensibility: number;
  106650. private _keys;
  106651. private _ctrlPressed;
  106652. private _altPressed;
  106653. private _shiftPressed;
  106654. private _onCanvasBlurObserver;
  106655. private _onKeyboardObserver;
  106656. private _engine;
  106657. private _scene;
  106658. /**
  106659. * Attach the input controls to a specific dom element to get the input from.
  106660. * @param element Defines the element the controls should be listened from
  106661. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106662. */
  106663. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106664. /**
  106665. * Detach the current controls from the specified dom element.
  106666. * @param element Defines the element to stop listening the inputs from
  106667. */
  106668. detachControl(element: Nullable<HTMLElement>): void;
  106669. /**
  106670. * Update the current camera state depending on the inputs that have been used this frame.
  106671. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106672. */
  106673. checkInputs(): void;
  106674. /**
  106675. * Gets the class name of the current input.
  106676. * @returns the class name
  106677. */
  106678. getClassName(): string;
  106679. /**
  106680. * Get the friendly name associated with the input class.
  106681. * @returns the input friendly name
  106682. */
  106683. getSimpleName(): string;
  106684. /**
  106685. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  106686. * allow modification of the heightOffset value.
  106687. */
  106688. private _modifierHeightOffset;
  106689. /**
  106690. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  106691. * allow modification of the rotationOffset value.
  106692. */
  106693. private _modifierRotationOffset;
  106694. /**
  106695. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  106696. * allow modification of the radius value.
  106697. */
  106698. private _modifierRadius;
  106699. }
  106700. }
  106701. declare module BABYLON {
  106702. interface FreeCameraInputsManager {
  106703. /**
  106704. * @hidden
  106705. */
  106706. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  106707. /**
  106708. * Add orientation input support to the input manager.
  106709. * @returns the current input manager
  106710. */
  106711. addDeviceOrientation(): FreeCameraInputsManager;
  106712. }
  106713. /**
  106714. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  106715. * Screen rotation is taken into account.
  106716. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106717. */
  106718. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  106719. private _camera;
  106720. private _screenOrientationAngle;
  106721. private _constantTranform;
  106722. private _screenQuaternion;
  106723. private _alpha;
  106724. private _beta;
  106725. private _gamma;
  106726. /**
  106727. * Can be used to detect if a device orientation sensor is availible on a device
  106728. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  106729. * @returns a promise that will resolve on orientation change
  106730. */
  106731. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  106732. /**
  106733. * @hidden
  106734. */
  106735. _onDeviceOrientationChangedObservable: Observable<void>;
  106736. /**
  106737. * Instantiates a new input
  106738. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106739. */
  106740. constructor();
  106741. /**
  106742. * Define the camera controlled by the input.
  106743. */
  106744. camera: FreeCamera;
  106745. /**
  106746. * Attach the input controls to a specific dom element to get the input from.
  106747. * @param element Defines the element the controls should be listened from
  106748. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106749. */
  106750. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106751. private _orientationChanged;
  106752. private _deviceOrientation;
  106753. /**
  106754. * Detach the current controls from the specified dom element.
  106755. * @param element Defines the element to stop listening the inputs from
  106756. */
  106757. detachControl(element: Nullable<HTMLElement>): void;
  106758. /**
  106759. * Update the current camera state depending on the inputs that have been used this frame.
  106760. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106761. */
  106762. checkInputs(): void;
  106763. /**
  106764. * Gets the class name of the current intput.
  106765. * @returns the class name
  106766. */
  106767. getClassName(): string;
  106768. /**
  106769. * Get the friendly name associated with the input class.
  106770. * @returns the input friendly name
  106771. */
  106772. getSimpleName(): string;
  106773. }
  106774. }
  106775. declare module BABYLON {
  106776. /**
  106777. * Manage the gamepad inputs to control a free camera.
  106778. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106779. */
  106780. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  106781. /**
  106782. * Define the camera the input is attached to.
  106783. */
  106784. camera: FreeCamera;
  106785. /**
  106786. * Define the Gamepad controlling the input
  106787. */
  106788. gamepad: Nullable<Gamepad>;
  106789. /**
  106790. * Defines the gamepad rotation sensiblity.
  106791. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  106792. */
  106793. gamepadAngularSensibility: number;
  106794. /**
  106795. * Defines the gamepad move sensiblity.
  106796. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  106797. */
  106798. gamepadMoveSensibility: number;
  106799. private _yAxisScale;
  106800. /**
  106801. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  106802. */
  106803. invertYAxis: boolean;
  106804. private _onGamepadConnectedObserver;
  106805. private _onGamepadDisconnectedObserver;
  106806. private _cameraTransform;
  106807. private _deltaTransform;
  106808. private _vector3;
  106809. private _vector2;
  106810. /**
  106811. * Attach the input controls to a specific dom element to get the input from.
  106812. * @param element Defines the element the controls should be listened from
  106813. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106814. */
  106815. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106816. /**
  106817. * Detach the current controls from the specified dom element.
  106818. * @param element Defines the element to stop listening the inputs from
  106819. */
  106820. detachControl(element: Nullable<HTMLElement>): void;
  106821. /**
  106822. * Update the current camera state depending on the inputs that have been used this frame.
  106823. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106824. */
  106825. checkInputs(): void;
  106826. /**
  106827. * Gets the class name of the current intput.
  106828. * @returns the class name
  106829. */
  106830. getClassName(): string;
  106831. /**
  106832. * Get the friendly name associated with the input class.
  106833. * @returns the input friendly name
  106834. */
  106835. getSimpleName(): string;
  106836. }
  106837. }
  106838. declare module BABYLON {
  106839. /**
  106840. * Defines the potential axis of a Joystick
  106841. */
  106842. export enum JoystickAxis {
  106843. /** X axis */
  106844. X = 0,
  106845. /** Y axis */
  106846. Y = 1,
  106847. /** Z axis */
  106848. Z = 2
  106849. }
  106850. /**
  106851. * Class used to define virtual joystick (used in touch mode)
  106852. */
  106853. export class VirtualJoystick {
  106854. /**
  106855. * Gets or sets a boolean indicating that left and right values must be inverted
  106856. */
  106857. reverseLeftRight: boolean;
  106858. /**
  106859. * Gets or sets a boolean indicating that up and down values must be inverted
  106860. */
  106861. reverseUpDown: boolean;
  106862. /**
  106863. * Gets the offset value for the position (ie. the change of the position value)
  106864. */
  106865. deltaPosition: Vector3;
  106866. /**
  106867. * Gets a boolean indicating if the virtual joystick was pressed
  106868. */
  106869. pressed: boolean;
  106870. /**
  106871. * Canvas the virtual joystick will render onto, default z-index of this is 5
  106872. */
  106873. static Canvas: Nullable<HTMLCanvasElement>;
  106874. private static _globalJoystickIndex;
  106875. private static vjCanvasContext;
  106876. private static vjCanvasWidth;
  106877. private static vjCanvasHeight;
  106878. private static halfWidth;
  106879. private _action;
  106880. private _axisTargetedByLeftAndRight;
  106881. private _axisTargetedByUpAndDown;
  106882. private _joystickSensibility;
  106883. private _inversedSensibility;
  106884. private _joystickPointerID;
  106885. private _joystickColor;
  106886. private _joystickPointerPos;
  106887. private _joystickPreviousPointerPos;
  106888. private _joystickPointerStartPos;
  106889. private _deltaJoystickVector;
  106890. private _leftJoystick;
  106891. private _touches;
  106892. private _onPointerDownHandlerRef;
  106893. private _onPointerMoveHandlerRef;
  106894. private _onPointerUpHandlerRef;
  106895. private _onResize;
  106896. /**
  106897. * Creates a new virtual joystick
  106898. * @param leftJoystick defines that the joystick is for left hand (false by default)
  106899. */
  106900. constructor(leftJoystick?: boolean);
  106901. /**
  106902. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  106903. * @param newJoystickSensibility defines the new sensibility
  106904. */
  106905. setJoystickSensibility(newJoystickSensibility: number): void;
  106906. private _onPointerDown;
  106907. private _onPointerMove;
  106908. private _onPointerUp;
  106909. /**
  106910. * Change the color of the virtual joystick
  106911. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  106912. */
  106913. setJoystickColor(newColor: string): void;
  106914. /**
  106915. * Defines a callback to call when the joystick is touched
  106916. * @param action defines the callback
  106917. */
  106918. setActionOnTouch(action: () => any): void;
  106919. /**
  106920. * Defines which axis you'd like to control for left & right
  106921. * @param axis defines the axis to use
  106922. */
  106923. setAxisForLeftRight(axis: JoystickAxis): void;
  106924. /**
  106925. * Defines which axis you'd like to control for up & down
  106926. * @param axis defines the axis to use
  106927. */
  106928. setAxisForUpDown(axis: JoystickAxis): void;
  106929. private _drawVirtualJoystick;
  106930. /**
  106931. * Release internal HTML canvas
  106932. */
  106933. releaseCanvas(): void;
  106934. }
  106935. }
  106936. declare module BABYLON {
  106937. interface FreeCameraInputsManager {
  106938. /**
  106939. * Add virtual joystick input support to the input manager.
  106940. * @returns the current input manager
  106941. */
  106942. addVirtualJoystick(): FreeCameraInputsManager;
  106943. }
  106944. /**
  106945. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  106946. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106947. */
  106948. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  106949. /**
  106950. * Defines the camera the input is attached to.
  106951. */
  106952. camera: FreeCamera;
  106953. private _leftjoystick;
  106954. private _rightjoystick;
  106955. /**
  106956. * Gets the left stick of the virtual joystick.
  106957. * @returns The virtual Joystick
  106958. */
  106959. getLeftJoystick(): VirtualJoystick;
  106960. /**
  106961. * Gets the right stick of the virtual joystick.
  106962. * @returns The virtual Joystick
  106963. */
  106964. getRightJoystick(): VirtualJoystick;
  106965. /**
  106966. * Update the current camera state depending on the inputs that have been used this frame.
  106967. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106968. */
  106969. checkInputs(): void;
  106970. /**
  106971. * Attach the input controls to a specific dom element to get the input from.
  106972. * @param element Defines the element the controls should be listened from
  106973. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106974. */
  106975. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106976. /**
  106977. * Detach the current controls from the specified dom element.
  106978. * @param element Defines the element to stop listening the inputs from
  106979. */
  106980. detachControl(element: Nullable<HTMLElement>): void;
  106981. /**
  106982. * Gets the class name of the current intput.
  106983. * @returns the class name
  106984. */
  106985. getClassName(): string;
  106986. /**
  106987. * Get the friendly name associated with the input class.
  106988. * @returns the input friendly name
  106989. */
  106990. getSimpleName(): string;
  106991. }
  106992. }
  106993. declare module BABYLON {
  106994. /**
  106995. * This represents a FPS type of camera controlled by touch.
  106996. * This is like a universal camera minus the Gamepad controls.
  106997. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106998. */
  106999. export class TouchCamera extends FreeCamera {
  107000. /**
  107001. * Defines the touch sensibility for rotation.
  107002. * The higher the faster.
  107003. */
  107004. touchAngularSensibility: number;
  107005. /**
  107006. * Defines the touch sensibility for move.
  107007. * The higher the faster.
  107008. */
  107009. touchMoveSensibility: number;
  107010. /**
  107011. * Instantiates a new touch camera.
  107012. * This represents a FPS type of camera controlled by touch.
  107013. * This is like a universal camera minus the Gamepad controls.
  107014. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107015. * @param name Define the name of the camera in the scene
  107016. * @param position Define the start position of the camera in the scene
  107017. * @param scene Define the scene the camera belongs to
  107018. */
  107019. constructor(name: string, position: Vector3, scene: Scene);
  107020. /**
  107021. * Gets the current object class name.
  107022. * @return the class name
  107023. */
  107024. getClassName(): string;
  107025. /** @hidden */
  107026. _setupInputs(): void;
  107027. }
  107028. }
  107029. declare module BABYLON {
  107030. /**
  107031. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  107032. * being tilted forward or back and left or right.
  107033. */
  107034. export class DeviceOrientationCamera extends FreeCamera {
  107035. private _initialQuaternion;
  107036. private _quaternionCache;
  107037. private _tmpDragQuaternion;
  107038. private _disablePointerInputWhenUsingDeviceOrientation;
  107039. /**
  107040. * Creates a new device orientation camera
  107041. * @param name The name of the camera
  107042. * @param position The start position camera
  107043. * @param scene The scene the camera belongs to
  107044. */
  107045. constructor(name: string, position: Vector3, scene: Scene);
  107046. /**
  107047. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  107048. */
  107049. disablePointerInputWhenUsingDeviceOrientation: boolean;
  107050. private _dragFactor;
  107051. /**
  107052. * Enabled turning on the y axis when the orientation sensor is active
  107053. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  107054. */
  107055. enableHorizontalDragging(dragFactor?: number): void;
  107056. /**
  107057. * Gets the current instance class name ("DeviceOrientationCamera").
  107058. * This helps avoiding instanceof at run time.
  107059. * @returns the class name
  107060. */
  107061. getClassName(): string;
  107062. /**
  107063. * @hidden
  107064. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  107065. */
  107066. _checkInputs(): void;
  107067. /**
  107068. * Reset the camera to its default orientation on the specified axis only.
  107069. * @param axis The axis to reset
  107070. */
  107071. resetToCurrentRotation(axis?: Axis): void;
  107072. }
  107073. }
  107074. declare module BABYLON {
  107075. /**
  107076. * Defines supported buttons for XBox360 compatible gamepads
  107077. */
  107078. export enum Xbox360Button {
  107079. /** A */
  107080. A = 0,
  107081. /** B */
  107082. B = 1,
  107083. /** X */
  107084. X = 2,
  107085. /** Y */
  107086. Y = 3,
  107087. /** Start */
  107088. Start = 4,
  107089. /** Back */
  107090. Back = 5,
  107091. /** Left button */
  107092. LB = 6,
  107093. /** Right button */
  107094. RB = 7,
  107095. /** Left stick */
  107096. LeftStick = 8,
  107097. /** Right stick */
  107098. RightStick = 9
  107099. }
  107100. /** Defines values for XBox360 DPad */
  107101. export enum Xbox360Dpad {
  107102. /** Up */
  107103. Up = 0,
  107104. /** Down */
  107105. Down = 1,
  107106. /** Left */
  107107. Left = 2,
  107108. /** Right */
  107109. Right = 3
  107110. }
  107111. /**
  107112. * Defines a XBox360 gamepad
  107113. */
  107114. export class Xbox360Pad extends Gamepad {
  107115. private _leftTrigger;
  107116. private _rightTrigger;
  107117. private _onlefttriggerchanged;
  107118. private _onrighttriggerchanged;
  107119. private _onbuttondown;
  107120. private _onbuttonup;
  107121. private _ondpaddown;
  107122. private _ondpadup;
  107123. /** Observable raised when a button is pressed */
  107124. onButtonDownObservable: Observable<Xbox360Button>;
  107125. /** Observable raised when a button is released */
  107126. onButtonUpObservable: Observable<Xbox360Button>;
  107127. /** Observable raised when a pad is pressed */
  107128. onPadDownObservable: Observable<Xbox360Dpad>;
  107129. /** Observable raised when a pad is released */
  107130. onPadUpObservable: Observable<Xbox360Dpad>;
  107131. private _buttonA;
  107132. private _buttonB;
  107133. private _buttonX;
  107134. private _buttonY;
  107135. private _buttonBack;
  107136. private _buttonStart;
  107137. private _buttonLB;
  107138. private _buttonRB;
  107139. private _buttonLeftStick;
  107140. private _buttonRightStick;
  107141. private _dPadUp;
  107142. private _dPadDown;
  107143. private _dPadLeft;
  107144. private _dPadRight;
  107145. private _isXboxOnePad;
  107146. /**
  107147. * Creates a new XBox360 gamepad object
  107148. * @param id defines the id of this gamepad
  107149. * @param index defines its index
  107150. * @param gamepad defines the internal HTML gamepad object
  107151. * @param xboxOne defines if it is a XBox One gamepad
  107152. */
  107153. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  107154. /**
  107155. * Defines the callback to call when left trigger is pressed
  107156. * @param callback defines the callback to use
  107157. */
  107158. onlefttriggerchanged(callback: (value: number) => void): void;
  107159. /**
  107160. * Defines the callback to call when right trigger is pressed
  107161. * @param callback defines the callback to use
  107162. */
  107163. onrighttriggerchanged(callback: (value: number) => void): void;
  107164. /**
  107165. * Gets the left trigger value
  107166. */
  107167. /**
  107168. * Sets the left trigger value
  107169. */
  107170. leftTrigger: number;
  107171. /**
  107172. * Gets the right trigger value
  107173. */
  107174. /**
  107175. * Sets the right trigger value
  107176. */
  107177. rightTrigger: number;
  107178. /**
  107179. * Defines the callback to call when a button is pressed
  107180. * @param callback defines the callback to use
  107181. */
  107182. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  107183. /**
  107184. * Defines the callback to call when a button is released
  107185. * @param callback defines the callback to use
  107186. */
  107187. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  107188. /**
  107189. * Defines the callback to call when a pad is pressed
  107190. * @param callback defines the callback to use
  107191. */
  107192. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  107193. /**
  107194. * Defines the callback to call when a pad is released
  107195. * @param callback defines the callback to use
  107196. */
  107197. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  107198. private _setButtonValue;
  107199. private _setDPadValue;
  107200. /**
  107201. * Gets the value of the `A` button
  107202. */
  107203. /**
  107204. * Sets the value of the `A` button
  107205. */
  107206. buttonA: number;
  107207. /**
  107208. * Gets the value of the `B` button
  107209. */
  107210. /**
  107211. * Sets the value of the `B` button
  107212. */
  107213. buttonB: number;
  107214. /**
  107215. * Gets the value of the `X` button
  107216. */
  107217. /**
  107218. * Sets the value of the `X` button
  107219. */
  107220. buttonX: number;
  107221. /**
  107222. * Gets the value of the `Y` button
  107223. */
  107224. /**
  107225. * Sets the value of the `Y` button
  107226. */
  107227. buttonY: number;
  107228. /**
  107229. * Gets the value of the `Start` button
  107230. */
  107231. /**
  107232. * Sets the value of the `Start` button
  107233. */
  107234. buttonStart: number;
  107235. /**
  107236. * Gets the value of the `Back` button
  107237. */
  107238. /**
  107239. * Sets the value of the `Back` button
  107240. */
  107241. buttonBack: number;
  107242. /**
  107243. * Gets the value of the `Left` button
  107244. */
  107245. /**
  107246. * Sets the value of the `Left` button
  107247. */
  107248. buttonLB: number;
  107249. /**
  107250. * Gets the value of the `Right` button
  107251. */
  107252. /**
  107253. * Sets the value of the `Right` button
  107254. */
  107255. buttonRB: number;
  107256. /**
  107257. * Gets the value of the Left joystick
  107258. */
  107259. /**
  107260. * Sets the value of the Left joystick
  107261. */
  107262. buttonLeftStick: number;
  107263. /**
  107264. * Gets the value of the Right joystick
  107265. */
  107266. /**
  107267. * Sets the value of the Right joystick
  107268. */
  107269. buttonRightStick: number;
  107270. /**
  107271. * Gets the value of D-pad up
  107272. */
  107273. /**
  107274. * Sets the value of D-pad up
  107275. */
  107276. dPadUp: number;
  107277. /**
  107278. * Gets the value of D-pad down
  107279. */
  107280. /**
  107281. * Sets the value of D-pad down
  107282. */
  107283. dPadDown: number;
  107284. /**
  107285. * Gets the value of D-pad left
  107286. */
  107287. /**
  107288. * Sets the value of D-pad left
  107289. */
  107290. dPadLeft: number;
  107291. /**
  107292. * Gets the value of D-pad right
  107293. */
  107294. /**
  107295. * Sets the value of D-pad right
  107296. */
  107297. dPadRight: number;
  107298. /**
  107299. * Force the gamepad to synchronize with device values
  107300. */
  107301. update(): void;
  107302. /**
  107303. * Disposes the gamepad
  107304. */
  107305. dispose(): void;
  107306. }
  107307. }
  107308. declare module BABYLON {
  107309. /**
  107310. * Defines supported buttons for DualShock compatible gamepads
  107311. */
  107312. export enum DualShockButton {
  107313. /** Cross */
  107314. Cross = 0,
  107315. /** Circle */
  107316. Circle = 1,
  107317. /** Square */
  107318. Square = 2,
  107319. /** Triangle */
  107320. Triangle = 3,
  107321. /** Options */
  107322. Options = 4,
  107323. /** Share */
  107324. Share = 5,
  107325. /** L1 */
  107326. L1 = 6,
  107327. /** R1 */
  107328. R1 = 7,
  107329. /** Left stick */
  107330. LeftStick = 8,
  107331. /** Right stick */
  107332. RightStick = 9
  107333. }
  107334. /** Defines values for DualShock DPad */
  107335. export enum DualShockDpad {
  107336. /** Up */
  107337. Up = 0,
  107338. /** Down */
  107339. Down = 1,
  107340. /** Left */
  107341. Left = 2,
  107342. /** Right */
  107343. Right = 3
  107344. }
  107345. /**
  107346. * Defines a DualShock gamepad
  107347. */
  107348. export class DualShockPad extends Gamepad {
  107349. private _leftTrigger;
  107350. private _rightTrigger;
  107351. private _onlefttriggerchanged;
  107352. private _onrighttriggerchanged;
  107353. private _onbuttondown;
  107354. private _onbuttonup;
  107355. private _ondpaddown;
  107356. private _ondpadup;
  107357. /** Observable raised when a button is pressed */
  107358. onButtonDownObservable: Observable<DualShockButton>;
  107359. /** Observable raised when a button is released */
  107360. onButtonUpObservable: Observable<DualShockButton>;
  107361. /** Observable raised when a pad is pressed */
  107362. onPadDownObservable: Observable<DualShockDpad>;
  107363. /** Observable raised when a pad is released */
  107364. onPadUpObservable: Observable<DualShockDpad>;
  107365. private _buttonCross;
  107366. private _buttonCircle;
  107367. private _buttonSquare;
  107368. private _buttonTriangle;
  107369. private _buttonShare;
  107370. private _buttonOptions;
  107371. private _buttonL1;
  107372. private _buttonR1;
  107373. private _buttonLeftStick;
  107374. private _buttonRightStick;
  107375. private _dPadUp;
  107376. private _dPadDown;
  107377. private _dPadLeft;
  107378. private _dPadRight;
  107379. /**
  107380. * Creates a new DualShock gamepad object
  107381. * @param id defines the id of this gamepad
  107382. * @param index defines its index
  107383. * @param gamepad defines the internal HTML gamepad object
  107384. */
  107385. constructor(id: string, index: number, gamepad: any);
  107386. /**
  107387. * Defines the callback to call when left trigger is pressed
  107388. * @param callback defines the callback to use
  107389. */
  107390. onlefttriggerchanged(callback: (value: number) => void): void;
  107391. /**
  107392. * Defines the callback to call when right trigger is pressed
  107393. * @param callback defines the callback to use
  107394. */
  107395. onrighttriggerchanged(callback: (value: number) => void): void;
  107396. /**
  107397. * Gets the left trigger value
  107398. */
  107399. /**
  107400. * Sets the left trigger value
  107401. */
  107402. leftTrigger: number;
  107403. /**
  107404. * Gets the right trigger value
  107405. */
  107406. /**
  107407. * Sets the right trigger value
  107408. */
  107409. rightTrigger: number;
  107410. /**
  107411. * Defines the callback to call when a button is pressed
  107412. * @param callback defines the callback to use
  107413. */
  107414. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  107415. /**
  107416. * Defines the callback to call when a button is released
  107417. * @param callback defines the callback to use
  107418. */
  107419. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  107420. /**
  107421. * Defines the callback to call when a pad is pressed
  107422. * @param callback defines the callback to use
  107423. */
  107424. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  107425. /**
  107426. * Defines the callback to call when a pad is released
  107427. * @param callback defines the callback to use
  107428. */
  107429. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  107430. private _setButtonValue;
  107431. private _setDPadValue;
  107432. /**
  107433. * Gets the value of the `Cross` button
  107434. */
  107435. /**
  107436. * Sets the value of the `Cross` button
  107437. */
  107438. buttonCross: number;
  107439. /**
  107440. * Gets the value of the `Circle` button
  107441. */
  107442. /**
  107443. * Sets the value of the `Circle` button
  107444. */
  107445. buttonCircle: number;
  107446. /**
  107447. * Gets the value of the `Square` button
  107448. */
  107449. /**
  107450. * Sets the value of the `Square` button
  107451. */
  107452. buttonSquare: number;
  107453. /**
  107454. * Gets the value of the `Triangle` button
  107455. */
  107456. /**
  107457. * Sets the value of the `Triangle` button
  107458. */
  107459. buttonTriangle: number;
  107460. /**
  107461. * Gets the value of the `Options` button
  107462. */
  107463. /**
  107464. * Sets the value of the `Options` button
  107465. */
  107466. buttonOptions: number;
  107467. /**
  107468. * Gets the value of the `Share` button
  107469. */
  107470. /**
  107471. * Sets the value of the `Share` button
  107472. */
  107473. buttonShare: number;
  107474. /**
  107475. * Gets the value of the `L1` button
  107476. */
  107477. /**
  107478. * Sets the value of the `L1` button
  107479. */
  107480. buttonL1: number;
  107481. /**
  107482. * Gets the value of the `R1` button
  107483. */
  107484. /**
  107485. * Sets the value of the `R1` button
  107486. */
  107487. buttonR1: number;
  107488. /**
  107489. * Gets the value of the Left joystick
  107490. */
  107491. /**
  107492. * Sets the value of the Left joystick
  107493. */
  107494. buttonLeftStick: number;
  107495. /**
  107496. * Gets the value of the Right joystick
  107497. */
  107498. /**
  107499. * Sets the value of the Right joystick
  107500. */
  107501. buttonRightStick: number;
  107502. /**
  107503. * Gets the value of D-pad up
  107504. */
  107505. /**
  107506. * Sets the value of D-pad up
  107507. */
  107508. dPadUp: number;
  107509. /**
  107510. * Gets the value of D-pad down
  107511. */
  107512. /**
  107513. * Sets the value of D-pad down
  107514. */
  107515. dPadDown: number;
  107516. /**
  107517. * Gets the value of D-pad left
  107518. */
  107519. /**
  107520. * Sets the value of D-pad left
  107521. */
  107522. dPadLeft: number;
  107523. /**
  107524. * Gets the value of D-pad right
  107525. */
  107526. /**
  107527. * Sets the value of D-pad right
  107528. */
  107529. dPadRight: number;
  107530. /**
  107531. * Force the gamepad to synchronize with device values
  107532. */
  107533. update(): void;
  107534. /**
  107535. * Disposes the gamepad
  107536. */
  107537. dispose(): void;
  107538. }
  107539. }
  107540. declare module BABYLON {
  107541. /**
  107542. * Manager for handling gamepads
  107543. */
  107544. export class GamepadManager {
  107545. private _scene?;
  107546. private _babylonGamepads;
  107547. private _oneGamepadConnected;
  107548. /** @hidden */
  107549. _isMonitoring: boolean;
  107550. private _gamepadEventSupported;
  107551. private _gamepadSupport;
  107552. /**
  107553. * observable to be triggered when the gamepad controller has been connected
  107554. */
  107555. onGamepadConnectedObservable: Observable<Gamepad>;
  107556. /**
  107557. * observable to be triggered when the gamepad controller has been disconnected
  107558. */
  107559. onGamepadDisconnectedObservable: Observable<Gamepad>;
  107560. private _onGamepadConnectedEvent;
  107561. private _onGamepadDisconnectedEvent;
  107562. /**
  107563. * Initializes the gamepad manager
  107564. * @param _scene BabylonJS scene
  107565. */
  107566. constructor(_scene?: Scene | undefined);
  107567. /**
  107568. * The gamepads in the game pad manager
  107569. */
  107570. readonly gamepads: Gamepad[];
  107571. /**
  107572. * Get the gamepad controllers based on type
  107573. * @param type The type of gamepad controller
  107574. * @returns Nullable gamepad
  107575. */
  107576. getGamepadByType(type?: number): Nullable<Gamepad>;
  107577. /**
  107578. * Disposes the gamepad manager
  107579. */
  107580. dispose(): void;
  107581. private _addNewGamepad;
  107582. private _startMonitoringGamepads;
  107583. private _stopMonitoringGamepads;
  107584. /** @hidden */
  107585. _checkGamepadsStatus(): void;
  107586. private _updateGamepadObjects;
  107587. }
  107588. }
  107589. declare module BABYLON {
  107590. interface Scene {
  107591. /** @hidden */
  107592. _gamepadManager: Nullable<GamepadManager>;
  107593. /**
  107594. * Gets the gamepad manager associated with the scene
  107595. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  107596. */
  107597. gamepadManager: GamepadManager;
  107598. }
  107599. /**
  107600. * Interface representing a free camera inputs manager
  107601. */
  107602. interface FreeCameraInputsManager {
  107603. /**
  107604. * Adds gamepad input support to the FreeCameraInputsManager.
  107605. * @returns the FreeCameraInputsManager
  107606. */
  107607. addGamepad(): FreeCameraInputsManager;
  107608. }
  107609. /**
  107610. * Interface representing an arc rotate camera inputs manager
  107611. */
  107612. interface ArcRotateCameraInputsManager {
  107613. /**
  107614. * Adds gamepad input support to the ArcRotateCamera InputManager.
  107615. * @returns the camera inputs manager
  107616. */
  107617. addGamepad(): ArcRotateCameraInputsManager;
  107618. }
  107619. /**
  107620. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  107621. */
  107622. export class GamepadSystemSceneComponent implements ISceneComponent {
  107623. /**
  107624. * The component name helpfull to identify the component in the list of scene components.
  107625. */
  107626. readonly name: string;
  107627. /**
  107628. * The scene the component belongs to.
  107629. */
  107630. scene: Scene;
  107631. /**
  107632. * Creates a new instance of the component for the given scene
  107633. * @param scene Defines the scene to register the component in
  107634. */
  107635. constructor(scene: Scene);
  107636. /**
  107637. * Registers the component in a given scene
  107638. */
  107639. register(): void;
  107640. /**
  107641. * Rebuilds the elements related to this component in case of
  107642. * context lost for instance.
  107643. */
  107644. rebuild(): void;
  107645. /**
  107646. * Disposes the component and the associated ressources
  107647. */
  107648. dispose(): void;
  107649. private _beforeCameraUpdate;
  107650. }
  107651. }
  107652. declare module BABYLON {
  107653. /**
  107654. * 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,
  107655. * which still works and will still be found in many Playgrounds.
  107656. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107657. */
  107658. export class UniversalCamera extends TouchCamera {
  107659. /**
  107660. * Defines the gamepad rotation sensiblity.
  107661. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  107662. */
  107663. gamepadAngularSensibility: number;
  107664. /**
  107665. * Defines the gamepad move sensiblity.
  107666. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  107667. */
  107668. gamepadMoveSensibility: number;
  107669. /**
  107670. * 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,
  107671. * which still works and will still be found in many Playgrounds.
  107672. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107673. * @param name Define the name of the camera in the scene
  107674. * @param position Define the start position of the camera in the scene
  107675. * @param scene Define the scene the camera belongs to
  107676. */
  107677. constructor(name: string, position: Vector3, scene: Scene);
  107678. /**
  107679. * Gets the current object class name.
  107680. * @return the class name
  107681. */
  107682. getClassName(): string;
  107683. }
  107684. }
  107685. declare module BABYLON {
  107686. /**
  107687. * This represents a FPS type of camera. This is only here for back compat purpose.
  107688. * Please use the UniversalCamera instead as both are identical.
  107689. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107690. */
  107691. export class GamepadCamera extends UniversalCamera {
  107692. /**
  107693. * Instantiates a new Gamepad Camera
  107694. * This represents a FPS type of camera. This is only here for back compat purpose.
  107695. * Please use the UniversalCamera instead as both are identical.
  107696. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107697. * @param name Define the name of the camera in the scene
  107698. * @param position Define the start position of the camera in the scene
  107699. * @param scene Define the scene the camera belongs to
  107700. */
  107701. constructor(name: string, position: Vector3, scene: Scene);
  107702. /**
  107703. * Gets the current object class name.
  107704. * @return the class name
  107705. */
  107706. getClassName(): string;
  107707. }
  107708. }
  107709. declare module BABYLON {
  107710. /** @hidden */
  107711. export var passPixelShader: {
  107712. name: string;
  107713. shader: string;
  107714. };
  107715. }
  107716. declare module BABYLON {
  107717. /** @hidden */
  107718. export var passCubePixelShader: {
  107719. name: string;
  107720. shader: string;
  107721. };
  107722. }
  107723. declare module BABYLON {
  107724. /**
  107725. * PassPostProcess which produces an output the same as it's input
  107726. */
  107727. export class PassPostProcess extends PostProcess {
  107728. /**
  107729. * Creates the PassPostProcess
  107730. * @param name The name of the effect.
  107731. * @param options The required width/height ratio to downsize to before computing the render pass.
  107732. * @param camera The camera to apply the render pass to.
  107733. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107734. * @param engine The engine which the post process will be applied. (default: current engine)
  107735. * @param reusable If the post process can be reused on the same frame. (default: false)
  107736. * @param textureType The type of texture to be used when performing the post processing.
  107737. * @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)
  107738. */
  107739. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  107740. }
  107741. /**
  107742. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  107743. */
  107744. export class PassCubePostProcess extends PostProcess {
  107745. private _face;
  107746. /**
  107747. * Gets or sets the cube face to display.
  107748. * * 0 is +X
  107749. * * 1 is -X
  107750. * * 2 is +Y
  107751. * * 3 is -Y
  107752. * * 4 is +Z
  107753. * * 5 is -Z
  107754. */
  107755. face: number;
  107756. /**
  107757. * Creates the PassCubePostProcess
  107758. * @param name The name of the effect.
  107759. * @param options The required width/height ratio to downsize to before computing the render pass.
  107760. * @param camera The camera to apply the render pass to.
  107761. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107762. * @param engine The engine which the post process will be applied. (default: current engine)
  107763. * @param reusable If the post process can be reused on the same frame. (default: false)
  107764. * @param textureType The type of texture to be used when performing the post processing.
  107765. * @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)
  107766. */
  107767. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  107768. }
  107769. }
  107770. declare module BABYLON {
  107771. /** @hidden */
  107772. export var anaglyphPixelShader: {
  107773. name: string;
  107774. shader: string;
  107775. };
  107776. }
  107777. declare module BABYLON {
  107778. /**
  107779. * Postprocess used to generate anaglyphic rendering
  107780. */
  107781. export class AnaglyphPostProcess extends PostProcess {
  107782. private _passedProcess;
  107783. /**
  107784. * Creates a new AnaglyphPostProcess
  107785. * @param name defines postprocess name
  107786. * @param options defines creation options or target ratio scale
  107787. * @param rigCameras defines cameras using this postprocess
  107788. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  107789. * @param engine defines hosting engine
  107790. * @param reusable defines if the postprocess will be reused multiple times per frame
  107791. */
  107792. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  107793. }
  107794. }
  107795. declare module BABYLON {
  107796. /**
  107797. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  107798. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107799. */
  107800. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  107801. /**
  107802. * Creates a new AnaglyphArcRotateCamera
  107803. * @param name defines camera name
  107804. * @param alpha defines alpha angle (in radians)
  107805. * @param beta defines beta angle (in radians)
  107806. * @param radius defines radius
  107807. * @param target defines camera target
  107808. * @param interaxialDistance defines distance between each color axis
  107809. * @param scene defines the hosting scene
  107810. */
  107811. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  107812. /**
  107813. * Gets camera class name
  107814. * @returns AnaglyphArcRotateCamera
  107815. */
  107816. getClassName(): string;
  107817. }
  107818. }
  107819. declare module BABYLON {
  107820. /**
  107821. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  107822. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107823. */
  107824. export class AnaglyphFreeCamera extends FreeCamera {
  107825. /**
  107826. * Creates a new AnaglyphFreeCamera
  107827. * @param name defines camera name
  107828. * @param position defines initial position
  107829. * @param interaxialDistance defines distance between each color axis
  107830. * @param scene defines the hosting scene
  107831. */
  107832. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107833. /**
  107834. * Gets camera class name
  107835. * @returns AnaglyphFreeCamera
  107836. */
  107837. getClassName(): string;
  107838. }
  107839. }
  107840. declare module BABYLON {
  107841. /**
  107842. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  107843. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107844. */
  107845. export class AnaglyphGamepadCamera extends GamepadCamera {
  107846. /**
  107847. * Creates a new AnaglyphGamepadCamera
  107848. * @param name defines camera name
  107849. * @param position defines initial position
  107850. * @param interaxialDistance defines distance between each color axis
  107851. * @param scene defines the hosting scene
  107852. */
  107853. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107854. /**
  107855. * Gets camera class name
  107856. * @returns AnaglyphGamepadCamera
  107857. */
  107858. getClassName(): string;
  107859. }
  107860. }
  107861. declare module BABYLON {
  107862. /**
  107863. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  107864. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107865. */
  107866. export class AnaglyphUniversalCamera extends UniversalCamera {
  107867. /**
  107868. * Creates a new AnaglyphUniversalCamera
  107869. * @param name defines camera name
  107870. * @param position defines initial position
  107871. * @param interaxialDistance defines distance between each color axis
  107872. * @param scene defines the hosting scene
  107873. */
  107874. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107875. /**
  107876. * Gets camera class name
  107877. * @returns AnaglyphUniversalCamera
  107878. */
  107879. getClassName(): string;
  107880. }
  107881. }
  107882. declare module BABYLON {
  107883. /** @hidden */
  107884. export var stereoscopicInterlacePixelShader: {
  107885. name: string;
  107886. shader: string;
  107887. };
  107888. }
  107889. declare module BABYLON {
  107890. /**
  107891. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  107892. */
  107893. export class StereoscopicInterlacePostProcess extends PostProcess {
  107894. private _stepSize;
  107895. private _passedProcess;
  107896. /**
  107897. * Initializes a StereoscopicInterlacePostProcess
  107898. * @param name The name of the effect.
  107899. * @param rigCameras The rig cameras to be appled to the post process
  107900. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  107901. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107902. * @param engine The engine which the post process will be applied. (default: current engine)
  107903. * @param reusable If the post process can be reused on the same frame. (default: false)
  107904. */
  107905. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  107906. }
  107907. }
  107908. declare module BABYLON {
  107909. /**
  107910. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  107911. * @see http://doc.babylonjs.com/features/cameras
  107912. */
  107913. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  107914. /**
  107915. * Creates a new StereoscopicArcRotateCamera
  107916. * @param name defines camera name
  107917. * @param alpha defines alpha angle (in radians)
  107918. * @param beta defines beta angle (in radians)
  107919. * @param radius defines radius
  107920. * @param target defines camera target
  107921. * @param interaxialDistance defines distance between each color axis
  107922. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107923. * @param scene defines the hosting scene
  107924. */
  107925. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107926. /**
  107927. * Gets camera class name
  107928. * @returns StereoscopicArcRotateCamera
  107929. */
  107930. getClassName(): string;
  107931. }
  107932. }
  107933. declare module BABYLON {
  107934. /**
  107935. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  107936. * @see http://doc.babylonjs.com/features/cameras
  107937. */
  107938. export class StereoscopicFreeCamera extends FreeCamera {
  107939. /**
  107940. * Creates a new StereoscopicFreeCamera
  107941. * @param name defines camera name
  107942. * @param position defines initial position
  107943. * @param interaxialDistance defines distance between each color axis
  107944. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107945. * @param scene defines the hosting scene
  107946. */
  107947. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107948. /**
  107949. * Gets camera class name
  107950. * @returns StereoscopicFreeCamera
  107951. */
  107952. getClassName(): string;
  107953. }
  107954. }
  107955. declare module BABYLON {
  107956. /**
  107957. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  107958. * @see http://doc.babylonjs.com/features/cameras
  107959. */
  107960. export class StereoscopicGamepadCamera extends GamepadCamera {
  107961. /**
  107962. * Creates a new StereoscopicGamepadCamera
  107963. * @param name defines camera name
  107964. * @param position defines initial position
  107965. * @param interaxialDistance defines distance between each color axis
  107966. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107967. * @param scene defines the hosting scene
  107968. */
  107969. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107970. /**
  107971. * Gets camera class name
  107972. * @returns StereoscopicGamepadCamera
  107973. */
  107974. getClassName(): string;
  107975. }
  107976. }
  107977. declare module BABYLON {
  107978. /**
  107979. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  107980. * @see http://doc.babylonjs.com/features/cameras
  107981. */
  107982. export class StereoscopicUniversalCamera extends UniversalCamera {
  107983. /**
  107984. * Creates a new StereoscopicUniversalCamera
  107985. * @param name defines camera name
  107986. * @param position defines initial position
  107987. * @param interaxialDistance defines distance between each color axis
  107988. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107989. * @param scene defines the hosting scene
  107990. */
  107991. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107992. /**
  107993. * Gets camera class name
  107994. * @returns StereoscopicUniversalCamera
  107995. */
  107996. getClassName(): string;
  107997. }
  107998. }
  107999. declare module BABYLON {
  108000. /**
  108001. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  108002. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108003. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108004. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108005. */
  108006. export class VirtualJoysticksCamera extends FreeCamera {
  108007. /**
  108008. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  108009. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108010. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108011. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108012. * @param name Define the name of the camera in the scene
  108013. * @param position Define the start position of the camera in the scene
  108014. * @param scene Define the scene the camera belongs to
  108015. */
  108016. constructor(name: string, position: Vector3, scene: Scene);
  108017. /**
  108018. * Gets the current object class name.
  108019. * @return the class name
  108020. */
  108021. getClassName(): string;
  108022. }
  108023. }
  108024. declare module BABYLON {
  108025. /**
  108026. * This represents all the required metrics to create a VR camera.
  108027. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  108028. */
  108029. export class VRCameraMetrics {
  108030. /**
  108031. * Define the horizontal resolution off the screen.
  108032. */
  108033. hResolution: number;
  108034. /**
  108035. * Define the vertical resolution off the screen.
  108036. */
  108037. vResolution: number;
  108038. /**
  108039. * Define the horizontal screen size.
  108040. */
  108041. hScreenSize: number;
  108042. /**
  108043. * Define the vertical screen size.
  108044. */
  108045. vScreenSize: number;
  108046. /**
  108047. * Define the vertical screen center position.
  108048. */
  108049. vScreenCenter: number;
  108050. /**
  108051. * Define the distance of the eyes to the screen.
  108052. */
  108053. eyeToScreenDistance: number;
  108054. /**
  108055. * Define the distance between both lenses
  108056. */
  108057. lensSeparationDistance: number;
  108058. /**
  108059. * Define the distance between both viewer's eyes.
  108060. */
  108061. interpupillaryDistance: number;
  108062. /**
  108063. * Define the distortion factor of the VR postprocess.
  108064. * Please, touch with care.
  108065. */
  108066. distortionK: number[];
  108067. /**
  108068. * Define the chromatic aberration correction factors for the VR post process.
  108069. */
  108070. chromaAbCorrection: number[];
  108071. /**
  108072. * Define the scale factor of the post process.
  108073. * The smaller the better but the slower.
  108074. */
  108075. postProcessScaleFactor: number;
  108076. /**
  108077. * Define an offset for the lens center.
  108078. */
  108079. lensCenterOffset: number;
  108080. /**
  108081. * Define if the current vr camera should compensate the distortion of the lense or not.
  108082. */
  108083. compensateDistortion: boolean;
  108084. /**
  108085. * Defines if multiview should be enabled when rendering (Default: false)
  108086. */
  108087. multiviewEnabled: boolean;
  108088. /**
  108089. * Gets the rendering aspect ratio based on the provided resolutions.
  108090. */
  108091. readonly aspectRatio: number;
  108092. /**
  108093. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  108094. */
  108095. readonly aspectRatioFov: number;
  108096. /**
  108097. * @hidden
  108098. */
  108099. readonly leftHMatrix: Matrix;
  108100. /**
  108101. * @hidden
  108102. */
  108103. readonly rightHMatrix: Matrix;
  108104. /**
  108105. * @hidden
  108106. */
  108107. readonly leftPreViewMatrix: Matrix;
  108108. /**
  108109. * @hidden
  108110. */
  108111. readonly rightPreViewMatrix: Matrix;
  108112. /**
  108113. * Get the default VRMetrics based on the most generic setup.
  108114. * @returns the default vr metrics
  108115. */
  108116. static GetDefault(): VRCameraMetrics;
  108117. }
  108118. }
  108119. declare module BABYLON {
  108120. /** @hidden */
  108121. export var vrDistortionCorrectionPixelShader: {
  108122. name: string;
  108123. shader: string;
  108124. };
  108125. }
  108126. declare module BABYLON {
  108127. /**
  108128. * VRDistortionCorrectionPostProcess used for mobile VR
  108129. */
  108130. export class VRDistortionCorrectionPostProcess extends PostProcess {
  108131. private _isRightEye;
  108132. private _distortionFactors;
  108133. private _postProcessScaleFactor;
  108134. private _lensCenterOffset;
  108135. private _scaleIn;
  108136. private _scaleFactor;
  108137. private _lensCenter;
  108138. /**
  108139. * Initializes the VRDistortionCorrectionPostProcess
  108140. * @param name The name of the effect.
  108141. * @param camera The camera to apply the render pass to.
  108142. * @param isRightEye If this is for the right eye distortion
  108143. * @param vrMetrics All the required metrics for the VR camera
  108144. */
  108145. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  108146. }
  108147. }
  108148. declare module BABYLON {
  108149. /**
  108150. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  108151. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108152. */
  108153. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  108154. /**
  108155. * Creates a new VRDeviceOrientationArcRotateCamera
  108156. * @param name defines camera name
  108157. * @param alpha defines the camera rotation along the logitudinal axis
  108158. * @param beta defines the camera rotation along the latitudinal axis
  108159. * @param radius defines the camera distance from its target
  108160. * @param target defines the camera target
  108161. * @param scene defines the scene the camera belongs to
  108162. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108163. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108164. */
  108165. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108166. /**
  108167. * Gets camera class name
  108168. * @returns VRDeviceOrientationArcRotateCamera
  108169. */
  108170. getClassName(): string;
  108171. }
  108172. }
  108173. declare module BABYLON {
  108174. /**
  108175. * Camera used to simulate VR rendering (based on FreeCamera)
  108176. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108177. */
  108178. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  108179. /**
  108180. * Creates a new VRDeviceOrientationFreeCamera
  108181. * @param name defines camera name
  108182. * @param position defines the start position of the camera
  108183. * @param scene defines the scene the camera belongs to
  108184. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108185. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108186. */
  108187. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108188. /**
  108189. * Gets camera class name
  108190. * @returns VRDeviceOrientationFreeCamera
  108191. */
  108192. getClassName(): string;
  108193. }
  108194. }
  108195. declare module BABYLON {
  108196. /**
  108197. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  108198. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108199. */
  108200. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  108201. /**
  108202. * Creates a new VRDeviceOrientationGamepadCamera
  108203. * @param name defines camera name
  108204. * @param position defines the start position of the camera
  108205. * @param scene defines the scene the camera belongs to
  108206. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108207. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108208. */
  108209. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108210. /**
  108211. * Gets camera class name
  108212. * @returns VRDeviceOrientationGamepadCamera
  108213. */
  108214. getClassName(): string;
  108215. }
  108216. }
  108217. declare module BABYLON {
  108218. /**
  108219. * Base class of materials working in push mode in babylon JS
  108220. * @hidden
  108221. */
  108222. export class PushMaterial extends Material {
  108223. protected _activeEffect: Effect;
  108224. protected _normalMatrix: Matrix;
  108225. /**
  108226. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  108227. * This means that the material can keep using a previous shader while a new one is being compiled.
  108228. * This is mostly used when shader parallel compilation is supported (true by default)
  108229. */
  108230. allowShaderHotSwapping: boolean;
  108231. constructor(name: string, scene: Scene);
  108232. getEffect(): Effect;
  108233. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  108234. /**
  108235. * Binds the given world matrix to the active effect
  108236. *
  108237. * @param world the matrix to bind
  108238. */
  108239. bindOnlyWorldMatrix(world: Matrix): void;
  108240. /**
  108241. * Binds the given normal matrix to the active effect
  108242. *
  108243. * @param normalMatrix the matrix to bind
  108244. */
  108245. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  108246. bind(world: Matrix, mesh?: Mesh): void;
  108247. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  108248. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  108249. }
  108250. }
  108251. declare module BABYLON {
  108252. /**
  108253. * This groups all the flags used to control the materials channel.
  108254. */
  108255. export class MaterialFlags {
  108256. private static _DiffuseTextureEnabled;
  108257. /**
  108258. * Are diffuse textures enabled in the application.
  108259. */
  108260. static DiffuseTextureEnabled: boolean;
  108261. private static _AmbientTextureEnabled;
  108262. /**
  108263. * Are ambient textures enabled in the application.
  108264. */
  108265. static AmbientTextureEnabled: boolean;
  108266. private static _OpacityTextureEnabled;
  108267. /**
  108268. * Are opacity textures enabled in the application.
  108269. */
  108270. static OpacityTextureEnabled: boolean;
  108271. private static _ReflectionTextureEnabled;
  108272. /**
  108273. * Are reflection textures enabled in the application.
  108274. */
  108275. static ReflectionTextureEnabled: boolean;
  108276. private static _EmissiveTextureEnabled;
  108277. /**
  108278. * Are emissive textures enabled in the application.
  108279. */
  108280. static EmissiveTextureEnabled: boolean;
  108281. private static _SpecularTextureEnabled;
  108282. /**
  108283. * Are specular textures enabled in the application.
  108284. */
  108285. static SpecularTextureEnabled: boolean;
  108286. private static _BumpTextureEnabled;
  108287. /**
  108288. * Are bump textures enabled in the application.
  108289. */
  108290. static BumpTextureEnabled: boolean;
  108291. private static _LightmapTextureEnabled;
  108292. /**
  108293. * Are lightmap textures enabled in the application.
  108294. */
  108295. static LightmapTextureEnabled: boolean;
  108296. private static _RefractionTextureEnabled;
  108297. /**
  108298. * Are refraction textures enabled in the application.
  108299. */
  108300. static RefractionTextureEnabled: boolean;
  108301. private static _ColorGradingTextureEnabled;
  108302. /**
  108303. * Are color grading textures enabled in the application.
  108304. */
  108305. static ColorGradingTextureEnabled: boolean;
  108306. private static _FresnelEnabled;
  108307. /**
  108308. * Are fresnels enabled in the application.
  108309. */
  108310. static FresnelEnabled: boolean;
  108311. private static _ClearCoatTextureEnabled;
  108312. /**
  108313. * Are clear coat textures enabled in the application.
  108314. */
  108315. static ClearCoatTextureEnabled: boolean;
  108316. private static _ClearCoatBumpTextureEnabled;
  108317. /**
  108318. * Are clear coat bump textures enabled in the application.
  108319. */
  108320. static ClearCoatBumpTextureEnabled: boolean;
  108321. private static _ClearCoatTintTextureEnabled;
  108322. /**
  108323. * Are clear coat tint textures enabled in the application.
  108324. */
  108325. static ClearCoatTintTextureEnabled: boolean;
  108326. private static _SheenTextureEnabled;
  108327. /**
  108328. * Are sheen textures enabled in the application.
  108329. */
  108330. static SheenTextureEnabled: boolean;
  108331. private static _AnisotropicTextureEnabled;
  108332. /**
  108333. * Are anisotropic textures enabled in the application.
  108334. */
  108335. static AnisotropicTextureEnabled: boolean;
  108336. private static _ThicknessTextureEnabled;
  108337. /**
  108338. * Are thickness textures enabled in the application.
  108339. */
  108340. static ThicknessTextureEnabled: boolean;
  108341. }
  108342. }
  108343. declare module BABYLON {
  108344. /** @hidden */
  108345. export var defaultFragmentDeclaration: {
  108346. name: string;
  108347. shader: string;
  108348. };
  108349. }
  108350. declare module BABYLON {
  108351. /** @hidden */
  108352. export var defaultUboDeclaration: {
  108353. name: string;
  108354. shader: string;
  108355. };
  108356. }
  108357. declare module BABYLON {
  108358. /** @hidden */
  108359. export var lightFragmentDeclaration: {
  108360. name: string;
  108361. shader: string;
  108362. };
  108363. }
  108364. declare module BABYLON {
  108365. /** @hidden */
  108366. export var lightUboDeclaration: {
  108367. name: string;
  108368. shader: string;
  108369. };
  108370. }
  108371. declare module BABYLON {
  108372. /** @hidden */
  108373. export var lightsFragmentFunctions: {
  108374. name: string;
  108375. shader: string;
  108376. };
  108377. }
  108378. declare module BABYLON {
  108379. /** @hidden */
  108380. export var shadowsFragmentFunctions: {
  108381. name: string;
  108382. shader: string;
  108383. };
  108384. }
  108385. declare module BABYLON {
  108386. /** @hidden */
  108387. export var fresnelFunction: {
  108388. name: string;
  108389. shader: string;
  108390. };
  108391. }
  108392. declare module BABYLON {
  108393. /** @hidden */
  108394. export var reflectionFunction: {
  108395. name: string;
  108396. shader: string;
  108397. };
  108398. }
  108399. declare module BABYLON {
  108400. /** @hidden */
  108401. export var bumpFragmentFunctions: {
  108402. name: string;
  108403. shader: string;
  108404. };
  108405. }
  108406. declare module BABYLON {
  108407. /** @hidden */
  108408. export var logDepthDeclaration: {
  108409. name: string;
  108410. shader: string;
  108411. };
  108412. }
  108413. declare module BABYLON {
  108414. /** @hidden */
  108415. export var bumpFragment: {
  108416. name: string;
  108417. shader: string;
  108418. };
  108419. }
  108420. declare module BABYLON {
  108421. /** @hidden */
  108422. export var depthPrePass: {
  108423. name: string;
  108424. shader: string;
  108425. };
  108426. }
  108427. declare module BABYLON {
  108428. /** @hidden */
  108429. export var lightFragment: {
  108430. name: string;
  108431. shader: string;
  108432. };
  108433. }
  108434. declare module BABYLON {
  108435. /** @hidden */
  108436. export var logDepthFragment: {
  108437. name: string;
  108438. shader: string;
  108439. };
  108440. }
  108441. declare module BABYLON {
  108442. /** @hidden */
  108443. export var defaultPixelShader: {
  108444. name: string;
  108445. shader: string;
  108446. };
  108447. }
  108448. declare module BABYLON {
  108449. /** @hidden */
  108450. export var defaultVertexDeclaration: {
  108451. name: string;
  108452. shader: string;
  108453. };
  108454. }
  108455. declare module BABYLON {
  108456. /** @hidden */
  108457. export var bumpVertexDeclaration: {
  108458. name: string;
  108459. shader: string;
  108460. };
  108461. }
  108462. declare module BABYLON {
  108463. /** @hidden */
  108464. export var bumpVertex: {
  108465. name: string;
  108466. shader: string;
  108467. };
  108468. }
  108469. declare module BABYLON {
  108470. /** @hidden */
  108471. export var fogVertex: {
  108472. name: string;
  108473. shader: string;
  108474. };
  108475. }
  108476. declare module BABYLON {
  108477. /** @hidden */
  108478. export var shadowsVertex: {
  108479. name: string;
  108480. shader: string;
  108481. };
  108482. }
  108483. declare module BABYLON {
  108484. /** @hidden */
  108485. export var pointCloudVertex: {
  108486. name: string;
  108487. shader: string;
  108488. };
  108489. }
  108490. declare module BABYLON {
  108491. /** @hidden */
  108492. export var logDepthVertex: {
  108493. name: string;
  108494. shader: string;
  108495. };
  108496. }
  108497. declare module BABYLON {
  108498. /** @hidden */
  108499. export var defaultVertexShader: {
  108500. name: string;
  108501. shader: string;
  108502. };
  108503. }
  108504. declare module BABYLON {
  108505. /** @hidden */
  108506. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  108507. MAINUV1: boolean;
  108508. MAINUV2: boolean;
  108509. DIFFUSE: boolean;
  108510. DIFFUSEDIRECTUV: number;
  108511. AMBIENT: boolean;
  108512. AMBIENTDIRECTUV: number;
  108513. OPACITY: boolean;
  108514. OPACITYDIRECTUV: number;
  108515. OPACITYRGB: boolean;
  108516. REFLECTION: boolean;
  108517. EMISSIVE: boolean;
  108518. EMISSIVEDIRECTUV: number;
  108519. SPECULAR: boolean;
  108520. SPECULARDIRECTUV: number;
  108521. BUMP: boolean;
  108522. BUMPDIRECTUV: number;
  108523. PARALLAX: boolean;
  108524. PARALLAXOCCLUSION: boolean;
  108525. SPECULAROVERALPHA: boolean;
  108526. CLIPPLANE: boolean;
  108527. CLIPPLANE2: boolean;
  108528. CLIPPLANE3: boolean;
  108529. CLIPPLANE4: boolean;
  108530. ALPHATEST: boolean;
  108531. DEPTHPREPASS: boolean;
  108532. ALPHAFROMDIFFUSE: boolean;
  108533. POINTSIZE: boolean;
  108534. FOG: boolean;
  108535. SPECULARTERM: boolean;
  108536. DIFFUSEFRESNEL: boolean;
  108537. OPACITYFRESNEL: boolean;
  108538. REFLECTIONFRESNEL: boolean;
  108539. REFRACTIONFRESNEL: boolean;
  108540. EMISSIVEFRESNEL: boolean;
  108541. FRESNEL: boolean;
  108542. NORMAL: boolean;
  108543. UV1: boolean;
  108544. UV2: boolean;
  108545. VERTEXCOLOR: boolean;
  108546. VERTEXALPHA: boolean;
  108547. NUM_BONE_INFLUENCERS: number;
  108548. BonesPerMesh: number;
  108549. BONETEXTURE: boolean;
  108550. INSTANCES: boolean;
  108551. GLOSSINESS: boolean;
  108552. ROUGHNESS: boolean;
  108553. EMISSIVEASILLUMINATION: boolean;
  108554. LINKEMISSIVEWITHDIFFUSE: boolean;
  108555. REFLECTIONFRESNELFROMSPECULAR: boolean;
  108556. LIGHTMAP: boolean;
  108557. LIGHTMAPDIRECTUV: number;
  108558. OBJECTSPACE_NORMALMAP: boolean;
  108559. USELIGHTMAPASSHADOWMAP: boolean;
  108560. REFLECTIONMAP_3D: boolean;
  108561. REFLECTIONMAP_SPHERICAL: boolean;
  108562. REFLECTIONMAP_PLANAR: boolean;
  108563. REFLECTIONMAP_CUBIC: boolean;
  108564. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  108565. REFLECTIONMAP_PROJECTION: boolean;
  108566. REFLECTIONMAP_SKYBOX: boolean;
  108567. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  108568. REFLECTIONMAP_EXPLICIT: boolean;
  108569. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  108570. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  108571. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  108572. INVERTCUBICMAP: boolean;
  108573. LOGARITHMICDEPTH: boolean;
  108574. REFRACTION: boolean;
  108575. REFRACTIONMAP_3D: boolean;
  108576. REFLECTIONOVERALPHA: boolean;
  108577. TWOSIDEDLIGHTING: boolean;
  108578. SHADOWFLOAT: boolean;
  108579. MORPHTARGETS: boolean;
  108580. MORPHTARGETS_NORMAL: boolean;
  108581. MORPHTARGETS_TANGENT: boolean;
  108582. MORPHTARGETS_UV: boolean;
  108583. NUM_MORPH_INFLUENCERS: number;
  108584. NONUNIFORMSCALING: boolean;
  108585. PREMULTIPLYALPHA: boolean;
  108586. IMAGEPROCESSING: boolean;
  108587. VIGNETTE: boolean;
  108588. VIGNETTEBLENDMODEMULTIPLY: boolean;
  108589. VIGNETTEBLENDMODEOPAQUE: boolean;
  108590. TONEMAPPING: boolean;
  108591. TONEMAPPING_ACES: boolean;
  108592. CONTRAST: boolean;
  108593. COLORCURVES: boolean;
  108594. COLORGRADING: boolean;
  108595. COLORGRADING3D: boolean;
  108596. SAMPLER3DGREENDEPTH: boolean;
  108597. SAMPLER3DBGRMAP: boolean;
  108598. IMAGEPROCESSINGPOSTPROCESS: boolean;
  108599. MULTIVIEW: boolean;
  108600. /**
  108601. * If the reflection texture on this material is in linear color space
  108602. * @hidden
  108603. */
  108604. IS_REFLECTION_LINEAR: boolean;
  108605. /**
  108606. * If the refraction texture on this material is in linear color space
  108607. * @hidden
  108608. */
  108609. IS_REFRACTION_LINEAR: boolean;
  108610. EXPOSURE: boolean;
  108611. constructor();
  108612. setReflectionMode(modeToEnable: string): void;
  108613. }
  108614. /**
  108615. * This is the default material used in Babylon. It is the best trade off between quality
  108616. * and performances.
  108617. * @see http://doc.babylonjs.com/babylon101/materials
  108618. */
  108619. export class StandardMaterial extends PushMaterial {
  108620. private _diffuseTexture;
  108621. /**
  108622. * The basic texture of the material as viewed under a light.
  108623. */
  108624. diffuseTexture: Nullable<BaseTexture>;
  108625. private _ambientTexture;
  108626. /**
  108627. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  108628. */
  108629. ambientTexture: Nullable<BaseTexture>;
  108630. private _opacityTexture;
  108631. /**
  108632. * Define the transparency of the material from a texture.
  108633. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  108634. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  108635. */
  108636. opacityTexture: Nullable<BaseTexture>;
  108637. private _reflectionTexture;
  108638. /**
  108639. * Define the texture used to display the reflection.
  108640. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108641. */
  108642. reflectionTexture: Nullable<BaseTexture>;
  108643. private _emissiveTexture;
  108644. /**
  108645. * Define texture of the material as if self lit.
  108646. * This will be mixed in the final result even in the absence of light.
  108647. */
  108648. emissiveTexture: Nullable<BaseTexture>;
  108649. private _specularTexture;
  108650. /**
  108651. * Define how the color and intensity of the highlight given by the light in the material.
  108652. */
  108653. specularTexture: Nullable<BaseTexture>;
  108654. private _bumpTexture;
  108655. /**
  108656. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  108657. * 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.
  108658. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  108659. */
  108660. bumpTexture: Nullable<BaseTexture>;
  108661. private _lightmapTexture;
  108662. /**
  108663. * Complex lighting can be computationally expensive to compute at runtime.
  108664. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  108665. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  108666. */
  108667. lightmapTexture: Nullable<BaseTexture>;
  108668. private _refractionTexture;
  108669. /**
  108670. * Define the texture used to display the refraction.
  108671. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108672. */
  108673. refractionTexture: Nullable<BaseTexture>;
  108674. /**
  108675. * The color of the material lit by the environmental background lighting.
  108676. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  108677. */
  108678. ambientColor: Color3;
  108679. /**
  108680. * The basic color of the material as viewed under a light.
  108681. */
  108682. diffuseColor: Color3;
  108683. /**
  108684. * Define how the color and intensity of the highlight given by the light in the material.
  108685. */
  108686. specularColor: Color3;
  108687. /**
  108688. * Define the color of the material as if self lit.
  108689. * This will be mixed in the final result even in the absence of light.
  108690. */
  108691. emissiveColor: Color3;
  108692. /**
  108693. * Defines how sharp are the highlights in the material.
  108694. * The bigger the value the sharper giving a more glossy feeling to the result.
  108695. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  108696. */
  108697. specularPower: number;
  108698. private _useAlphaFromDiffuseTexture;
  108699. /**
  108700. * Does the transparency come from the diffuse texture alpha channel.
  108701. */
  108702. useAlphaFromDiffuseTexture: boolean;
  108703. private _useEmissiveAsIllumination;
  108704. /**
  108705. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  108706. */
  108707. useEmissiveAsIllumination: boolean;
  108708. private _linkEmissiveWithDiffuse;
  108709. /**
  108710. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  108711. * the emissive level when the final color is close to one.
  108712. */
  108713. linkEmissiveWithDiffuse: boolean;
  108714. private _useSpecularOverAlpha;
  108715. /**
  108716. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  108717. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  108718. */
  108719. useSpecularOverAlpha: boolean;
  108720. private _useReflectionOverAlpha;
  108721. /**
  108722. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  108723. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  108724. */
  108725. useReflectionOverAlpha: boolean;
  108726. private _disableLighting;
  108727. /**
  108728. * Does lights from the scene impacts this material.
  108729. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  108730. */
  108731. disableLighting: boolean;
  108732. private _useObjectSpaceNormalMap;
  108733. /**
  108734. * Allows using an object space normal map (instead of tangent space).
  108735. */
  108736. useObjectSpaceNormalMap: boolean;
  108737. private _useParallax;
  108738. /**
  108739. * Is parallax enabled or not.
  108740. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  108741. */
  108742. useParallax: boolean;
  108743. private _useParallaxOcclusion;
  108744. /**
  108745. * Is parallax occlusion enabled or not.
  108746. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  108747. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  108748. */
  108749. useParallaxOcclusion: boolean;
  108750. /**
  108751. * 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.
  108752. */
  108753. parallaxScaleBias: number;
  108754. private _roughness;
  108755. /**
  108756. * Helps to define how blurry the reflections should appears in the material.
  108757. */
  108758. roughness: number;
  108759. /**
  108760. * In case of refraction, define the value of the index of refraction.
  108761. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108762. */
  108763. indexOfRefraction: number;
  108764. /**
  108765. * Invert the refraction texture alongside the y axis.
  108766. * It can be useful with procedural textures or probe for instance.
  108767. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108768. */
  108769. invertRefractionY: boolean;
  108770. /**
  108771. * Defines the alpha limits in alpha test mode.
  108772. */
  108773. alphaCutOff: number;
  108774. private _useLightmapAsShadowmap;
  108775. /**
  108776. * In case of light mapping, define whether the map contains light or shadow informations.
  108777. */
  108778. useLightmapAsShadowmap: boolean;
  108779. private _diffuseFresnelParameters;
  108780. /**
  108781. * Define the diffuse fresnel parameters of the material.
  108782. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108783. */
  108784. diffuseFresnelParameters: FresnelParameters;
  108785. private _opacityFresnelParameters;
  108786. /**
  108787. * Define the opacity fresnel parameters of the material.
  108788. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108789. */
  108790. opacityFresnelParameters: FresnelParameters;
  108791. private _reflectionFresnelParameters;
  108792. /**
  108793. * Define the reflection fresnel parameters of the material.
  108794. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108795. */
  108796. reflectionFresnelParameters: FresnelParameters;
  108797. private _refractionFresnelParameters;
  108798. /**
  108799. * Define the refraction fresnel parameters of the material.
  108800. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108801. */
  108802. refractionFresnelParameters: FresnelParameters;
  108803. private _emissiveFresnelParameters;
  108804. /**
  108805. * Define the emissive fresnel parameters of the material.
  108806. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108807. */
  108808. emissiveFresnelParameters: FresnelParameters;
  108809. private _useReflectionFresnelFromSpecular;
  108810. /**
  108811. * If true automatically deducts the fresnels values from the material specularity.
  108812. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108813. */
  108814. useReflectionFresnelFromSpecular: boolean;
  108815. private _useGlossinessFromSpecularMapAlpha;
  108816. /**
  108817. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  108818. */
  108819. useGlossinessFromSpecularMapAlpha: boolean;
  108820. private _maxSimultaneousLights;
  108821. /**
  108822. * Defines the maximum number of lights that can be used in the material
  108823. */
  108824. maxSimultaneousLights: number;
  108825. private _invertNormalMapX;
  108826. /**
  108827. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  108828. */
  108829. invertNormalMapX: boolean;
  108830. private _invertNormalMapY;
  108831. /**
  108832. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  108833. */
  108834. invertNormalMapY: boolean;
  108835. private _twoSidedLighting;
  108836. /**
  108837. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  108838. */
  108839. twoSidedLighting: boolean;
  108840. /**
  108841. * Default configuration related to image processing available in the standard Material.
  108842. */
  108843. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  108844. /**
  108845. * Gets the image processing configuration used either in this material.
  108846. */
  108847. /**
  108848. * Sets the Default image processing configuration used either in the this material.
  108849. *
  108850. * If sets to null, the scene one is in use.
  108851. */
  108852. imageProcessingConfiguration: ImageProcessingConfiguration;
  108853. /**
  108854. * Keep track of the image processing observer to allow dispose and replace.
  108855. */
  108856. private _imageProcessingObserver;
  108857. /**
  108858. * Attaches a new image processing configuration to the Standard Material.
  108859. * @param configuration
  108860. */
  108861. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  108862. /**
  108863. * Gets wether the color curves effect is enabled.
  108864. */
  108865. /**
  108866. * Sets wether the color curves effect is enabled.
  108867. */
  108868. cameraColorCurvesEnabled: boolean;
  108869. /**
  108870. * Gets wether the color grading effect is enabled.
  108871. */
  108872. /**
  108873. * Gets wether the color grading effect is enabled.
  108874. */
  108875. cameraColorGradingEnabled: boolean;
  108876. /**
  108877. * Gets wether tonemapping is enabled or not.
  108878. */
  108879. /**
  108880. * Sets wether tonemapping is enabled or not
  108881. */
  108882. cameraToneMappingEnabled: boolean;
  108883. /**
  108884. * The camera exposure used on this material.
  108885. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108886. * This corresponds to a photographic exposure.
  108887. */
  108888. /**
  108889. * The camera exposure used on this material.
  108890. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108891. * This corresponds to a photographic exposure.
  108892. */
  108893. cameraExposure: number;
  108894. /**
  108895. * Gets The camera contrast used on this material.
  108896. */
  108897. /**
  108898. * Sets The camera contrast used on this material.
  108899. */
  108900. cameraContrast: number;
  108901. /**
  108902. * Gets the Color Grading 2D Lookup Texture.
  108903. */
  108904. /**
  108905. * Sets the Color Grading 2D Lookup Texture.
  108906. */
  108907. cameraColorGradingTexture: Nullable<BaseTexture>;
  108908. /**
  108909. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108910. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108911. * 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;
  108912. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108913. */
  108914. /**
  108915. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108916. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108917. * 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;
  108918. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108919. */
  108920. cameraColorCurves: Nullable<ColorCurves>;
  108921. /**
  108922. * Custom callback helping to override the default shader used in the material.
  108923. */
  108924. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  108925. protected _renderTargets: SmartArray<RenderTargetTexture>;
  108926. protected _worldViewProjectionMatrix: Matrix;
  108927. protected _globalAmbientColor: Color3;
  108928. protected _useLogarithmicDepth: boolean;
  108929. protected _rebuildInParallel: boolean;
  108930. /**
  108931. * Instantiates a new standard material.
  108932. * This is the default material used in Babylon. It is the best trade off between quality
  108933. * and performances.
  108934. * @see http://doc.babylonjs.com/babylon101/materials
  108935. * @param name Define the name of the material in the scene
  108936. * @param scene Define the scene the material belong to
  108937. */
  108938. constructor(name: string, scene: Scene);
  108939. /**
  108940. * Gets a boolean indicating that current material needs to register RTT
  108941. */
  108942. readonly hasRenderTargetTextures: boolean;
  108943. /**
  108944. * Gets the current class name of the material e.g. "StandardMaterial"
  108945. * Mainly use in serialization.
  108946. * @returns the class name
  108947. */
  108948. getClassName(): string;
  108949. /**
  108950. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  108951. * You can try switching to logarithmic depth.
  108952. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  108953. */
  108954. useLogarithmicDepth: boolean;
  108955. /**
  108956. * Specifies if the material will require alpha blending
  108957. * @returns a boolean specifying if alpha blending is needed
  108958. */
  108959. needAlphaBlending(): boolean;
  108960. /**
  108961. * Specifies if this material should be rendered in alpha test mode
  108962. * @returns a boolean specifying if an alpha test is needed.
  108963. */
  108964. needAlphaTesting(): boolean;
  108965. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  108966. /**
  108967. * Get the texture used for alpha test purpose.
  108968. * @returns the diffuse texture in case of the standard material.
  108969. */
  108970. getAlphaTestTexture(): Nullable<BaseTexture>;
  108971. /**
  108972. * Get if the submesh is ready to be used and all its information available.
  108973. * Child classes can use it to update shaders
  108974. * @param mesh defines the mesh to check
  108975. * @param subMesh defines which submesh to check
  108976. * @param useInstances specifies that instances should be used
  108977. * @returns a boolean indicating that the submesh is ready or not
  108978. */
  108979. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  108980. /**
  108981. * Builds the material UBO layouts.
  108982. * Used internally during the effect preparation.
  108983. */
  108984. buildUniformLayout(): void;
  108985. /**
  108986. * Unbinds the material from the mesh
  108987. */
  108988. unbind(): void;
  108989. /**
  108990. * Binds the submesh to this material by preparing the effect and shader to draw
  108991. * @param world defines the world transformation matrix
  108992. * @param mesh defines the mesh containing the submesh
  108993. * @param subMesh defines the submesh to bind the material to
  108994. */
  108995. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  108996. /**
  108997. * Get the list of animatables in the material.
  108998. * @returns the list of animatables object used in the material
  108999. */
  109000. getAnimatables(): IAnimatable[];
  109001. /**
  109002. * Gets the active textures from the material
  109003. * @returns an array of textures
  109004. */
  109005. getActiveTextures(): BaseTexture[];
  109006. /**
  109007. * Specifies if the material uses a texture
  109008. * @param texture defines the texture to check against the material
  109009. * @returns a boolean specifying if the material uses the texture
  109010. */
  109011. hasTexture(texture: BaseTexture): boolean;
  109012. /**
  109013. * Disposes the material
  109014. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  109015. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  109016. */
  109017. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  109018. /**
  109019. * Makes a duplicate of the material, and gives it a new name
  109020. * @param name defines the new name for the duplicated material
  109021. * @returns the cloned material
  109022. */
  109023. clone(name: string): StandardMaterial;
  109024. /**
  109025. * Serializes this material in a JSON representation
  109026. * @returns the serialized material object
  109027. */
  109028. serialize(): any;
  109029. /**
  109030. * Creates a standard material from parsed material data
  109031. * @param source defines the JSON representation of the material
  109032. * @param scene defines the hosting scene
  109033. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  109034. * @returns a new standard material
  109035. */
  109036. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  109037. /**
  109038. * Are diffuse textures enabled in the application.
  109039. */
  109040. static DiffuseTextureEnabled: boolean;
  109041. /**
  109042. * Are ambient textures enabled in the application.
  109043. */
  109044. static AmbientTextureEnabled: boolean;
  109045. /**
  109046. * Are opacity textures enabled in the application.
  109047. */
  109048. static OpacityTextureEnabled: boolean;
  109049. /**
  109050. * Are reflection textures enabled in the application.
  109051. */
  109052. static ReflectionTextureEnabled: boolean;
  109053. /**
  109054. * Are emissive textures enabled in the application.
  109055. */
  109056. static EmissiveTextureEnabled: boolean;
  109057. /**
  109058. * Are specular textures enabled in the application.
  109059. */
  109060. static SpecularTextureEnabled: boolean;
  109061. /**
  109062. * Are bump textures enabled in the application.
  109063. */
  109064. static BumpTextureEnabled: boolean;
  109065. /**
  109066. * Are lightmap textures enabled in the application.
  109067. */
  109068. static LightmapTextureEnabled: boolean;
  109069. /**
  109070. * Are refraction textures enabled in the application.
  109071. */
  109072. static RefractionTextureEnabled: boolean;
  109073. /**
  109074. * Are color grading textures enabled in the application.
  109075. */
  109076. static ColorGradingTextureEnabled: boolean;
  109077. /**
  109078. * Are fresnels enabled in the application.
  109079. */
  109080. static FresnelEnabled: boolean;
  109081. }
  109082. }
  109083. declare module BABYLON {
  109084. /** @hidden */
  109085. export var imageProcessingPixelShader: {
  109086. name: string;
  109087. shader: string;
  109088. };
  109089. }
  109090. declare module BABYLON {
  109091. /**
  109092. * ImageProcessingPostProcess
  109093. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  109094. */
  109095. export class ImageProcessingPostProcess extends PostProcess {
  109096. /**
  109097. * Default configuration related to image processing available in the PBR Material.
  109098. */
  109099. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109100. /**
  109101. * Gets the image processing configuration used either in this material.
  109102. */
  109103. /**
  109104. * Sets the Default image processing configuration used either in the this material.
  109105. *
  109106. * If sets to null, the scene one is in use.
  109107. */
  109108. imageProcessingConfiguration: ImageProcessingConfiguration;
  109109. /**
  109110. * Keep track of the image processing observer to allow dispose and replace.
  109111. */
  109112. private _imageProcessingObserver;
  109113. /**
  109114. * Attaches a new image processing configuration to the PBR Material.
  109115. * @param configuration
  109116. */
  109117. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  109118. /**
  109119. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  109120. */
  109121. /**
  109122. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  109123. */
  109124. colorCurves: Nullable<ColorCurves>;
  109125. /**
  109126. * Gets wether the color curves effect is enabled.
  109127. */
  109128. /**
  109129. * Sets wether the color curves effect is enabled.
  109130. */
  109131. colorCurvesEnabled: boolean;
  109132. /**
  109133. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  109134. */
  109135. /**
  109136. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  109137. */
  109138. colorGradingTexture: Nullable<BaseTexture>;
  109139. /**
  109140. * Gets wether the color grading effect is enabled.
  109141. */
  109142. /**
  109143. * Gets wether the color grading effect is enabled.
  109144. */
  109145. colorGradingEnabled: boolean;
  109146. /**
  109147. * Gets exposure used in the effect.
  109148. */
  109149. /**
  109150. * Sets exposure used in the effect.
  109151. */
  109152. exposure: number;
  109153. /**
  109154. * Gets wether tonemapping is enabled or not.
  109155. */
  109156. /**
  109157. * Sets wether tonemapping is enabled or not
  109158. */
  109159. toneMappingEnabled: boolean;
  109160. /**
  109161. * Gets the type of tone mapping effect.
  109162. */
  109163. /**
  109164. * Sets the type of tone mapping effect.
  109165. */
  109166. toneMappingType: number;
  109167. /**
  109168. * Gets contrast used in the effect.
  109169. */
  109170. /**
  109171. * Sets contrast used in the effect.
  109172. */
  109173. contrast: number;
  109174. /**
  109175. * Gets Vignette stretch size.
  109176. */
  109177. /**
  109178. * Sets Vignette stretch size.
  109179. */
  109180. vignetteStretch: number;
  109181. /**
  109182. * Gets Vignette centre X Offset.
  109183. */
  109184. /**
  109185. * Sets Vignette centre X Offset.
  109186. */
  109187. vignetteCentreX: number;
  109188. /**
  109189. * Gets Vignette centre Y Offset.
  109190. */
  109191. /**
  109192. * Sets Vignette centre Y Offset.
  109193. */
  109194. vignetteCentreY: number;
  109195. /**
  109196. * Gets Vignette weight or intensity of the vignette effect.
  109197. */
  109198. /**
  109199. * Sets Vignette weight or intensity of the vignette effect.
  109200. */
  109201. vignetteWeight: number;
  109202. /**
  109203. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  109204. * if vignetteEnabled is set to true.
  109205. */
  109206. /**
  109207. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  109208. * if vignetteEnabled is set to true.
  109209. */
  109210. vignetteColor: Color4;
  109211. /**
  109212. * Gets Camera field of view used by the Vignette effect.
  109213. */
  109214. /**
  109215. * Sets Camera field of view used by the Vignette effect.
  109216. */
  109217. vignetteCameraFov: number;
  109218. /**
  109219. * Gets the vignette blend mode allowing different kind of effect.
  109220. */
  109221. /**
  109222. * Sets the vignette blend mode allowing different kind of effect.
  109223. */
  109224. vignetteBlendMode: number;
  109225. /**
  109226. * Gets wether the vignette effect is enabled.
  109227. */
  109228. /**
  109229. * Sets wether the vignette effect is enabled.
  109230. */
  109231. vignetteEnabled: boolean;
  109232. private _fromLinearSpace;
  109233. /**
  109234. * Gets wether the input of the processing is in Gamma or Linear Space.
  109235. */
  109236. /**
  109237. * Sets wether the input of the processing is in Gamma or Linear Space.
  109238. */
  109239. fromLinearSpace: boolean;
  109240. /**
  109241. * Defines cache preventing GC.
  109242. */
  109243. private _defines;
  109244. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  109245. /**
  109246. * "ImageProcessingPostProcess"
  109247. * @returns "ImageProcessingPostProcess"
  109248. */
  109249. getClassName(): string;
  109250. protected _updateParameters(): void;
  109251. dispose(camera?: Camera): void;
  109252. }
  109253. }
  109254. declare module BABYLON {
  109255. /**
  109256. * Class containing static functions to help procedurally build meshes
  109257. */
  109258. export class GroundBuilder {
  109259. /**
  109260. * Creates a ground mesh
  109261. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  109262. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  109263. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  109264. * @param name defines the name of the mesh
  109265. * @param options defines the options used to create the mesh
  109266. * @param scene defines the hosting scene
  109267. * @returns the ground mesh
  109268. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  109269. */
  109270. static CreateGround(name: string, options: {
  109271. width?: number;
  109272. height?: number;
  109273. subdivisions?: number;
  109274. subdivisionsX?: number;
  109275. subdivisionsY?: number;
  109276. updatable?: boolean;
  109277. }, scene: any): Mesh;
  109278. /**
  109279. * Creates a tiled ground mesh
  109280. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  109281. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  109282. * * 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
  109283. * * 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
  109284. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109285. * @param name defines the name of the mesh
  109286. * @param options defines the options used to create the mesh
  109287. * @param scene defines the hosting scene
  109288. * @returns the tiled ground mesh
  109289. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  109290. */
  109291. static CreateTiledGround(name: string, options: {
  109292. xmin: number;
  109293. zmin: number;
  109294. xmax: number;
  109295. zmax: number;
  109296. subdivisions?: {
  109297. w: number;
  109298. h: number;
  109299. };
  109300. precision?: {
  109301. w: number;
  109302. h: number;
  109303. };
  109304. updatable?: boolean;
  109305. }, scene?: Nullable<Scene>): Mesh;
  109306. /**
  109307. * Creates a ground mesh from a height map
  109308. * * The parameter `url` sets the URL of the height map image resource.
  109309. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  109310. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  109311. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  109312. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  109313. * * 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.
  109314. * * 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).
  109315. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  109316. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109317. * @param name defines the name of the mesh
  109318. * @param url defines the url to the height map
  109319. * @param options defines the options used to create the mesh
  109320. * @param scene defines the hosting scene
  109321. * @returns the ground mesh
  109322. * @see https://doc.babylonjs.com/babylon101/height_map
  109323. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  109324. */
  109325. static CreateGroundFromHeightMap(name: string, url: string, options: {
  109326. width?: number;
  109327. height?: number;
  109328. subdivisions?: number;
  109329. minHeight?: number;
  109330. maxHeight?: number;
  109331. colorFilter?: Color3;
  109332. alphaFilter?: number;
  109333. updatable?: boolean;
  109334. onReady?: (mesh: GroundMesh) => void;
  109335. }, scene?: Nullable<Scene>): GroundMesh;
  109336. }
  109337. }
  109338. declare module BABYLON {
  109339. /**
  109340. * Class containing static functions to help procedurally build meshes
  109341. */
  109342. export class TorusBuilder {
  109343. /**
  109344. * Creates a torus mesh
  109345. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  109346. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  109347. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  109348. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  109349. * * If you create a double-sided mesh, you can choose what parts of 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
  109350. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109351. * @param name defines the name of the mesh
  109352. * @param options defines the options used to create the mesh
  109353. * @param scene defines the hosting scene
  109354. * @returns the torus mesh
  109355. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  109356. */
  109357. static CreateTorus(name: string, options: {
  109358. diameter?: number;
  109359. thickness?: number;
  109360. tessellation?: number;
  109361. updatable?: boolean;
  109362. sideOrientation?: number;
  109363. frontUVs?: Vector4;
  109364. backUVs?: Vector4;
  109365. }, scene: any): Mesh;
  109366. }
  109367. }
  109368. declare module BABYLON {
  109369. /**
  109370. * Class containing static functions to help procedurally build meshes
  109371. */
  109372. export class CylinderBuilder {
  109373. /**
  109374. * Creates a cylinder or a cone mesh
  109375. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  109376. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  109377. * * 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.
  109378. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  109379. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  109380. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  109381. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  109382. * * 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).
  109383. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  109384. * * 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).
  109385. * * 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
  109386. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  109387. * * 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
  109388. * * 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.
  109389. * * If `enclose` is false, a ring surface is one element.
  109390. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  109391. * * 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
  109392. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  109393. * * If you create a double-sided mesh, you can choose what parts of 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
  109394. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109395. * @param name defines the name of the mesh
  109396. * @param options defines the options used to create the mesh
  109397. * @param scene defines the hosting scene
  109398. * @returns the cylinder mesh
  109399. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  109400. */
  109401. static CreateCylinder(name: string, options: {
  109402. height?: number;
  109403. diameterTop?: number;
  109404. diameterBottom?: number;
  109405. diameter?: number;
  109406. tessellation?: number;
  109407. subdivisions?: number;
  109408. arc?: number;
  109409. faceColors?: Color4[];
  109410. faceUV?: Vector4[];
  109411. updatable?: boolean;
  109412. hasRings?: boolean;
  109413. enclose?: boolean;
  109414. cap?: number;
  109415. sideOrientation?: number;
  109416. frontUVs?: Vector4;
  109417. backUVs?: Vector4;
  109418. }, scene: any): Mesh;
  109419. }
  109420. }
  109421. declare module BABYLON {
  109422. /**
  109423. * Options to modify the vr teleportation behavior.
  109424. */
  109425. export interface VRTeleportationOptions {
  109426. /**
  109427. * The name of the mesh which should be used as the teleportation floor. (default: null)
  109428. */
  109429. floorMeshName?: string;
  109430. /**
  109431. * A list of meshes to be used as the teleportation floor. (default: empty)
  109432. */
  109433. floorMeshes?: Mesh[];
  109434. }
  109435. /**
  109436. * Options to modify the vr experience helper's behavior.
  109437. */
  109438. export interface VRExperienceHelperOptions extends WebVROptions {
  109439. /**
  109440. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  109441. */
  109442. createDeviceOrientationCamera?: boolean;
  109443. /**
  109444. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  109445. */
  109446. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  109447. /**
  109448. * Uses the main button on the controller to toggle the laser casted. (default: true)
  109449. */
  109450. laserToggle?: boolean;
  109451. /**
  109452. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  109453. */
  109454. floorMeshes?: Mesh[];
  109455. /**
  109456. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  109457. */
  109458. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  109459. }
  109460. /**
  109461. * Event containing information after VR has been entered
  109462. */
  109463. export class OnAfterEnteringVRObservableEvent {
  109464. /**
  109465. * If entering vr was successful
  109466. */
  109467. success: boolean;
  109468. }
  109469. /**
  109470. * Helps to quickly add VR support to an existing scene.
  109471. * See http://doc.babylonjs.com/how_to/webvr_helper
  109472. */
  109473. export class VRExperienceHelper {
  109474. /** Options to modify the vr experience helper's behavior. */
  109475. webVROptions: VRExperienceHelperOptions;
  109476. private _scene;
  109477. private _position;
  109478. private _btnVR;
  109479. private _btnVRDisplayed;
  109480. private _webVRsupported;
  109481. private _webVRready;
  109482. private _webVRrequesting;
  109483. private _webVRpresenting;
  109484. private _hasEnteredVR;
  109485. private _fullscreenVRpresenting;
  109486. private _inputElement;
  109487. private _webVRCamera;
  109488. private _vrDeviceOrientationCamera;
  109489. private _deviceOrientationCamera;
  109490. private _existingCamera;
  109491. private _onKeyDown;
  109492. private _onVrDisplayPresentChange;
  109493. private _onVRDisplayChanged;
  109494. private _onVRRequestPresentStart;
  109495. private _onVRRequestPresentComplete;
  109496. /**
  109497. * 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)
  109498. */
  109499. enableGazeEvenWhenNoPointerLock: boolean;
  109500. /**
  109501. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  109502. */
  109503. exitVROnDoubleTap: boolean;
  109504. /**
  109505. * Observable raised right before entering VR.
  109506. */
  109507. onEnteringVRObservable: Observable<VRExperienceHelper>;
  109508. /**
  109509. * Observable raised when entering VR has completed.
  109510. */
  109511. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  109512. /**
  109513. * Observable raised when exiting VR.
  109514. */
  109515. onExitingVRObservable: Observable<VRExperienceHelper>;
  109516. /**
  109517. * Observable raised when controller mesh is loaded.
  109518. */
  109519. onControllerMeshLoadedObservable: Observable<WebVRController>;
  109520. /** Return this.onEnteringVRObservable
  109521. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  109522. */
  109523. readonly onEnteringVR: Observable<VRExperienceHelper>;
  109524. /** Return this.onExitingVRObservable
  109525. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  109526. */
  109527. readonly onExitingVR: Observable<VRExperienceHelper>;
  109528. /** Return this.onControllerMeshLoadedObservable
  109529. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  109530. */
  109531. readonly onControllerMeshLoaded: Observable<WebVRController>;
  109532. private _rayLength;
  109533. private _useCustomVRButton;
  109534. private _teleportationRequested;
  109535. private _teleportActive;
  109536. private _floorMeshName;
  109537. private _floorMeshesCollection;
  109538. private _rotationAllowed;
  109539. private _teleportBackwardsVector;
  109540. private _teleportationTarget;
  109541. private _isDefaultTeleportationTarget;
  109542. private _postProcessMove;
  109543. private _teleportationFillColor;
  109544. private _teleportationBorderColor;
  109545. private _rotationAngle;
  109546. private _haloCenter;
  109547. private _cameraGazer;
  109548. private _padSensibilityUp;
  109549. private _padSensibilityDown;
  109550. private _leftController;
  109551. private _rightController;
  109552. /**
  109553. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  109554. */
  109555. onNewMeshSelected: Observable<AbstractMesh>;
  109556. /**
  109557. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  109558. * This observable will provide the mesh and the controller used to select the mesh
  109559. */
  109560. onMeshSelectedWithController: Observable<{
  109561. mesh: AbstractMesh;
  109562. controller: WebVRController;
  109563. }>;
  109564. /**
  109565. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  109566. */
  109567. onNewMeshPicked: Observable<PickingInfo>;
  109568. private _circleEase;
  109569. /**
  109570. * Observable raised before camera teleportation
  109571. */
  109572. onBeforeCameraTeleport: Observable<Vector3>;
  109573. /**
  109574. * Observable raised after camera teleportation
  109575. */
  109576. onAfterCameraTeleport: Observable<Vector3>;
  109577. /**
  109578. * Observable raised when current selected mesh gets unselected
  109579. */
  109580. onSelectedMeshUnselected: Observable<AbstractMesh>;
  109581. private _raySelectionPredicate;
  109582. /**
  109583. * To be optionaly changed by user to define custom ray selection
  109584. */
  109585. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  109586. /**
  109587. * To be optionaly changed by user to define custom selection logic (after ray selection)
  109588. */
  109589. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  109590. /**
  109591. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  109592. */
  109593. teleportationEnabled: boolean;
  109594. private _defaultHeight;
  109595. private _teleportationInitialized;
  109596. private _interactionsEnabled;
  109597. private _interactionsRequested;
  109598. private _displayGaze;
  109599. private _displayLaserPointer;
  109600. /**
  109601. * The mesh used to display where the user is going to teleport.
  109602. */
  109603. /**
  109604. * Sets the mesh to be used to display where the user is going to teleport.
  109605. */
  109606. teleportationTarget: Mesh;
  109607. /**
  109608. * 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
  109609. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  109610. * See http://doc.babylonjs.com/resources/baking_transformations
  109611. */
  109612. gazeTrackerMesh: Mesh;
  109613. /**
  109614. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  109615. */
  109616. updateGazeTrackerScale: boolean;
  109617. /**
  109618. * If the gaze trackers color should be updated when selecting meshes
  109619. */
  109620. updateGazeTrackerColor: boolean;
  109621. /**
  109622. * If the controller laser color should be updated when selecting meshes
  109623. */
  109624. updateControllerLaserColor: boolean;
  109625. /**
  109626. * The gaze tracking mesh corresponding to the left controller
  109627. */
  109628. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  109629. /**
  109630. * The gaze tracking mesh corresponding to the right controller
  109631. */
  109632. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  109633. /**
  109634. * If the ray of the gaze should be displayed.
  109635. */
  109636. /**
  109637. * Sets if the ray of the gaze should be displayed.
  109638. */
  109639. displayGaze: boolean;
  109640. /**
  109641. * If the ray of the LaserPointer should be displayed.
  109642. */
  109643. /**
  109644. * Sets if the ray of the LaserPointer should be displayed.
  109645. */
  109646. displayLaserPointer: boolean;
  109647. /**
  109648. * The deviceOrientationCamera used as the camera when not in VR.
  109649. */
  109650. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  109651. /**
  109652. * Based on the current WebVR support, returns the current VR camera used.
  109653. */
  109654. readonly currentVRCamera: Nullable<Camera>;
  109655. /**
  109656. * The webVRCamera which is used when in VR.
  109657. */
  109658. readonly webVRCamera: WebVRFreeCamera;
  109659. /**
  109660. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  109661. */
  109662. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  109663. /**
  109664. * The html button that is used to trigger entering into VR.
  109665. */
  109666. readonly vrButton: Nullable<HTMLButtonElement>;
  109667. private readonly _teleportationRequestInitiated;
  109668. /**
  109669. * Defines wether or not Pointer lock should be requested when switching to
  109670. * full screen.
  109671. */
  109672. requestPointerLockOnFullScreen: boolean;
  109673. /**
  109674. * Instantiates a VRExperienceHelper.
  109675. * Helps to quickly add VR support to an existing scene.
  109676. * @param scene The scene the VRExperienceHelper belongs to.
  109677. * @param webVROptions Options to modify the vr experience helper's behavior.
  109678. */
  109679. constructor(scene: Scene,
  109680. /** Options to modify the vr experience helper's behavior. */
  109681. webVROptions?: VRExperienceHelperOptions);
  109682. private _onDefaultMeshLoaded;
  109683. private _onResize;
  109684. private _onFullscreenChange;
  109685. /**
  109686. * Gets a value indicating if we are currently in VR mode.
  109687. */
  109688. readonly isInVRMode: boolean;
  109689. private onVrDisplayPresentChange;
  109690. private onVRDisplayChanged;
  109691. private moveButtonToBottomRight;
  109692. private displayVRButton;
  109693. private updateButtonVisibility;
  109694. private _cachedAngularSensibility;
  109695. /**
  109696. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  109697. * Otherwise, will use the fullscreen API.
  109698. */
  109699. enterVR(): void;
  109700. /**
  109701. * Attempt to exit VR, or fullscreen.
  109702. */
  109703. exitVR(): void;
  109704. /**
  109705. * The position of the vr experience helper.
  109706. */
  109707. /**
  109708. * Sets the position of the vr experience helper.
  109709. */
  109710. position: Vector3;
  109711. /**
  109712. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  109713. */
  109714. enableInteractions(): void;
  109715. private readonly _noControllerIsActive;
  109716. private beforeRender;
  109717. private _isTeleportationFloor;
  109718. /**
  109719. * Adds a floor mesh to be used for teleportation.
  109720. * @param floorMesh the mesh to be used for teleportation.
  109721. */
  109722. addFloorMesh(floorMesh: Mesh): void;
  109723. /**
  109724. * Removes a floor mesh from being used for teleportation.
  109725. * @param floorMesh the mesh to be removed.
  109726. */
  109727. removeFloorMesh(floorMesh: Mesh): void;
  109728. /**
  109729. * Enables interactions and teleportation using the VR controllers and gaze.
  109730. * @param vrTeleportationOptions options to modify teleportation behavior.
  109731. */
  109732. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  109733. private _onNewGamepadConnected;
  109734. private _tryEnableInteractionOnController;
  109735. private _onNewGamepadDisconnected;
  109736. private _enableInteractionOnController;
  109737. private _checkTeleportWithRay;
  109738. private _checkRotate;
  109739. private _checkTeleportBackwards;
  109740. private _enableTeleportationOnController;
  109741. private _createTeleportationCircles;
  109742. private _displayTeleportationTarget;
  109743. private _hideTeleportationTarget;
  109744. private _rotateCamera;
  109745. private _moveTeleportationSelectorTo;
  109746. private _workingVector;
  109747. private _workingQuaternion;
  109748. private _workingMatrix;
  109749. /**
  109750. * Teleports the users feet to the desired location
  109751. * @param location The location where the user's feet should be placed
  109752. */
  109753. teleportCamera(location: Vector3): void;
  109754. private _convertNormalToDirectionOfRay;
  109755. private _castRayAndSelectObject;
  109756. private _notifySelectedMeshUnselected;
  109757. /**
  109758. * Sets the color of the laser ray from the vr controllers.
  109759. * @param color new color for the ray.
  109760. */
  109761. changeLaserColor(color: Color3): void;
  109762. /**
  109763. * Sets the color of the ray from the vr headsets gaze.
  109764. * @param color new color for the ray.
  109765. */
  109766. changeGazeColor(color: Color3): void;
  109767. /**
  109768. * Exits VR and disposes of the vr experience helper
  109769. */
  109770. dispose(): void;
  109771. /**
  109772. * Gets the name of the VRExperienceHelper class
  109773. * @returns "VRExperienceHelper"
  109774. */
  109775. getClassName(): string;
  109776. }
  109777. }
  109778. declare module BABYLON {
  109779. /**
  109780. * States of the webXR experience
  109781. */
  109782. export enum WebXRState {
  109783. /**
  109784. * Transitioning to being in XR mode
  109785. */
  109786. ENTERING_XR = 0,
  109787. /**
  109788. * Transitioning to non XR mode
  109789. */
  109790. EXITING_XR = 1,
  109791. /**
  109792. * In XR mode and presenting
  109793. */
  109794. IN_XR = 2,
  109795. /**
  109796. * Not entered XR mode
  109797. */
  109798. NOT_IN_XR = 3
  109799. }
  109800. /**
  109801. * Abstraction of the XR render target
  109802. */
  109803. export interface WebXRRenderTarget extends IDisposable {
  109804. /**
  109805. * xrpresent context of the canvas which can be used to display/mirror xr content
  109806. */
  109807. canvasContext: WebGLRenderingContext;
  109808. /**
  109809. * xr layer for the canvas
  109810. */
  109811. xrLayer: Nullable<XRWebGLLayer>;
  109812. /**
  109813. * Initializes the xr layer for the session
  109814. * @param xrSession xr session
  109815. * @returns a promise that will resolve once the XR Layer has been created
  109816. */
  109817. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  109818. }
  109819. }
  109820. declare module BABYLON {
  109821. /**
  109822. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  109823. */
  109824. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  109825. private _engine;
  109826. private _canvas;
  109827. /**
  109828. * xrpresent context of the canvas which can be used to display/mirror xr content
  109829. */
  109830. canvasContext: WebGLRenderingContext;
  109831. /**
  109832. * xr layer for the canvas
  109833. */
  109834. xrLayer: Nullable<XRWebGLLayer>;
  109835. /**
  109836. * Initializes the xr layer for the session
  109837. * @param xrSession xr session
  109838. * @returns a promise that will resolve once the XR Layer has been created
  109839. */
  109840. initializeXRLayerAsync(xrSession: any): any;
  109841. /**
  109842. * Initializes the canvas to be added/removed upon entering/exiting xr
  109843. * @param engine the Babylon engine
  109844. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  109845. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  109846. */
  109847. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>);
  109848. /**
  109849. * Disposes of the object
  109850. */
  109851. dispose(): void;
  109852. private _setManagedOutputCanvas;
  109853. private _addCanvas;
  109854. private _removeCanvas;
  109855. }
  109856. }
  109857. declare module BABYLON {
  109858. /**
  109859. * Manages an XRSession to work with Babylon's engine
  109860. * @see https://doc.babylonjs.com/how_to/webxr
  109861. */
  109862. export class WebXRSessionManager implements IDisposable {
  109863. private scene;
  109864. /**
  109865. * Fires every time a new xrFrame arrives which can be used to update the camera
  109866. */
  109867. onXRFrameObservable: Observable<any>;
  109868. /**
  109869. * Fires when the xr session is ended either by the device or manually done
  109870. */
  109871. onXRSessionEnded: Observable<any>;
  109872. /**
  109873. * Underlying xr session
  109874. */
  109875. session: XRSession;
  109876. /**
  109877. * Type of reference space used when creating the session
  109878. */
  109879. referenceSpace: XRReferenceSpace;
  109880. /**
  109881. * Current XR frame
  109882. */
  109883. currentFrame: Nullable<XRFrame>;
  109884. private _xrNavigator;
  109885. private baseLayer;
  109886. private _rttProvider;
  109887. private _sessionEnded;
  109888. /**
  109889. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  109890. * @param scene The scene which the session should be created for
  109891. */
  109892. constructor(scene: Scene);
  109893. /**
  109894. * Initializes the manager
  109895. * After initialization enterXR can be called to start an XR session
  109896. * @returns Promise which resolves after it is initialized
  109897. */
  109898. initializeAsync(): Promise<void>;
  109899. /**
  109900. * Initializes an xr session
  109901. * @param xrSessionMode mode to initialize
  109902. * @param optionalFeatures defines optional values to pass to the session builder
  109903. * @returns a promise which will resolve once the session has been initialized
  109904. */
  109905. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): any;
  109906. /**
  109907. * Sets the reference space on the xr session
  109908. * @param referenceSpace space to set
  109909. * @returns a promise that will resolve once the reference space has been set
  109910. */
  109911. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  109912. /**
  109913. * Updates the render state of the session
  109914. * @param state state to set
  109915. * @returns a promise that resolves once the render state has been updated
  109916. */
  109917. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  109918. /**
  109919. * Starts rendering to the xr layer
  109920. * @returns a promise that will resolve once rendering has started
  109921. */
  109922. startRenderingToXRAsync(): Promise<void>;
  109923. /**
  109924. * Gets the correct render target texture to be rendered this frame for this eye
  109925. * @param eye the eye for which to get the render target
  109926. * @returns the render target for the specified eye
  109927. */
  109928. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  109929. /**
  109930. * Stops the xrSession and restores the renderloop
  109931. * @returns Promise which resolves after it exits XR
  109932. */
  109933. exitXRAsync(): Promise<void>;
  109934. /**
  109935. * Checks if a session would be supported for the creation options specified
  109936. * @param sessionMode session mode to check if supported eg. immersive-vr
  109937. * @returns true if supported
  109938. */
  109939. supportsSessionAsync(sessionMode: XRSessionMode): any;
  109940. /**
  109941. * Creates a WebXRRenderTarget object for the XR session
  109942. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  109943. * @returns a WebXR render target to which the session can render
  109944. */
  109945. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>): WebXRRenderTarget;
  109946. /**
  109947. * @hidden
  109948. * Converts the render layer of xrSession to a render target
  109949. * @param session session to create render target for
  109950. * @param scene scene the new render target should be created for
  109951. */
  109952. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  109953. /**
  109954. * Disposes of the session manager
  109955. */
  109956. dispose(): void;
  109957. }
  109958. }
  109959. declare module BABYLON {
  109960. /**
  109961. * WebXR Camera which holds the views for the xrSession
  109962. * @see https://doc.babylonjs.com/how_to/webxr
  109963. */
  109964. export class WebXRCamera extends FreeCamera {
  109965. private static _TmpMatrix;
  109966. /**
  109967. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  109968. * @param name the name of the camera
  109969. * @param scene the scene to add the camera to
  109970. */
  109971. constructor(name: string, scene: Scene);
  109972. private _updateNumberOfRigCameras;
  109973. /** @hidden */
  109974. _updateForDualEyeDebugging(): void;
  109975. /**
  109976. * Updates the cameras position from the current pose information of the XR session
  109977. * @param xrSessionManager the session containing pose information
  109978. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  109979. */
  109980. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  109981. }
  109982. }
  109983. declare module BABYLON {
  109984. /**
  109985. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  109986. * @see https://doc.babylonjs.com/how_to/webxr
  109987. */
  109988. export class WebXRExperienceHelper implements IDisposable {
  109989. private scene;
  109990. /**
  109991. * 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
  109992. */
  109993. container: AbstractMesh;
  109994. /**
  109995. * Camera used to render xr content
  109996. */
  109997. camera: WebXRCamera;
  109998. /**
  109999. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  110000. */
  110001. state: WebXRState;
  110002. private _setState;
  110003. private static _TmpVector;
  110004. /**
  110005. * Fires when the state of the experience helper has changed
  110006. */
  110007. onStateChangedObservable: Observable<WebXRState>;
  110008. /** Session manager used to keep track of xr session */
  110009. sessionManager: WebXRSessionManager;
  110010. private _nonVRCamera;
  110011. private _originalSceneAutoClear;
  110012. private _supported;
  110013. /**
  110014. * Creates the experience helper
  110015. * @param scene the scene to attach the experience helper to
  110016. * @returns a promise for the experience helper
  110017. */
  110018. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  110019. /**
  110020. * Creates a WebXRExperienceHelper
  110021. * @param scene The scene the helper should be created in
  110022. */
  110023. private constructor();
  110024. /**
  110025. * Exits XR mode and returns the scene to its original state
  110026. * @returns promise that resolves after xr mode has exited
  110027. */
  110028. exitXRAsync(): Promise<void>;
  110029. /**
  110030. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  110031. * @param sessionMode options for the XR session
  110032. * @param referenceSpaceType frame of reference of the XR session
  110033. * @param renderTarget the output canvas that will be used to enter XR mode
  110034. * @returns promise that resolves after xr mode has entered
  110035. */
  110036. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
  110037. /**
  110038. * Updates the global position of the camera by moving the camera's container
  110039. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  110040. * @param position The desired global position of the camera
  110041. */
  110042. setPositionOfCameraUsingContainer(position: Vector3): void;
  110043. /**
  110044. * Rotates the xr camera by rotating the camera's container around the camera's position
  110045. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  110046. * @param rotation the desired quaternion rotation to apply to the camera
  110047. */
  110048. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  110049. /**
  110050. * Disposes of the experience helper
  110051. */
  110052. dispose(): void;
  110053. }
  110054. }
  110055. declare module BABYLON {
  110056. /**
  110057. * Button which can be used to enter a different mode of XR
  110058. */
  110059. export class WebXREnterExitUIButton {
  110060. /** button element */
  110061. element: HTMLElement;
  110062. /** XR initialization options for the button */
  110063. sessionMode: XRSessionMode;
  110064. /** Reference space type */
  110065. referenceSpaceType: XRReferenceSpaceType;
  110066. /**
  110067. * Creates a WebXREnterExitUIButton
  110068. * @param element button element
  110069. * @param sessionMode XR initialization session mode
  110070. * @param referenceSpaceType the type of reference space to be used
  110071. */
  110072. constructor(
  110073. /** button element */
  110074. element: HTMLElement,
  110075. /** XR initialization options for the button */
  110076. sessionMode: XRSessionMode,
  110077. /** Reference space type */
  110078. referenceSpaceType: XRReferenceSpaceType);
  110079. /**
  110080. * Overwritable function which can be used to update the button's visuals when the state changes
  110081. * @param activeButton the current active button in the UI
  110082. */
  110083. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  110084. }
  110085. /**
  110086. * Options to create the webXR UI
  110087. */
  110088. export class WebXREnterExitUIOptions {
  110089. /**
  110090. * Context to enter xr with
  110091. */
  110092. renderTarget?: Nullable<WebXRRenderTarget>;
  110093. /**
  110094. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  110095. */
  110096. customButtons?: Array<WebXREnterExitUIButton>;
  110097. }
  110098. /**
  110099. * UI to allow the user to enter/exit XR mode
  110100. */
  110101. export class WebXREnterExitUI implements IDisposable {
  110102. private scene;
  110103. private _overlay;
  110104. private _buttons;
  110105. private _activeButton;
  110106. /**
  110107. * Fired every time the active button is changed.
  110108. *
  110109. * When xr is entered via a button that launches xr that button will be the callback parameter
  110110. *
  110111. * When exiting xr the callback parameter will be null)
  110112. */
  110113. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  110114. /**
  110115. * Creates UI to allow the user to enter/exit XR mode
  110116. * @param scene the scene to add the ui to
  110117. * @param helper the xr experience helper to enter/exit xr with
  110118. * @param options options to configure the UI
  110119. * @returns the created ui
  110120. */
  110121. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  110122. private constructor();
  110123. private _updateButtons;
  110124. /**
  110125. * Disposes of the object
  110126. */
  110127. dispose(): void;
  110128. }
  110129. }
  110130. declare module BABYLON {
  110131. /**
  110132. * Represents an XR input
  110133. */
  110134. export class WebXRController {
  110135. private scene;
  110136. /** The underlying input source for the controller */
  110137. inputSource: XRInputSource;
  110138. private parentContainer;
  110139. /**
  110140. * 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
  110141. */
  110142. grip?: AbstractMesh;
  110143. /**
  110144. * Pointer which can be used to select objects or attach a visible laser to
  110145. */
  110146. pointer: AbstractMesh;
  110147. private _gamepadMode;
  110148. /**
  110149. * If available, this is the gamepad object related to this controller.
  110150. * Using this object it is possible to get click events and trackpad changes of the
  110151. * webxr controller that is currently being used.
  110152. */
  110153. gamepadController?: WebVRController;
  110154. /**
  110155. * Event that fires when the controller is removed/disposed
  110156. */
  110157. onDisposeObservable: Observable<{}>;
  110158. private _tmpMatrix;
  110159. private _tmpQuaternion;
  110160. private _tmpVector;
  110161. /**
  110162. * Creates the controller
  110163. * @see https://doc.babylonjs.com/how_to/webxr
  110164. * @param scene the scene which the controller should be associated to
  110165. * @param inputSource the underlying input source for the controller
  110166. * @param parentContainer parent that the controller meshes should be children of
  110167. */
  110168. constructor(scene: Scene,
  110169. /** The underlying input source for the controller */
  110170. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  110171. /**
  110172. * Updates the controller pose based on the given XRFrame
  110173. * @param xrFrame xr frame to update the pose with
  110174. * @param referenceSpace reference space to use
  110175. */
  110176. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  110177. /**
  110178. * Gets a world space ray coming from the controller
  110179. * @param result the resulting ray
  110180. */
  110181. getWorldPointerRayToRef(result: Ray): void;
  110182. /**
  110183. * Get the scene associated with this controller
  110184. * @returns the scene object
  110185. */
  110186. getScene(): Scene;
  110187. /**
  110188. * Disposes of the object
  110189. */
  110190. dispose(): void;
  110191. }
  110192. }
  110193. declare module BABYLON {
  110194. /**
  110195. * XR input used to track XR inputs such as controllers/rays
  110196. */
  110197. export class WebXRInput implements IDisposable {
  110198. /**
  110199. * Base experience the input listens to
  110200. */
  110201. baseExperience: WebXRExperienceHelper;
  110202. /**
  110203. * XR controllers being tracked
  110204. */
  110205. controllers: Array<WebXRController>;
  110206. private _frameObserver;
  110207. private _stateObserver;
  110208. /**
  110209. * Event when a controller has been connected/added
  110210. */
  110211. onControllerAddedObservable: Observable<WebXRController>;
  110212. /**
  110213. * Event when a controller has been removed/disconnected
  110214. */
  110215. onControllerRemovedObservable: Observable<WebXRController>;
  110216. /**
  110217. * Initializes the WebXRInput
  110218. * @param baseExperience experience helper which the input should be created for
  110219. */
  110220. constructor(
  110221. /**
  110222. * Base experience the input listens to
  110223. */
  110224. baseExperience: WebXRExperienceHelper);
  110225. private _onInputSourcesChange;
  110226. private _addAndRemoveControllers;
  110227. /**
  110228. * Disposes of the object
  110229. */
  110230. dispose(): void;
  110231. }
  110232. }
  110233. declare module BABYLON {
  110234. /**
  110235. * Enables teleportation
  110236. */
  110237. export class WebXRControllerTeleportation {
  110238. private _teleportationFillColor;
  110239. private _teleportationBorderColor;
  110240. private _tmpRay;
  110241. private _tmpVector;
  110242. /**
  110243. * Creates a WebXRControllerTeleportation
  110244. * @param input input manager to add teleportation to
  110245. * @param floorMeshes floormeshes which can be teleported to
  110246. */
  110247. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  110248. }
  110249. }
  110250. declare module BABYLON {
  110251. /**
  110252. * Handles pointer input automatically for the pointer of XR controllers
  110253. */
  110254. export class WebXRControllerPointerSelection {
  110255. private static _idCounter;
  110256. private _tmpRay;
  110257. /**
  110258. * Creates a WebXRControllerPointerSelection
  110259. * @param input input manager to setup pointer selection
  110260. */
  110261. constructor(input: WebXRInput);
  110262. private _convertNormalToDirectionOfRay;
  110263. private _updatePointerDistance;
  110264. }
  110265. }
  110266. declare module BABYLON {
  110267. /**
  110268. * Class used to represent data loading progression
  110269. */
  110270. export class SceneLoaderProgressEvent {
  110271. /** defines if data length to load can be evaluated */
  110272. readonly lengthComputable: boolean;
  110273. /** defines the loaded data length */
  110274. readonly loaded: number;
  110275. /** defines the data length to load */
  110276. readonly total: number;
  110277. /**
  110278. * Create a new progress event
  110279. * @param lengthComputable defines if data length to load can be evaluated
  110280. * @param loaded defines the loaded data length
  110281. * @param total defines the data length to load
  110282. */
  110283. constructor(
  110284. /** defines if data length to load can be evaluated */
  110285. lengthComputable: boolean,
  110286. /** defines the loaded data length */
  110287. loaded: number,
  110288. /** defines the data length to load */
  110289. total: number);
  110290. /**
  110291. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  110292. * @param event defines the source event
  110293. * @returns a new SceneLoaderProgressEvent
  110294. */
  110295. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  110296. }
  110297. /**
  110298. * Interface used by SceneLoader plugins to define supported file extensions
  110299. */
  110300. export interface ISceneLoaderPluginExtensions {
  110301. /**
  110302. * Defines the list of supported extensions
  110303. */
  110304. [extension: string]: {
  110305. isBinary: boolean;
  110306. };
  110307. }
  110308. /**
  110309. * Interface used by SceneLoader plugin factory
  110310. */
  110311. export interface ISceneLoaderPluginFactory {
  110312. /**
  110313. * Defines the name of the factory
  110314. */
  110315. name: string;
  110316. /**
  110317. * Function called to create a new plugin
  110318. * @return the new plugin
  110319. */
  110320. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  110321. /**
  110322. * The callback that returns true if the data can be directly loaded.
  110323. * @param data string containing the file data
  110324. * @returns if the data can be loaded directly
  110325. */
  110326. canDirectLoad?(data: string): boolean;
  110327. }
  110328. /**
  110329. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  110330. */
  110331. export interface ISceneLoaderPluginBase {
  110332. /**
  110333. * The friendly name of this plugin.
  110334. */
  110335. name: string;
  110336. /**
  110337. * The file extensions supported by this plugin.
  110338. */
  110339. extensions: string | ISceneLoaderPluginExtensions;
  110340. /**
  110341. * The callback called when loading from a url.
  110342. * @param scene scene loading this url
  110343. * @param url url to load
  110344. * @param onSuccess callback called when the file successfully loads
  110345. * @param onProgress callback called while file is loading (if the server supports this mode)
  110346. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  110347. * @param onError callback called when the file fails to load
  110348. * @returns a file request object
  110349. */
  110350. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  110351. /**
  110352. * The callback called when loading from a file object.
  110353. * @param scene scene loading this file
  110354. * @param file defines the file to load
  110355. * @param onSuccess defines the callback to call when data is loaded
  110356. * @param onProgress defines the callback to call during loading process
  110357. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  110358. * @param onError defines the callback to call when an error occurs
  110359. * @returns a file request object
  110360. */
  110361. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  110362. /**
  110363. * The callback that returns true if the data can be directly loaded.
  110364. * @param data string containing the file data
  110365. * @returns if the data can be loaded directly
  110366. */
  110367. canDirectLoad?(data: string): boolean;
  110368. /**
  110369. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  110370. * @param scene scene loading this data
  110371. * @param data string containing the data
  110372. * @returns data to pass to the plugin
  110373. */
  110374. directLoad?(scene: Scene, data: string): any;
  110375. /**
  110376. * The callback that allows custom handling of the root url based on the response url.
  110377. * @param rootUrl the original root url
  110378. * @param responseURL the response url if available
  110379. * @returns the new root url
  110380. */
  110381. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  110382. }
  110383. /**
  110384. * Interface used to define a SceneLoader plugin
  110385. */
  110386. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  110387. /**
  110388. * Import meshes into a scene.
  110389. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110390. * @param scene The scene to import into
  110391. * @param data The data to import
  110392. * @param rootUrl The root url for scene and resources
  110393. * @param meshes The meshes array to import into
  110394. * @param particleSystems The particle systems array to import into
  110395. * @param skeletons The skeletons array to import into
  110396. * @param onError The callback when import fails
  110397. * @returns True if successful or false otherwise
  110398. */
  110399. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  110400. /**
  110401. * Load into a scene.
  110402. * @param scene The scene to load into
  110403. * @param data The data to import
  110404. * @param rootUrl The root url for scene and resources
  110405. * @param onError The callback when import fails
  110406. * @returns True if successful or false otherwise
  110407. */
  110408. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  110409. /**
  110410. * Load into an asset container.
  110411. * @param scene The scene to load into
  110412. * @param data The data to import
  110413. * @param rootUrl The root url for scene and resources
  110414. * @param onError The callback when import fails
  110415. * @returns The loaded asset container
  110416. */
  110417. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  110418. }
  110419. /**
  110420. * Interface used to define an async SceneLoader plugin
  110421. */
  110422. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  110423. /**
  110424. * Import meshes into a scene.
  110425. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110426. * @param scene The scene to import into
  110427. * @param data The data to import
  110428. * @param rootUrl The root url for scene and resources
  110429. * @param onProgress The callback when the load progresses
  110430. * @param fileName Defines the name of the file to load
  110431. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  110432. */
  110433. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  110434. meshes: AbstractMesh[];
  110435. particleSystems: IParticleSystem[];
  110436. skeletons: Skeleton[];
  110437. animationGroups: AnimationGroup[];
  110438. }>;
  110439. /**
  110440. * Load into a scene.
  110441. * @param scene The scene to load into
  110442. * @param data The data to import
  110443. * @param rootUrl The root url for scene and resources
  110444. * @param onProgress The callback when the load progresses
  110445. * @param fileName Defines the name of the file to load
  110446. * @returns Nothing
  110447. */
  110448. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  110449. /**
  110450. * Load into an asset container.
  110451. * @param scene The scene to load into
  110452. * @param data The data to import
  110453. * @param rootUrl The root url for scene and resources
  110454. * @param onProgress The callback when the load progresses
  110455. * @param fileName Defines the name of the file to load
  110456. * @returns The loaded asset container
  110457. */
  110458. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  110459. }
  110460. /**
  110461. * Class used to load scene from various file formats using registered plugins
  110462. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  110463. */
  110464. export class SceneLoader {
  110465. /**
  110466. * No logging while loading
  110467. */
  110468. static readonly NO_LOGGING: number;
  110469. /**
  110470. * Minimal logging while loading
  110471. */
  110472. static readonly MINIMAL_LOGGING: number;
  110473. /**
  110474. * Summary logging while loading
  110475. */
  110476. static readonly SUMMARY_LOGGING: number;
  110477. /**
  110478. * Detailled logging while loading
  110479. */
  110480. static readonly DETAILED_LOGGING: number;
  110481. /**
  110482. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  110483. */
  110484. static ForceFullSceneLoadingForIncremental: boolean;
  110485. /**
  110486. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  110487. */
  110488. static ShowLoadingScreen: boolean;
  110489. /**
  110490. * Defines the current logging level (while loading the scene)
  110491. * @ignorenaming
  110492. */
  110493. static loggingLevel: number;
  110494. /**
  110495. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  110496. */
  110497. static CleanBoneMatrixWeights: boolean;
  110498. /**
  110499. * Event raised when a plugin is used to load a scene
  110500. */
  110501. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  110502. private static _registeredPlugins;
  110503. private static _getDefaultPlugin;
  110504. private static _getPluginForExtension;
  110505. private static _getPluginForDirectLoad;
  110506. private static _getPluginForFilename;
  110507. private static _getDirectLoad;
  110508. private static _loadData;
  110509. private static _getFileInfo;
  110510. /**
  110511. * Gets a plugin that can load the given extension
  110512. * @param extension defines the extension to load
  110513. * @returns a plugin or null if none works
  110514. */
  110515. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  110516. /**
  110517. * Gets a boolean indicating that the given extension can be loaded
  110518. * @param extension defines the extension to load
  110519. * @returns true if the extension is supported
  110520. */
  110521. static IsPluginForExtensionAvailable(extension: string): boolean;
  110522. /**
  110523. * Adds a new plugin to the list of registered plugins
  110524. * @param plugin defines the plugin to add
  110525. */
  110526. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  110527. /**
  110528. * Import meshes into a scene
  110529. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110530. * @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)
  110531. * @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)
  110532. * @param scene the instance of BABYLON.Scene to append to
  110533. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  110534. * @param onProgress a callback with a progress event for each file being loaded
  110535. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110536. * @param pluginExtension the extension used to determine the plugin
  110537. * @returns The loaded plugin
  110538. */
  110539. 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>;
  110540. /**
  110541. * Import meshes into a scene
  110542. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110543. * @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)
  110544. * @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)
  110545. * @param scene the instance of BABYLON.Scene to append to
  110546. * @param onProgress a callback with a progress event for each file being loaded
  110547. * @param pluginExtension the extension used to determine the plugin
  110548. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  110549. */
  110550. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  110551. meshes: AbstractMesh[];
  110552. particleSystems: IParticleSystem[];
  110553. skeletons: Skeleton[];
  110554. animationGroups: AnimationGroup[];
  110555. }>;
  110556. /**
  110557. * Load a scene
  110558. * @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)
  110559. * @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)
  110560. * @param engine is the instance of BABYLON.Engine to use to create the scene
  110561. * @param onSuccess a callback with the scene when import succeeds
  110562. * @param onProgress a callback with a progress event for each file being loaded
  110563. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110564. * @param pluginExtension the extension used to determine the plugin
  110565. * @returns The loaded plugin
  110566. */
  110567. 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>;
  110568. /**
  110569. * Load a scene
  110570. * @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)
  110571. * @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)
  110572. * @param engine is the instance of BABYLON.Engine to use to create the scene
  110573. * @param onProgress a callback with a progress event for each file being loaded
  110574. * @param pluginExtension the extension used to determine the plugin
  110575. * @returns The loaded scene
  110576. */
  110577. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  110578. /**
  110579. * Append a scene
  110580. * @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)
  110581. * @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)
  110582. * @param scene is the instance of BABYLON.Scene to append to
  110583. * @param onSuccess a callback with the scene when import succeeds
  110584. * @param onProgress a callback with a progress event for each file being loaded
  110585. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110586. * @param pluginExtension the extension used to determine the plugin
  110587. * @returns The loaded plugin
  110588. */
  110589. 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>;
  110590. /**
  110591. * Append a scene
  110592. * @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)
  110593. * @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)
  110594. * @param scene is the instance of BABYLON.Scene to append to
  110595. * @param onProgress a callback with a progress event for each file being loaded
  110596. * @param pluginExtension the extension used to determine the plugin
  110597. * @returns The given scene
  110598. */
  110599. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  110600. /**
  110601. * Load a scene into an asset container
  110602. * @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)
  110603. * @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)
  110604. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  110605. * @param onSuccess a callback with the scene when import succeeds
  110606. * @param onProgress a callback with a progress event for each file being loaded
  110607. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110608. * @param pluginExtension the extension used to determine the plugin
  110609. * @returns The loaded plugin
  110610. */
  110611. 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>;
  110612. /**
  110613. * Load a scene into an asset container
  110614. * @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)
  110615. * @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)
  110616. * @param scene is the instance of Scene to append to
  110617. * @param onProgress a callback with a progress event for each file being loaded
  110618. * @param pluginExtension the extension used to determine the plugin
  110619. * @returns The loaded asset container
  110620. */
  110621. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  110622. }
  110623. }
  110624. declare module BABYLON {
  110625. /**
  110626. * Generic Controller
  110627. */
  110628. export class GenericController extends WebVRController {
  110629. /**
  110630. * Base Url for the controller model.
  110631. */
  110632. static readonly MODEL_BASE_URL: string;
  110633. /**
  110634. * File name for the controller model.
  110635. */
  110636. static readonly MODEL_FILENAME: string;
  110637. /**
  110638. * Creates a new GenericController from a gamepad
  110639. * @param vrGamepad the gamepad that the controller should be created from
  110640. */
  110641. constructor(vrGamepad: any);
  110642. /**
  110643. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110644. * @param scene scene in which to add meshes
  110645. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110646. */
  110647. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110648. /**
  110649. * Called once for each button that changed state since the last frame
  110650. * @param buttonIdx Which button index changed
  110651. * @param state New state of the button
  110652. * @param changes Which properties on the state changed since last frame
  110653. */
  110654. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110655. }
  110656. }
  110657. declare module BABYLON {
  110658. /**
  110659. * Defines the WindowsMotionController object that the state of the windows motion controller
  110660. */
  110661. export class WindowsMotionController extends WebVRController {
  110662. /**
  110663. * The base url used to load the left and right controller models
  110664. */
  110665. static MODEL_BASE_URL: string;
  110666. /**
  110667. * The name of the left controller model file
  110668. */
  110669. static MODEL_LEFT_FILENAME: string;
  110670. /**
  110671. * The name of the right controller model file
  110672. */
  110673. static MODEL_RIGHT_FILENAME: string;
  110674. /**
  110675. * The controller name prefix for this controller type
  110676. */
  110677. static readonly GAMEPAD_ID_PREFIX: string;
  110678. /**
  110679. * The controller id pattern for this controller type
  110680. */
  110681. private static readonly GAMEPAD_ID_PATTERN;
  110682. private _loadedMeshInfo;
  110683. private readonly _mapping;
  110684. /**
  110685. * Fired when the trackpad on this controller is clicked
  110686. */
  110687. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  110688. /**
  110689. * Fired when the trackpad on this controller is modified
  110690. */
  110691. onTrackpadValuesChangedObservable: Observable<StickValues>;
  110692. /**
  110693. * The current x and y values of this controller's trackpad
  110694. */
  110695. trackpad: StickValues;
  110696. /**
  110697. * Creates a new WindowsMotionController from a gamepad
  110698. * @param vrGamepad the gamepad that the controller should be created from
  110699. */
  110700. constructor(vrGamepad: any);
  110701. /**
  110702. * Fired when the trigger on this controller is modified
  110703. */
  110704. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110705. /**
  110706. * Fired when the menu button on this controller is modified
  110707. */
  110708. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110709. /**
  110710. * Fired when the grip button on this controller is modified
  110711. */
  110712. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110713. /**
  110714. * Fired when the thumbstick button on this controller is modified
  110715. */
  110716. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110717. /**
  110718. * Fired when the touchpad button on this controller is modified
  110719. */
  110720. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110721. /**
  110722. * Fired when the touchpad values on this controller are modified
  110723. */
  110724. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  110725. private _updateTrackpad;
  110726. /**
  110727. * Called once per frame by the engine.
  110728. */
  110729. update(): void;
  110730. /**
  110731. * Called once for each button that changed state since the last frame
  110732. * @param buttonIdx Which button index changed
  110733. * @param state New state of the button
  110734. * @param changes Which properties on the state changed since last frame
  110735. */
  110736. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110737. /**
  110738. * Moves the buttons on the controller mesh based on their current state
  110739. * @param buttonName the name of the button to move
  110740. * @param buttonValue the value of the button which determines the buttons new position
  110741. */
  110742. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  110743. /**
  110744. * Moves the axis on the controller mesh based on its current state
  110745. * @param axis the index of the axis
  110746. * @param axisValue the value of the axis which determines the meshes new position
  110747. * @hidden
  110748. */
  110749. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  110750. /**
  110751. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110752. * @param scene scene in which to add meshes
  110753. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110754. */
  110755. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  110756. /**
  110757. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  110758. * can be transformed by button presses and axes values, based on this._mapping.
  110759. *
  110760. * @param scene scene in which the meshes exist
  110761. * @param meshes list of meshes that make up the controller model to process
  110762. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  110763. */
  110764. private processModel;
  110765. private createMeshInfo;
  110766. /**
  110767. * Gets the ray of the controller in the direction the controller is pointing
  110768. * @param length the length the resulting ray should be
  110769. * @returns a ray in the direction the controller is pointing
  110770. */
  110771. getForwardRay(length?: number): Ray;
  110772. /**
  110773. * Disposes of the controller
  110774. */
  110775. dispose(): void;
  110776. }
  110777. }
  110778. declare module BABYLON {
  110779. /**
  110780. * Oculus Touch Controller
  110781. */
  110782. export class OculusTouchController extends WebVRController {
  110783. /**
  110784. * Base Url for the controller model.
  110785. */
  110786. static MODEL_BASE_URL: string;
  110787. /**
  110788. * File name for the left controller model.
  110789. */
  110790. static MODEL_LEFT_FILENAME: string;
  110791. /**
  110792. * File name for the right controller model.
  110793. */
  110794. static MODEL_RIGHT_FILENAME: string;
  110795. /**
  110796. * Base Url for the Quest controller model.
  110797. */
  110798. static QUEST_MODEL_BASE_URL: string;
  110799. /**
  110800. * @hidden
  110801. * If the controllers are running on a device that needs the updated Quest controller models
  110802. */
  110803. static _IsQuest: boolean;
  110804. /**
  110805. * Fired when the secondary trigger on this controller is modified
  110806. */
  110807. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  110808. /**
  110809. * Fired when the thumb rest on this controller is modified
  110810. */
  110811. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  110812. /**
  110813. * Creates a new OculusTouchController from a gamepad
  110814. * @param vrGamepad the gamepad that the controller should be created from
  110815. */
  110816. constructor(vrGamepad: any);
  110817. /**
  110818. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110819. * @param scene scene in which to add meshes
  110820. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110821. */
  110822. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110823. /**
  110824. * Fired when the A button on this controller is modified
  110825. */
  110826. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110827. /**
  110828. * Fired when the B button on this controller is modified
  110829. */
  110830. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110831. /**
  110832. * Fired when the X button on this controller is modified
  110833. */
  110834. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110835. /**
  110836. * Fired when the Y button on this controller is modified
  110837. */
  110838. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110839. /**
  110840. * Called once for each button that changed state since the last frame
  110841. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  110842. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  110843. * 2) secondary trigger (same)
  110844. * 3) A (right) X (left), touch, pressed = value
  110845. * 4) B / Y
  110846. * 5) thumb rest
  110847. * @param buttonIdx Which button index changed
  110848. * @param state New state of the button
  110849. * @param changes Which properties on the state changed since last frame
  110850. */
  110851. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110852. }
  110853. }
  110854. declare module BABYLON {
  110855. /**
  110856. * Vive Controller
  110857. */
  110858. export class ViveController extends WebVRController {
  110859. /**
  110860. * Base Url for the controller model.
  110861. */
  110862. static MODEL_BASE_URL: string;
  110863. /**
  110864. * File name for the controller model.
  110865. */
  110866. static MODEL_FILENAME: string;
  110867. /**
  110868. * Creates a new ViveController from a gamepad
  110869. * @param vrGamepad the gamepad that the controller should be created from
  110870. */
  110871. constructor(vrGamepad: any);
  110872. /**
  110873. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110874. * @param scene scene in which to add meshes
  110875. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110876. */
  110877. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110878. /**
  110879. * Fired when the left button on this controller is modified
  110880. */
  110881. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110882. /**
  110883. * Fired when the right button on this controller is modified
  110884. */
  110885. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110886. /**
  110887. * Fired when the menu button on this controller is modified
  110888. */
  110889. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110890. /**
  110891. * Called once for each button that changed state since the last frame
  110892. * Vive mapping:
  110893. * 0: touchpad
  110894. * 1: trigger
  110895. * 2: left AND right buttons
  110896. * 3: menu button
  110897. * @param buttonIdx Which button index changed
  110898. * @param state New state of the button
  110899. * @param changes Which properties on the state changed since last frame
  110900. */
  110901. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110902. }
  110903. }
  110904. declare module BABYLON {
  110905. /**
  110906. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  110907. */
  110908. export class WebXRControllerModelLoader {
  110909. /**
  110910. * Creates the WebXRControllerModelLoader
  110911. * @param input xr input that creates the controllers
  110912. */
  110913. constructor(input: WebXRInput);
  110914. }
  110915. }
  110916. declare module BABYLON {
  110917. /**
  110918. * Contains an array of blocks representing the octree
  110919. */
  110920. export interface IOctreeContainer<T> {
  110921. /**
  110922. * Blocks within the octree
  110923. */
  110924. blocks: Array<OctreeBlock<T>>;
  110925. }
  110926. /**
  110927. * Class used to store a cell in an octree
  110928. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110929. */
  110930. export class OctreeBlock<T> {
  110931. /**
  110932. * Gets the content of the current block
  110933. */
  110934. entries: T[];
  110935. /**
  110936. * Gets the list of block children
  110937. */
  110938. blocks: Array<OctreeBlock<T>>;
  110939. private _depth;
  110940. private _maxDepth;
  110941. private _capacity;
  110942. private _minPoint;
  110943. private _maxPoint;
  110944. private _boundingVectors;
  110945. private _creationFunc;
  110946. /**
  110947. * Creates a new block
  110948. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  110949. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  110950. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  110951. * @param depth defines the current depth of this block in the octree
  110952. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  110953. * @param creationFunc defines a callback to call when an element is added to the block
  110954. */
  110955. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  110956. /**
  110957. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  110958. */
  110959. readonly capacity: number;
  110960. /**
  110961. * Gets the minimum vector (in world space) of the block's bounding box
  110962. */
  110963. readonly minPoint: Vector3;
  110964. /**
  110965. * Gets the maximum vector (in world space) of the block's bounding box
  110966. */
  110967. readonly maxPoint: Vector3;
  110968. /**
  110969. * Add a new element to this block
  110970. * @param entry defines the element to add
  110971. */
  110972. addEntry(entry: T): void;
  110973. /**
  110974. * Remove an element from this block
  110975. * @param entry defines the element to remove
  110976. */
  110977. removeEntry(entry: T): void;
  110978. /**
  110979. * Add an array of elements to this block
  110980. * @param entries defines the array of elements to add
  110981. */
  110982. addEntries(entries: T[]): void;
  110983. /**
  110984. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  110985. * @param frustumPlanes defines the frustum planes to test
  110986. * @param selection defines the array to store current content if selection is positive
  110987. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110988. */
  110989. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  110990. /**
  110991. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  110992. * @param sphereCenter defines the bounding sphere center
  110993. * @param sphereRadius defines the bounding sphere radius
  110994. * @param selection defines the array to store current content if selection is positive
  110995. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110996. */
  110997. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  110998. /**
  110999. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  111000. * @param ray defines the ray to test with
  111001. * @param selection defines the array to store current content if selection is positive
  111002. */
  111003. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  111004. /**
  111005. * Subdivide the content into child blocks (this block will then be empty)
  111006. */
  111007. createInnerBlocks(): void;
  111008. /**
  111009. * @hidden
  111010. */
  111011. 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;
  111012. }
  111013. }
  111014. declare module BABYLON {
  111015. /**
  111016. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  111017. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111018. */
  111019. export class Octree<T> {
  111020. /** 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.) */
  111021. maxDepth: number;
  111022. /**
  111023. * Blocks within the octree containing objects
  111024. */
  111025. blocks: Array<OctreeBlock<T>>;
  111026. /**
  111027. * Content stored in the octree
  111028. */
  111029. dynamicContent: T[];
  111030. private _maxBlockCapacity;
  111031. private _selectionContent;
  111032. private _creationFunc;
  111033. /**
  111034. * Creates a octree
  111035. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111036. * @param creationFunc function to be used to instatiate the octree
  111037. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  111038. * @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.)
  111039. */
  111040. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  111041. /** 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.) */
  111042. maxDepth?: number);
  111043. /**
  111044. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  111045. * @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);
  111046. * @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);
  111047. * @param entries meshes to be added to the octree blocks
  111048. */
  111049. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  111050. /**
  111051. * Adds a mesh to the octree
  111052. * @param entry Mesh to add to the octree
  111053. */
  111054. addMesh(entry: T): void;
  111055. /**
  111056. * Remove an element from the octree
  111057. * @param entry defines the element to remove
  111058. */
  111059. removeMesh(entry: T): void;
  111060. /**
  111061. * Selects an array of meshes within the frustum
  111062. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  111063. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  111064. * @returns array of meshes within the frustum
  111065. */
  111066. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  111067. /**
  111068. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  111069. * @param sphereCenter defines the bounding sphere center
  111070. * @param sphereRadius defines the bounding sphere radius
  111071. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111072. * @returns an array of objects that intersect the sphere
  111073. */
  111074. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  111075. /**
  111076. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  111077. * @param ray defines the ray to test with
  111078. * @returns array of intersected objects
  111079. */
  111080. intersectsRay(ray: Ray): SmartArray<T>;
  111081. /**
  111082. * Adds a mesh into the octree block if it intersects the block
  111083. */
  111084. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  111085. /**
  111086. * Adds a submesh into the octree block if it intersects the block
  111087. */
  111088. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  111089. }
  111090. }
  111091. declare module BABYLON {
  111092. interface Scene {
  111093. /**
  111094. * @hidden
  111095. * Backing Filed
  111096. */
  111097. _selectionOctree: Octree<AbstractMesh>;
  111098. /**
  111099. * Gets the octree used to boost mesh selection (picking)
  111100. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111101. */
  111102. selectionOctree: Octree<AbstractMesh>;
  111103. /**
  111104. * Creates or updates the octree used to boost selection (picking)
  111105. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111106. * @param maxCapacity defines the maximum capacity per leaf
  111107. * @param maxDepth defines the maximum depth of the octree
  111108. * @returns an octree of AbstractMesh
  111109. */
  111110. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  111111. }
  111112. interface AbstractMesh {
  111113. /**
  111114. * @hidden
  111115. * Backing Field
  111116. */
  111117. _submeshesOctree: Octree<SubMesh>;
  111118. /**
  111119. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  111120. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  111121. * @param maxCapacity defines the maximum size of each block (64 by default)
  111122. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  111123. * @returns the new octree
  111124. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  111125. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111126. */
  111127. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  111128. }
  111129. /**
  111130. * Defines the octree scene component responsible to manage any octrees
  111131. * in a given scene.
  111132. */
  111133. export class OctreeSceneComponent {
  111134. /**
  111135. * The component name help to identify the component in the list of scene components.
  111136. */
  111137. readonly name: string;
  111138. /**
  111139. * The scene the component belongs to.
  111140. */
  111141. scene: Scene;
  111142. /**
  111143. * Indicates if the meshes have been checked to make sure they are isEnabled()
  111144. */
  111145. readonly checksIsEnabled: boolean;
  111146. /**
  111147. * Creates a new instance of the component for the given scene
  111148. * @param scene Defines the scene to register the component in
  111149. */
  111150. constructor(scene: Scene);
  111151. /**
  111152. * Registers the component in a given scene
  111153. */
  111154. register(): void;
  111155. /**
  111156. * Return the list of active meshes
  111157. * @returns the list of active meshes
  111158. */
  111159. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  111160. /**
  111161. * Return the list of active sub meshes
  111162. * @param mesh The mesh to get the candidates sub meshes from
  111163. * @returns the list of active sub meshes
  111164. */
  111165. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  111166. private _tempRay;
  111167. /**
  111168. * Return the list of sub meshes intersecting with a given local ray
  111169. * @param mesh defines the mesh to find the submesh for
  111170. * @param localRay defines the ray in local space
  111171. * @returns the list of intersecting sub meshes
  111172. */
  111173. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  111174. /**
  111175. * Return the list of sub meshes colliding with a collider
  111176. * @param mesh defines the mesh to find the submesh for
  111177. * @param collider defines the collider to evaluate the collision against
  111178. * @returns the list of colliding sub meshes
  111179. */
  111180. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  111181. /**
  111182. * Rebuilds the elements related to this component in case of
  111183. * context lost for instance.
  111184. */
  111185. rebuild(): void;
  111186. /**
  111187. * Disposes the component and the associated ressources.
  111188. */
  111189. dispose(): void;
  111190. }
  111191. }
  111192. declare module BABYLON {
  111193. /**
  111194. * Renders a layer on top of an existing scene
  111195. */
  111196. export class UtilityLayerRenderer implements IDisposable {
  111197. /** the original scene that will be rendered on top of */
  111198. originalScene: Scene;
  111199. private _pointerCaptures;
  111200. private _lastPointerEvents;
  111201. private static _DefaultUtilityLayer;
  111202. private static _DefaultKeepDepthUtilityLayer;
  111203. private _sharedGizmoLight;
  111204. private _renderCamera;
  111205. /**
  111206. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  111207. * @returns the camera that is used when rendering the utility layer
  111208. */
  111209. getRenderCamera(): Nullable<Camera>;
  111210. /**
  111211. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  111212. * @param cam the camera that should be used when rendering the utility layer
  111213. */
  111214. setRenderCamera(cam: Nullable<Camera>): void;
  111215. /**
  111216. * @hidden
  111217. * Light which used by gizmos to get light shading
  111218. */
  111219. _getSharedGizmoLight(): HemisphericLight;
  111220. /**
  111221. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  111222. */
  111223. pickUtilitySceneFirst: boolean;
  111224. /**
  111225. * 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)
  111226. */
  111227. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  111228. /**
  111229. * 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)
  111230. */
  111231. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  111232. /**
  111233. * The scene that is rendered on top of the original scene
  111234. */
  111235. utilityLayerScene: Scene;
  111236. /**
  111237. * If the utility layer should automatically be rendered on top of existing scene
  111238. */
  111239. shouldRender: boolean;
  111240. /**
  111241. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  111242. */
  111243. onlyCheckPointerDownEvents: boolean;
  111244. /**
  111245. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  111246. */
  111247. processAllEvents: boolean;
  111248. /**
  111249. * Observable raised when the pointer move from the utility layer scene to the main scene
  111250. */
  111251. onPointerOutObservable: Observable<number>;
  111252. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  111253. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  111254. private _afterRenderObserver;
  111255. private _sceneDisposeObserver;
  111256. private _originalPointerObserver;
  111257. /**
  111258. * Instantiates a UtilityLayerRenderer
  111259. * @param originalScene the original scene that will be rendered on top of
  111260. * @param handleEvents boolean indicating if the utility layer should handle events
  111261. */
  111262. constructor(
  111263. /** the original scene that will be rendered on top of */
  111264. originalScene: Scene, handleEvents?: boolean);
  111265. private _notifyObservers;
  111266. /**
  111267. * Renders the utility layers scene on top of the original scene
  111268. */
  111269. render(): void;
  111270. /**
  111271. * Disposes of the renderer
  111272. */
  111273. dispose(): void;
  111274. private _updateCamera;
  111275. }
  111276. }
  111277. declare module BABYLON {
  111278. /**
  111279. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  111280. */
  111281. export class Gizmo implements IDisposable {
  111282. /** The utility layer the gizmo will be added to */
  111283. gizmoLayer: UtilityLayerRenderer;
  111284. /**
  111285. * The root mesh of the gizmo
  111286. */
  111287. _rootMesh: Mesh;
  111288. private _attachedMesh;
  111289. /**
  111290. * Ratio for the scale of the gizmo (Default: 1)
  111291. */
  111292. scaleRatio: number;
  111293. /**
  111294. * If a custom mesh has been set (Default: false)
  111295. */
  111296. protected _customMeshSet: boolean;
  111297. /**
  111298. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  111299. * * When set, interactions will be enabled
  111300. */
  111301. attachedMesh: Nullable<AbstractMesh>;
  111302. /**
  111303. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  111304. * @param mesh The mesh to replace the default mesh of the gizmo
  111305. */
  111306. setCustomMesh(mesh: Mesh): void;
  111307. /**
  111308. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  111309. */
  111310. updateGizmoRotationToMatchAttachedMesh: boolean;
  111311. /**
  111312. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  111313. */
  111314. updateGizmoPositionToMatchAttachedMesh: boolean;
  111315. /**
  111316. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  111317. */
  111318. updateScale: boolean;
  111319. protected _interactionsEnabled: boolean;
  111320. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  111321. private _beforeRenderObserver;
  111322. private _tempVector;
  111323. /**
  111324. * Creates a gizmo
  111325. * @param gizmoLayer The utility layer the gizmo will be added to
  111326. */
  111327. constructor(
  111328. /** The utility layer the gizmo will be added to */
  111329. gizmoLayer?: UtilityLayerRenderer);
  111330. /**
  111331. * Updates the gizmo to match the attached mesh's position/rotation
  111332. */
  111333. protected _update(): void;
  111334. /**
  111335. * Disposes of the gizmo
  111336. */
  111337. dispose(): void;
  111338. }
  111339. }
  111340. declare module BABYLON {
  111341. /**
  111342. * Single plane drag gizmo
  111343. */
  111344. export class PlaneDragGizmo extends Gizmo {
  111345. /**
  111346. * Drag behavior responsible for the gizmos dragging interactions
  111347. */
  111348. dragBehavior: PointerDragBehavior;
  111349. private _pointerObserver;
  111350. /**
  111351. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  111352. */
  111353. snapDistance: number;
  111354. /**
  111355. * Event that fires each time the gizmo snaps to a new location.
  111356. * * snapDistance is the the change in distance
  111357. */
  111358. onSnapObservable: Observable<{
  111359. snapDistance: number;
  111360. }>;
  111361. private _plane;
  111362. private _coloredMaterial;
  111363. private _hoverMaterial;
  111364. private _isEnabled;
  111365. private _parent;
  111366. /** @hidden */
  111367. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  111368. /** @hidden */
  111369. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  111370. /**
  111371. * Creates a PlaneDragGizmo
  111372. * @param gizmoLayer The utility layer the gizmo will be added to
  111373. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  111374. * @param color The color of the gizmo
  111375. */
  111376. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  111377. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  111378. /**
  111379. * If the gizmo is enabled
  111380. */
  111381. isEnabled: boolean;
  111382. /**
  111383. * Disposes of the gizmo
  111384. */
  111385. dispose(): void;
  111386. }
  111387. }
  111388. declare module BABYLON {
  111389. /**
  111390. * Gizmo that enables dragging a mesh along 3 axis
  111391. */
  111392. export class PositionGizmo extends Gizmo {
  111393. /**
  111394. * Internal gizmo used for interactions on the x axis
  111395. */
  111396. xGizmo: AxisDragGizmo;
  111397. /**
  111398. * Internal gizmo used for interactions on the y axis
  111399. */
  111400. yGizmo: AxisDragGizmo;
  111401. /**
  111402. * Internal gizmo used for interactions on the z axis
  111403. */
  111404. zGizmo: AxisDragGizmo;
  111405. /**
  111406. * Internal gizmo used for interactions on the yz plane
  111407. */
  111408. xPlaneGizmo: PlaneDragGizmo;
  111409. /**
  111410. * Internal gizmo used for interactions on the xz plane
  111411. */
  111412. yPlaneGizmo: PlaneDragGizmo;
  111413. /**
  111414. * Internal gizmo used for interactions on the xy plane
  111415. */
  111416. zPlaneGizmo: PlaneDragGizmo;
  111417. /**
  111418. * private variables
  111419. */
  111420. private _meshAttached;
  111421. private _updateGizmoRotationToMatchAttachedMesh;
  111422. private _snapDistance;
  111423. private _scaleRatio;
  111424. /** Fires an event when any of it's sub gizmos are dragged */
  111425. onDragStartObservable: Observable<unknown>;
  111426. /** Fires an event when any of it's sub gizmos are released from dragging */
  111427. onDragEndObservable: Observable<unknown>;
  111428. /**
  111429. * If set to true, planar drag is enabled
  111430. */
  111431. private _planarGizmoEnabled;
  111432. attachedMesh: Nullable<AbstractMesh>;
  111433. /**
  111434. * Creates a PositionGizmo
  111435. * @param gizmoLayer The utility layer the gizmo will be added to
  111436. */
  111437. constructor(gizmoLayer?: UtilityLayerRenderer);
  111438. /**
  111439. * If the planar drag gizmo is enabled
  111440. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  111441. */
  111442. planarGizmoEnabled: boolean;
  111443. updateGizmoRotationToMatchAttachedMesh: boolean;
  111444. /**
  111445. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  111446. */
  111447. snapDistance: number;
  111448. /**
  111449. * Ratio for the scale of the gizmo (Default: 1)
  111450. */
  111451. scaleRatio: number;
  111452. /**
  111453. * Disposes of the gizmo
  111454. */
  111455. dispose(): void;
  111456. /**
  111457. * CustomMeshes are not supported by this gizmo
  111458. * @param mesh The mesh to replace the default mesh of the gizmo
  111459. */
  111460. setCustomMesh(mesh: Mesh): void;
  111461. }
  111462. }
  111463. declare module BABYLON {
  111464. /**
  111465. * Single axis drag gizmo
  111466. */
  111467. export class AxisDragGizmo extends Gizmo {
  111468. /**
  111469. * Drag behavior responsible for the gizmos dragging interactions
  111470. */
  111471. dragBehavior: PointerDragBehavior;
  111472. private _pointerObserver;
  111473. /**
  111474. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  111475. */
  111476. snapDistance: number;
  111477. /**
  111478. * Event that fires each time the gizmo snaps to a new location.
  111479. * * snapDistance is the the change in distance
  111480. */
  111481. onSnapObservable: Observable<{
  111482. snapDistance: number;
  111483. }>;
  111484. private _isEnabled;
  111485. private _parent;
  111486. private _arrow;
  111487. private _coloredMaterial;
  111488. private _hoverMaterial;
  111489. /** @hidden */
  111490. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  111491. /** @hidden */
  111492. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  111493. /**
  111494. * Creates an AxisDragGizmo
  111495. * @param gizmoLayer The utility layer the gizmo will be added to
  111496. * @param dragAxis The axis which the gizmo will be able to drag on
  111497. * @param color The color of the gizmo
  111498. */
  111499. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  111500. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  111501. /**
  111502. * If the gizmo is enabled
  111503. */
  111504. isEnabled: boolean;
  111505. /**
  111506. * Disposes of the gizmo
  111507. */
  111508. dispose(): void;
  111509. }
  111510. }
  111511. declare module BABYLON.Debug {
  111512. /**
  111513. * The Axes viewer will show 3 axes in a specific point in space
  111514. */
  111515. export class AxesViewer {
  111516. private _xAxis;
  111517. private _yAxis;
  111518. private _zAxis;
  111519. private _scaleLinesFactor;
  111520. private _instanced;
  111521. /**
  111522. * Gets the hosting scene
  111523. */
  111524. scene: Scene;
  111525. /**
  111526. * Gets or sets a number used to scale line length
  111527. */
  111528. scaleLines: number;
  111529. /** Gets the node hierarchy used to render x-axis */
  111530. readonly xAxis: TransformNode;
  111531. /** Gets the node hierarchy used to render y-axis */
  111532. readonly yAxis: TransformNode;
  111533. /** Gets the node hierarchy used to render z-axis */
  111534. readonly zAxis: TransformNode;
  111535. /**
  111536. * Creates a new AxesViewer
  111537. * @param scene defines the hosting scene
  111538. * @param scaleLines defines a number used to scale line length (1 by default)
  111539. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  111540. * @param xAxis defines the node hierarchy used to render the x-axis
  111541. * @param yAxis defines the node hierarchy used to render the y-axis
  111542. * @param zAxis defines the node hierarchy used to render the z-axis
  111543. */
  111544. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  111545. /**
  111546. * Force the viewer to update
  111547. * @param position defines the position of the viewer
  111548. * @param xaxis defines the x axis of the viewer
  111549. * @param yaxis defines the y axis of the viewer
  111550. * @param zaxis defines the z axis of the viewer
  111551. */
  111552. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  111553. /**
  111554. * Creates an instance of this axes viewer.
  111555. * @returns a new axes viewer with instanced meshes
  111556. */
  111557. createInstance(): AxesViewer;
  111558. /** Releases resources */
  111559. dispose(): void;
  111560. private static _SetRenderingGroupId;
  111561. }
  111562. }
  111563. declare module BABYLON.Debug {
  111564. /**
  111565. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  111566. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  111567. */
  111568. export class BoneAxesViewer extends AxesViewer {
  111569. /**
  111570. * Gets or sets the target mesh where to display the axes viewer
  111571. */
  111572. mesh: Nullable<Mesh>;
  111573. /**
  111574. * Gets or sets the target bone where to display the axes viewer
  111575. */
  111576. bone: Nullable<Bone>;
  111577. /** Gets current position */
  111578. pos: Vector3;
  111579. /** Gets direction of X axis */
  111580. xaxis: Vector3;
  111581. /** Gets direction of Y axis */
  111582. yaxis: Vector3;
  111583. /** Gets direction of Z axis */
  111584. zaxis: Vector3;
  111585. /**
  111586. * Creates a new BoneAxesViewer
  111587. * @param scene defines the hosting scene
  111588. * @param bone defines the target bone
  111589. * @param mesh defines the target mesh
  111590. * @param scaleLines defines a scaling factor for line length (1 by default)
  111591. */
  111592. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  111593. /**
  111594. * Force the viewer to update
  111595. */
  111596. update(): void;
  111597. /** Releases resources */
  111598. dispose(): void;
  111599. }
  111600. }
  111601. declare module BABYLON {
  111602. /**
  111603. * Interface used to define scene explorer extensibility option
  111604. */
  111605. export interface IExplorerExtensibilityOption {
  111606. /**
  111607. * Define the option label
  111608. */
  111609. label: string;
  111610. /**
  111611. * Defines the action to execute on click
  111612. */
  111613. action: (entity: any) => void;
  111614. }
  111615. /**
  111616. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  111617. */
  111618. export interface IExplorerExtensibilityGroup {
  111619. /**
  111620. * Defines a predicate to test if a given type mut be extended
  111621. */
  111622. predicate: (entity: any) => boolean;
  111623. /**
  111624. * Gets the list of options added to a type
  111625. */
  111626. entries: IExplorerExtensibilityOption[];
  111627. }
  111628. /**
  111629. * Interface used to define the options to use to create the Inspector
  111630. */
  111631. export interface IInspectorOptions {
  111632. /**
  111633. * Display in overlay mode (default: false)
  111634. */
  111635. overlay?: boolean;
  111636. /**
  111637. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  111638. */
  111639. globalRoot?: HTMLElement;
  111640. /**
  111641. * Display the Scene explorer
  111642. */
  111643. showExplorer?: boolean;
  111644. /**
  111645. * Display the property inspector
  111646. */
  111647. showInspector?: boolean;
  111648. /**
  111649. * Display in embed mode (both panes on the right)
  111650. */
  111651. embedMode?: boolean;
  111652. /**
  111653. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  111654. */
  111655. handleResize?: boolean;
  111656. /**
  111657. * Allow the panes to popup (default: true)
  111658. */
  111659. enablePopup?: boolean;
  111660. /**
  111661. * Allow the panes to be closed by users (default: true)
  111662. */
  111663. enableClose?: boolean;
  111664. /**
  111665. * Optional list of extensibility entries
  111666. */
  111667. explorerExtensibility?: IExplorerExtensibilityGroup[];
  111668. /**
  111669. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  111670. */
  111671. inspectorURL?: string;
  111672. }
  111673. interface Scene {
  111674. /**
  111675. * @hidden
  111676. * Backing field
  111677. */
  111678. _debugLayer: DebugLayer;
  111679. /**
  111680. * Gets the debug layer (aka Inspector) associated with the scene
  111681. * @see http://doc.babylonjs.com/features/playground_debuglayer
  111682. */
  111683. debugLayer: DebugLayer;
  111684. }
  111685. /**
  111686. * The debug layer (aka Inspector) is the go to tool in order to better understand
  111687. * what is happening in your scene
  111688. * @see http://doc.babylonjs.com/features/playground_debuglayer
  111689. */
  111690. export class DebugLayer {
  111691. /**
  111692. * Define the url to get the inspector script from.
  111693. * By default it uses the babylonjs CDN.
  111694. * @ignoreNaming
  111695. */
  111696. static InspectorURL: string;
  111697. private _scene;
  111698. private BJSINSPECTOR;
  111699. private _onPropertyChangedObservable?;
  111700. /**
  111701. * Observable triggered when a property is changed through the inspector.
  111702. */
  111703. readonly onPropertyChangedObservable: any;
  111704. /**
  111705. * Instantiates a new debug layer.
  111706. * The debug layer (aka Inspector) is the go to tool in order to better understand
  111707. * what is happening in your scene
  111708. * @see http://doc.babylonjs.com/features/playground_debuglayer
  111709. * @param scene Defines the scene to inspect
  111710. */
  111711. constructor(scene: Scene);
  111712. /** Creates the inspector window. */
  111713. private _createInspector;
  111714. /**
  111715. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  111716. * @param entity defines the entity to select
  111717. * @param lineContainerTitle defines the specific block to highlight
  111718. */
  111719. select(entity: any, lineContainerTitle?: string): void;
  111720. /** Get the inspector from bundle or global */
  111721. private _getGlobalInspector;
  111722. /**
  111723. * Get if the inspector is visible or not.
  111724. * @returns true if visible otherwise, false
  111725. */
  111726. isVisible(): boolean;
  111727. /**
  111728. * Hide the inspector and close its window.
  111729. */
  111730. hide(): void;
  111731. /**
  111732. * Launch the debugLayer.
  111733. * @param config Define the configuration of the inspector
  111734. * @return a promise fulfilled when the debug layer is visible
  111735. */
  111736. show(config?: IInspectorOptions): Promise<DebugLayer>;
  111737. }
  111738. }
  111739. declare module BABYLON {
  111740. /**
  111741. * Class containing static functions to help procedurally build meshes
  111742. */
  111743. export class BoxBuilder {
  111744. /**
  111745. * Creates a box mesh
  111746. * * The parameter `size` sets the size (float) of each box side (default 1)
  111747. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  111748. * * 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)
  111749. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  111750. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  111751. * * If you create a double-sided mesh, you can choose what parts of 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
  111752. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111753. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  111754. * @param name defines the name of the mesh
  111755. * @param options defines the options used to create the mesh
  111756. * @param scene defines the hosting scene
  111757. * @returns the box mesh
  111758. */
  111759. static CreateBox(name: string, options: {
  111760. size?: number;
  111761. width?: number;
  111762. height?: number;
  111763. depth?: number;
  111764. faceUV?: Vector4[];
  111765. faceColors?: Color4[];
  111766. sideOrientation?: number;
  111767. frontUVs?: Vector4;
  111768. backUVs?: Vector4;
  111769. wrap?: boolean;
  111770. topBaseAt?: number;
  111771. bottomBaseAt?: number;
  111772. updatable?: boolean;
  111773. }, scene?: Nullable<Scene>): Mesh;
  111774. }
  111775. }
  111776. declare module BABYLON {
  111777. /**
  111778. * Class containing static functions to help procedurally build meshes
  111779. */
  111780. export class SphereBuilder {
  111781. /**
  111782. * Creates a sphere mesh
  111783. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  111784. * * 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`)
  111785. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  111786. * * 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
  111787. * * 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)
  111788. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  111789. * * If you create a double-sided mesh, you can choose what parts of 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
  111790. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111791. * @param name defines the name of the mesh
  111792. * @param options defines the options used to create the mesh
  111793. * @param scene defines the hosting scene
  111794. * @returns the sphere mesh
  111795. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  111796. */
  111797. static CreateSphere(name: string, options: {
  111798. segments?: number;
  111799. diameter?: number;
  111800. diameterX?: number;
  111801. diameterY?: number;
  111802. diameterZ?: number;
  111803. arc?: number;
  111804. slice?: number;
  111805. sideOrientation?: number;
  111806. frontUVs?: Vector4;
  111807. backUVs?: Vector4;
  111808. updatable?: boolean;
  111809. }, scene?: Nullable<Scene>): Mesh;
  111810. }
  111811. }
  111812. declare module BABYLON.Debug {
  111813. /**
  111814. * Used to show the physics impostor around the specific mesh
  111815. */
  111816. export class PhysicsViewer {
  111817. /** @hidden */
  111818. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  111819. /** @hidden */
  111820. protected _meshes: Array<Nullable<AbstractMesh>>;
  111821. /** @hidden */
  111822. protected _scene: Nullable<Scene>;
  111823. /** @hidden */
  111824. protected _numMeshes: number;
  111825. /** @hidden */
  111826. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  111827. private _renderFunction;
  111828. private _utilityLayer;
  111829. private _debugBoxMesh;
  111830. private _debugSphereMesh;
  111831. private _debugCylinderMesh;
  111832. private _debugMaterial;
  111833. private _debugMeshMeshes;
  111834. /**
  111835. * Creates a new PhysicsViewer
  111836. * @param scene defines the hosting scene
  111837. */
  111838. constructor(scene: Scene);
  111839. /** @hidden */
  111840. protected _updateDebugMeshes(): void;
  111841. /**
  111842. * Renders a specified physic impostor
  111843. * @param impostor defines the impostor to render
  111844. * @param targetMesh defines the mesh represented by the impostor
  111845. * @returns the new debug mesh used to render the impostor
  111846. */
  111847. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  111848. /**
  111849. * Hides a specified physic impostor
  111850. * @param impostor defines the impostor to hide
  111851. */
  111852. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  111853. private _getDebugMaterial;
  111854. private _getDebugBoxMesh;
  111855. private _getDebugSphereMesh;
  111856. private _getDebugCylinderMesh;
  111857. private _getDebugMeshMesh;
  111858. private _getDebugMesh;
  111859. /** Releases all resources */
  111860. dispose(): void;
  111861. }
  111862. }
  111863. declare module BABYLON {
  111864. /**
  111865. * Class containing static functions to help procedurally build meshes
  111866. */
  111867. export class LinesBuilder {
  111868. /**
  111869. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  111870. * * 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
  111871. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  111872. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  111873. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  111874. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  111875. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  111876. * * 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
  111877. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  111878. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111879. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  111880. * @param name defines the name of the new line system
  111881. * @param options defines the options used to create the line system
  111882. * @param scene defines the hosting scene
  111883. * @returns a new line system mesh
  111884. */
  111885. static CreateLineSystem(name: string, options: {
  111886. lines: Vector3[][];
  111887. updatable?: boolean;
  111888. instance?: Nullable<LinesMesh>;
  111889. colors?: Nullable<Color4[][]>;
  111890. useVertexAlpha?: boolean;
  111891. }, scene: Nullable<Scene>): LinesMesh;
  111892. /**
  111893. * Creates a line mesh
  111894. * 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
  111895. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  111896. * * The parameter `points` is an array successive Vector3
  111897. * * 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
  111898. * * The optional parameter `colors` is an array of successive Color4, one per line point
  111899. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  111900. * * When updating an instance, remember that only point positions can change, not the number of points
  111901. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111902. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  111903. * @param name defines the name of the new line system
  111904. * @param options defines the options used to create the line system
  111905. * @param scene defines the hosting scene
  111906. * @returns a new line mesh
  111907. */
  111908. static CreateLines(name: string, options: {
  111909. points: Vector3[];
  111910. updatable?: boolean;
  111911. instance?: Nullable<LinesMesh>;
  111912. colors?: Color4[];
  111913. useVertexAlpha?: boolean;
  111914. }, scene?: Nullable<Scene>): LinesMesh;
  111915. /**
  111916. * Creates a dashed line mesh
  111917. * * 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
  111918. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  111919. * * The parameter `points` is an array successive Vector3
  111920. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  111921. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  111922. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  111923. * * 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
  111924. * * When updating an instance, remember that only point positions can change, not the number of points
  111925. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111926. * @param name defines the name of the mesh
  111927. * @param options defines the options used to create the mesh
  111928. * @param scene defines the hosting scene
  111929. * @returns the dashed line mesh
  111930. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  111931. */
  111932. static CreateDashedLines(name: string, options: {
  111933. points: Vector3[];
  111934. dashSize?: number;
  111935. gapSize?: number;
  111936. dashNb?: number;
  111937. updatable?: boolean;
  111938. instance?: LinesMesh;
  111939. }, scene?: Nullable<Scene>): LinesMesh;
  111940. }
  111941. }
  111942. declare module BABYLON {
  111943. /**
  111944. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  111945. * in order to better appreciate the issue one might have.
  111946. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  111947. */
  111948. export class RayHelper {
  111949. /**
  111950. * Defines the ray we are currently tryin to visualize.
  111951. */
  111952. ray: Nullable<Ray>;
  111953. private _renderPoints;
  111954. private _renderLine;
  111955. private _renderFunction;
  111956. private _scene;
  111957. private _updateToMeshFunction;
  111958. private _attachedToMesh;
  111959. private _meshSpaceDirection;
  111960. private _meshSpaceOrigin;
  111961. /**
  111962. * Helper function to create a colored helper in a scene in one line.
  111963. * @param ray Defines the ray we are currently tryin to visualize
  111964. * @param scene Defines the scene the ray is used in
  111965. * @param color Defines the color we want to see the ray in
  111966. * @returns The newly created ray helper.
  111967. */
  111968. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  111969. /**
  111970. * Instantiate a new ray helper.
  111971. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  111972. * in order to better appreciate the issue one might have.
  111973. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  111974. * @param ray Defines the ray we are currently tryin to visualize
  111975. */
  111976. constructor(ray: Ray);
  111977. /**
  111978. * Shows the ray we are willing to debug.
  111979. * @param scene Defines the scene the ray needs to be rendered in
  111980. * @param color Defines the color the ray needs to be rendered in
  111981. */
  111982. show(scene: Scene, color?: Color3): void;
  111983. /**
  111984. * Hides the ray we are debugging.
  111985. */
  111986. hide(): void;
  111987. private _render;
  111988. /**
  111989. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  111990. * @param mesh Defines the mesh we want the helper attached to
  111991. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  111992. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  111993. * @param length Defines the length of the ray
  111994. */
  111995. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  111996. /**
  111997. * Detach the ray helper from the mesh it has previously been attached to.
  111998. */
  111999. detachFromMesh(): void;
  112000. private _updateToMesh;
  112001. /**
  112002. * Dispose the helper and release its associated resources.
  112003. */
  112004. dispose(): void;
  112005. }
  112006. }
  112007. declare module BABYLON.Debug {
  112008. /**
  112009. * Class used to render a debug view of a given skeleton
  112010. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  112011. */
  112012. export class SkeletonViewer {
  112013. /** defines the skeleton to render */
  112014. skeleton: Skeleton;
  112015. /** defines the mesh attached to the skeleton */
  112016. mesh: AbstractMesh;
  112017. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  112018. autoUpdateBonesMatrices: boolean;
  112019. /** defines the rendering group id to use with the viewer */
  112020. renderingGroupId: number;
  112021. /** Gets or sets the color used to render the skeleton */
  112022. color: Color3;
  112023. private _scene;
  112024. private _debugLines;
  112025. private _debugMesh;
  112026. private _isEnabled;
  112027. private _renderFunction;
  112028. private _utilityLayer;
  112029. /**
  112030. * Returns the mesh used to render the bones
  112031. */
  112032. readonly debugMesh: Nullable<LinesMesh>;
  112033. /**
  112034. * Creates a new SkeletonViewer
  112035. * @param skeleton defines the skeleton to render
  112036. * @param mesh defines the mesh attached to the skeleton
  112037. * @param scene defines the hosting scene
  112038. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  112039. * @param renderingGroupId defines the rendering group id to use with the viewer
  112040. */
  112041. constructor(
  112042. /** defines the skeleton to render */
  112043. skeleton: Skeleton,
  112044. /** defines the mesh attached to the skeleton */
  112045. mesh: AbstractMesh, scene: Scene,
  112046. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  112047. autoUpdateBonesMatrices?: boolean,
  112048. /** defines the rendering group id to use with the viewer */
  112049. renderingGroupId?: number);
  112050. /** Gets or sets a boolean indicating if the viewer is enabled */
  112051. isEnabled: boolean;
  112052. private _getBonePosition;
  112053. private _getLinesForBonesWithLength;
  112054. private _getLinesForBonesNoLength;
  112055. /** Update the viewer to sync with current skeleton state */
  112056. update(): void;
  112057. /** Release associated resources */
  112058. dispose(): void;
  112059. }
  112060. }
  112061. declare module BABYLON {
  112062. /**
  112063. * Options to create the null engine
  112064. */
  112065. export class NullEngineOptions {
  112066. /**
  112067. * Render width (Default: 512)
  112068. */
  112069. renderWidth: number;
  112070. /**
  112071. * Render height (Default: 256)
  112072. */
  112073. renderHeight: number;
  112074. /**
  112075. * Texture size (Default: 512)
  112076. */
  112077. textureSize: number;
  112078. /**
  112079. * If delta time between frames should be constant
  112080. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112081. */
  112082. deterministicLockstep: boolean;
  112083. /**
  112084. * Maximum about of steps between frames (Default: 4)
  112085. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112086. */
  112087. lockstepMaxSteps: number;
  112088. }
  112089. /**
  112090. * The null engine class provides support for headless version of babylon.js.
  112091. * This can be used in server side scenario or for testing purposes
  112092. */
  112093. export class NullEngine extends Engine {
  112094. private _options;
  112095. /**
  112096. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  112097. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112098. * @returns true if engine is in deterministic lock step mode
  112099. */
  112100. isDeterministicLockStep(): boolean;
  112101. /**
  112102. * Gets the max steps when engine is running in deterministic lock step
  112103. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112104. * @returns the max steps
  112105. */
  112106. getLockstepMaxSteps(): number;
  112107. /**
  112108. * Gets the current hardware scaling level.
  112109. * By default the hardware scaling level is computed from the window device ratio.
  112110. * 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.
  112111. * @returns a number indicating the current hardware scaling level
  112112. */
  112113. getHardwareScalingLevel(): number;
  112114. constructor(options?: NullEngineOptions);
  112115. /**
  112116. * Creates a vertex buffer
  112117. * @param vertices the data for the vertex buffer
  112118. * @returns the new WebGL static buffer
  112119. */
  112120. createVertexBuffer(vertices: FloatArray): DataBuffer;
  112121. /**
  112122. * Creates a new index buffer
  112123. * @param indices defines the content of the index buffer
  112124. * @param updatable defines if the index buffer must be updatable
  112125. * @returns a new webGL buffer
  112126. */
  112127. createIndexBuffer(indices: IndicesArray): DataBuffer;
  112128. /**
  112129. * Clear the current render buffer or the current render target (if any is set up)
  112130. * @param color defines the color to use
  112131. * @param backBuffer defines if the back buffer must be cleared
  112132. * @param depth defines if the depth buffer must be cleared
  112133. * @param stencil defines if the stencil buffer must be cleared
  112134. */
  112135. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  112136. /**
  112137. * Gets the current render width
  112138. * @param useScreen defines if screen size must be used (or the current render target if any)
  112139. * @returns a number defining the current render width
  112140. */
  112141. getRenderWidth(useScreen?: boolean): number;
  112142. /**
  112143. * Gets the current render height
  112144. * @param useScreen defines if screen size must be used (or the current render target if any)
  112145. * @returns a number defining the current render height
  112146. */
  112147. getRenderHeight(useScreen?: boolean): number;
  112148. /**
  112149. * Set the WebGL's viewport
  112150. * @param viewport defines the viewport element to be used
  112151. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  112152. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  112153. */
  112154. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  112155. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  112156. /**
  112157. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  112158. * @param pipelineContext defines the pipeline context to use
  112159. * @param uniformsNames defines the list of uniform names
  112160. * @returns an array of webGL uniform locations
  112161. */
  112162. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  112163. /**
  112164. * Gets the lsit of active attributes for a given webGL program
  112165. * @param pipelineContext defines the pipeline context to use
  112166. * @param attributesNames defines the list of attribute names to get
  112167. * @returns an array of indices indicating the offset of each attribute
  112168. */
  112169. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  112170. /**
  112171. * Binds an effect to the webGL context
  112172. * @param effect defines the effect to bind
  112173. */
  112174. bindSamplers(effect: Effect): void;
  112175. /**
  112176. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  112177. * @param effect defines the effect to activate
  112178. */
  112179. enableEffect(effect: Effect): void;
  112180. /**
  112181. * Set various states to the webGL context
  112182. * @param culling defines backface culling state
  112183. * @param zOffset defines the value to apply to zOffset (0 by default)
  112184. * @param force defines if states must be applied even if cache is up to date
  112185. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  112186. */
  112187. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  112188. /**
  112189. * Set the value of an uniform to an array of int32
  112190. * @param uniform defines the webGL uniform location where to store the value
  112191. * @param array defines the array of int32 to store
  112192. */
  112193. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  112194. /**
  112195. * Set the value of an uniform to an array of int32 (stored as vec2)
  112196. * @param uniform defines the webGL uniform location where to store the value
  112197. * @param array defines the array of int32 to store
  112198. */
  112199. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  112200. /**
  112201. * Set the value of an uniform to an array of int32 (stored as vec3)
  112202. * @param uniform defines the webGL uniform location where to store the value
  112203. * @param array defines the array of int32 to store
  112204. */
  112205. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  112206. /**
  112207. * Set the value of an uniform to an array of int32 (stored as vec4)
  112208. * @param uniform defines the webGL uniform location where to store the value
  112209. * @param array defines the array of int32 to store
  112210. */
  112211. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  112212. /**
  112213. * Set the value of an uniform to an array of float32
  112214. * @param uniform defines the webGL uniform location where to store the value
  112215. * @param array defines the array of float32 to store
  112216. */
  112217. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  112218. /**
  112219. * Set the value of an uniform to an array of float32 (stored as vec2)
  112220. * @param uniform defines the webGL uniform location where to store the value
  112221. * @param array defines the array of float32 to store
  112222. */
  112223. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  112224. /**
  112225. * Set the value of an uniform to an array of float32 (stored as vec3)
  112226. * @param uniform defines the webGL uniform location where to store the value
  112227. * @param array defines the array of float32 to store
  112228. */
  112229. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  112230. /**
  112231. * Set the value of an uniform to an array of float32 (stored as vec4)
  112232. * @param uniform defines the webGL uniform location where to store the value
  112233. * @param array defines the array of float32 to store
  112234. */
  112235. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  112236. /**
  112237. * Set the value of an uniform to an array of number
  112238. * @param uniform defines the webGL uniform location where to store the value
  112239. * @param array defines the array of number to store
  112240. */
  112241. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  112242. /**
  112243. * Set the value of an uniform to an array of number (stored as vec2)
  112244. * @param uniform defines the webGL uniform location where to store the value
  112245. * @param array defines the array of number to store
  112246. */
  112247. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  112248. /**
  112249. * Set the value of an uniform to an array of number (stored as vec3)
  112250. * @param uniform defines the webGL uniform location where to store the value
  112251. * @param array defines the array of number to store
  112252. */
  112253. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  112254. /**
  112255. * Set the value of an uniform to an array of number (stored as vec4)
  112256. * @param uniform defines the webGL uniform location where to store the value
  112257. * @param array defines the array of number to store
  112258. */
  112259. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  112260. /**
  112261. * Set the value of an uniform to an array of float32 (stored as matrices)
  112262. * @param uniform defines the webGL uniform location where to store the value
  112263. * @param matrices defines the array of float32 to store
  112264. */
  112265. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  112266. /**
  112267. * Set the value of an uniform to a matrix (3x3)
  112268. * @param uniform defines the webGL uniform location where to store the value
  112269. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  112270. */
  112271. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112272. /**
  112273. * Set the value of an uniform to a matrix (2x2)
  112274. * @param uniform defines the webGL uniform location where to store the value
  112275. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  112276. */
  112277. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112278. /**
  112279. * Set the value of an uniform to a number (float)
  112280. * @param uniform defines the webGL uniform location where to store the value
  112281. * @param value defines the float number to store
  112282. */
  112283. setFloat(uniform: WebGLUniformLocation, value: number): void;
  112284. /**
  112285. * Set the value of an uniform to a vec2
  112286. * @param uniform defines the webGL uniform location where to store the value
  112287. * @param x defines the 1st component of the value
  112288. * @param y defines the 2nd component of the value
  112289. */
  112290. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  112291. /**
  112292. * Set the value of an uniform to a vec3
  112293. * @param uniform defines the webGL uniform location where to store the value
  112294. * @param x defines the 1st component of the value
  112295. * @param y defines the 2nd component of the value
  112296. * @param z defines the 3rd component of the value
  112297. */
  112298. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  112299. /**
  112300. * Set the value of an uniform to a boolean
  112301. * @param uniform defines the webGL uniform location where to store the value
  112302. * @param bool defines the boolean to store
  112303. */
  112304. setBool(uniform: WebGLUniformLocation, bool: number): void;
  112305. /**
  112306. * Set the value of an uniform to a vec4
  112307. * @param uniform defines the webGL uniform location where to store the value
  112308. * @param x defines the 1st component of the value
  112309. * @param y defines the 2nd component of the value
  112310. * @param z defines the 3rd component of the value
  112311. * @param w defines the 4th component of the value
  112312. */
  112313. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  112314. /**
  112315. * Sets the current alpha mode
  112316. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  112317. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  112318. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  112319. */
  112320. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  112321. /**
  112322. * Bind webGl buffers directly to the webGL context
  112323. * @param vertexBuffers defines the vertex buffer to bind
  112324. * @param indexBuffer defines the index buffer to bind
  112325. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  112326. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  112327. * @param effect defines the effect associated with the vertex buffer
  112328. */
  112329. bindBuffers(vertexBuffers: {
  112330. [key: string]: VertexBuffer;
  112331. }, indexBuffer: DataBuffer, effect: Effect): void;
  112332. /**
  112333. * Force the entire cache to be cleared
  112334. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  112335. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  112336. */
  112337. wipeCaches(bruteForce?: boolean): void;
  112338. /**
  112339. * Send a draw order
  112340. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  112341. * @param indexStart defines the starting index
  112342. * @param indexCount defines the number of index to draw
  112343. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112344. */
  112345. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  112346. /**
  112347. * Draw a list of indexed primitives
  112348. * @param fillMode defines the primitive to use
  112349. * @param indexStart defines the starting index
  112350. * @param indexCount defines the number of index to draw
  112351. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112352. */
  112353. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  112354. /**
  112355. * Draw a list of unindexed primitives
  112356. * @param fillMode defines the primitive to use
  112357. * @param verticesStart defines the index of first vertex to draw
  112358. * @param verticesCount defines the count of vertices to draw
  112359. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112360. */
  112361. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  112362. /** @hidden */
  112363. _createTexture(): WebGLTexture;
  112364. /** @hidden */
  112365. _releaseTexture(texture: InternalTexture): void;
  112366. /**
  112367. * Usually called from Texture.ts.
  112368. * Passed information to create a WebGLTexture
  112369. * @param urlArg defines a value which contains one of the following:
  112370. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  112371. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  112372. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  112373. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  112374. * @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)
  112375. * @param scene needed for loading to the correct scene
  112376. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  112377. * @param onLoad optional callback to be called upon successful completion
  112378. * @param onError optional callback to be called upon failure
  112379. * @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
  112380. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  112381. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  112382. * @param forcedExtension defines the extension to use to pick the right loader
  112383. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  112384. * @returns a InternalTexture for assignment back into BABYLON.Texture
  112385. */
  112386. 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;
  112387. /**
  112388. * Creates a new render target texture
  112389. * @param size defines the size of the texture
  112390. * @param options defines the options used to create the texture
  112391. * @returns a new render target texture stored in an InternalTexture
  112392. */
  112393. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  112394. /**
  112395. * Update the sampling mode of a given texture
  112396. * @param samplingMode defines the required sampling mode
  112397. * @param texture defines the texture to update
  112398. */
  112399. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  112400. /**
  112401. * Binds the frame buffer to the specified texture.
  112402. * @param texture The texture to render to or null for the default canvas
  112403. * @param faceIndex The face of the texture to render to in case of cube texture
  112404. * @param requiredWidth The width of the target to render to
  112405. * @param requiredHeight The height of the target to render to
  112406. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  112407. * @param depthStencilTexture The depth stencil texture to use to render
  112408. * @param lodLevel defines le lod level to bind to the frame buffer
  112409. */
  112410. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  112411. /**
  112412. * Unbind the current render target texture from the webGL context
  112413. * @param texture defines the render target texture to unbind
  112414. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  112415. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  112416. */
  112417. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  112418. /**
  112419. * Creates a dynamic vertex buffer
  112420. * @param vertices the data for the dynamic vertex buffer
  112421. * @returns the new WebGL dynamic buffer
  112422. */
  112423. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  112424. /**
  112425. * Update the content of a dynamic texture
  112426. * @param texture defines the texture to update
  112427. * @param canvas defines the canvas containing the source
  112428. * @param invertY defines if data must be stored with Y axis inverted
  112429. * @param premulAlpha defines if alpha is stored as premultiplied
  112430. * @param format defines the format of the data
  112431. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  112432. */
  112433. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  112434. /**
  112435. * Gets a boolean indicating if all created effects are ready
  112436. * @returns true if all effects are ready
  112437. */
  112438. areAllEffectsReady(): boolean;
  112439. /**
  112440. * @hidden
  112441. * Get the current error code of the webGL context
  112442. * @returns the error code
  112443. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  112444. */
  112445. getError(): number;
  112446. /** @hidden */
  112447. _getUnpackAlignement(): number;
  112448. /** @hidden */
  112449. _unpackFlipY(value: boolean): void;
  112450. /**
  112451. * Update a dynamic index buffer
  112452. * @param indexBuffer defines the target index buffer
  112453. * @param indices defines the data to update
  112454. * @param offset defines the offset in the target index buffer where update should start
  112455. */
  112456. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  112457. /**
  112458. * Updates a dynamic vertex buffer.
  112459. * @param vertexBuffer the vertex buffer to update
  112460. * @param vertices the data used to update the vertex buffer
  112461. * @param byteOffset the byte offset of the data (optional)
  112462. * @param byteLength the byte length of the data (optional)
  112463. */
  112464. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  112465. /** @hidden */
  112466. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  112467. /** @hidden */
  112468. _bindTexture(channel: number, texture: InternalTexture): void;
  112469. protected _deleteBuffer(buffer: WebGLBuffer): void;
  112470. /**
  112471. * 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
  112472. */
  112473. releaseEffects(): void;
  112474. displayLoadingUI(): void;
  112475. hideLoadingUI(): void;
  112476. /** @hidden */
  112477. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112478. /** @hidden */
  112479. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112480. /** @hidden */
  112481. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112482. /** @hidden */
  112483. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  112484. }
  112485. }
  112486. declare module BABYLON {
  112487. /** @hidden */
  112488. export class _OcclusionDataStorage {
  112489. /** @hidden */
  112490. occlusionInternalRetryCounter: number;
  112491. /** @hidden */
  112492. isOcclusionQueryInProgress: boolean;
  112493. /** @hidden */
  112494. isOccluded: boolean;
  112495. /** @hidden */
  112496. occlusionRetryCount: number;
  112497. /** @hidden */
  112498. occlusionType: number;
  112499. /** @hidden */
  112500. occlusionQueryAlgorithmType: number;
  112501. }
  112502. interface Engine {
  112503. /**
  112504. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  112505. * @return the new query
  112506. */
  112507. createQuery(): WebGLQuery;
  112508. /**
  112509. * Delete and release a webGL query
  112510. * @param query defines the query to delete
  112511. * @return the current engine
  112512. */
  112513. deleteQuery(query: WebGLQuery): Engine;
  112514. /**
  112515. * Check if a given query has resolved and got its value
  112516. * @param query defines the query to check
  112517. * @returns true if the query got its value
  112518. */
  112519. isQueryResultAvailable(query: WebGLQuery): boolean;
  112520. /**
  112521. * Gets the value of a given query
  112522. * @param query defines the query to check
  112523. * @returns the value of the query
  112524. */
  112525. getQueryResult(query: WebGLQuery): number;
  112526. /**
  112527. * Initiates an occlusion query
  112528. * @param algorithmType defines the algorithm to use
  112529. * @param query defines the query to use
  112530. * @returns the current engine
  112531. * @see http://doc.babylonjs.com/features/occlusionquery
  112532. */
  112533. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  112534. /**
  112535. * Ends an occlusion query
  112536. * @see http://doc.babylonjs.com/features/occlusionquery
  112537. * @param algorithmType defines the algorithm to use
  112538. * @returns the current engine
  112539. */
  112540. endOcclusionQuery(algorithmType: number): Engine;
  112541. /**
  112542. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  112543. * Please note that only one query can be issued at a time
  112544. * @returns a time token used to track the time span
  112545. */
  112546. startTimeQuery(): Nullable<_TimeToken>;
  112547. /**
  112548. * Ends a time query
  112549. * @param token defines the token used to measure the time span
  112550. * @returns the time spent (in ns)
  112551. */
  112552. endTimeQuery(token: _TimeToken): int;
  112553. /** @hidden */
  112554. _currentNonTimestampToken: Nullable<_TimeToken>;
  112555. /** @hidden */
  112556. _createTimeQuery(): WebGLQuery;
  112557. /** @hidden */
  112558. _deleteTimeQuery(query: WebGLQuery): void;
  112559. /** @hidden */
  112560. _getGlAlgorithmType(algorithmType: number): number;
  112561. /** @hidden */
  112562. _getTimeQueryResult(query: WebGLQuery): any;
  112563. /** @hidden */
  112564. _getTimeQueryAvailability(query: WebGLQuery): any;
  112565. }
  112566. interface AbstractMesh {
  112567. /**
  112568. * Backing filed
  112569. * @hidden
  112570. */
  112571. __occlusionDataStorage: _OcclusionDataStorage;
  112572. /**
  112573. * Access property
  112574. * @hidden
  112575. */
  112576. _occlusionDataStorage: _OcclusionDataStorage;
  112577. /**
  112578. * 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.
  112579. * The default value is -1 which means don't break the query and wait till the result
  112580. * @see http://doc.babylonjs.com/features/occlusionquery
  112581. */
  112582. occlusionRetryCount: number;
  112583. /**
  112584. * 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:
  112585. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  112586. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  112587. * * 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.
  112588. * @see http://doc.babylonjs.com/features/occlusionquery
  112589. */
  112590. occlusionType: number;
  112591. /**
  112592. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  112593. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  112594. * * 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.
  112595. * @see http://doc.babylonjs.com/features/occlusionquery
  112596. */
  112597. occlusionQueryAlgorithmType: number;
  112598. /**
  112599. * 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
  112600. * @see http://doc.babylonjs.com/features/occlusionquery
  112601. */
  112602. isOccluded: boolean;
  112603. /**
  112604. * Flag to check the progress status of the query
  112605. * @see http://doc.babylonjs.com/features/occlusionquery
  112606. */
  112607. isOcclusionQueryInProgress: boolean;
  112608. }
  112609. }
  112610. declare module BABYLON {
  112611. /** @hidden */
  112612. export var _forceTransformFeedbackToBundle: boolean;
  112613. interface Engine {
  112614. /**
  112615. * Creates a webGL transform feedback object
  112616. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  112617. * @returns the webGL transform feedback object
  112618. */
  112619. createTransformFeedback(): WebGLTransformFeedback;
  112620. /**
  112621. * Delete a webGL transform feedback object
  112622. * @param value defines the webGL transform feedback object to delete
  112623. */
  112624. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  112625. /**
  112626. * Bind a webGL transform feedback object to the webgl context
  112627. * @param value defines the webGL transform feedback object to bind
  112628. */
  112629. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  112630. /**
  112631. * Begins a transform feedback operation
  112632. * @param usePoints defines if points or triangles must be used
  112633. */
  112634. beginTransformFeedback(usePoints: boolean): void;
  112635. /**
  112636. * Ends a transform feedback operation
  112637. */
  112638. endTransformFeedback(): void;
  112639. /**
  112640. * Specify the varyings to use with transform feedback
  112641. * @param program defines the associated webGL program
  112642. * @param value defines the list of strings representing the varying names
  112643. */
  112644. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  112645. /**
  112646. * Bind a webGL buffer for a transform feedback operation
  112647. * @param value defines the webGL buffer to bind
  112648. */
  112649. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  112650. }
  112651. }
  112652. declare module BABYLON {
  112653. /**
  112654. * Creation options of the multi render target texture.
  112655. */
  112656. export interface IMultiRenderTargetOptions {
  112657. /**
  112658. * Define if the texture needs to create mip maps after render.
  112659. */
  112660. generateMipMaps?: boolean;
  112661. /**
  112662. * Define the types of all the draw buffers we want to create
  112663. */
  112664. types?: number[];
  112665. /**
  112666. * Define the sampling modes of all the draw buffers we want to create
  112667. */
  112668. samplingModes?: number[];
  112669. /**
  112670. * Define if a depth buffer is required
  112671. */
  112672. generateDepthBuffer?: boolean;
  112673. /**
  112674. * Define if a stencil buffer is required
  112675. */
  112676. generateStencilBuffer?: boolean;
  112677. /**
  112678. * Define if a depth texture is required instead of a depth buffer
  112679. */
  112680. generateDepthTexture?: boolean;
  112681. /**
  112682. * Define the number of desired draw buffers
  112683. */
  112684. textureCount?: number;
  112685. /**
  112686. * Define if aspect ratio should be adapted to the texture or stay the scene one
  112687. */
  112688. doNotChangeAspectRatio?: boolean;
  112689. /**
  112690. * Define the default type of the buffers we are creating
  112691. */
  112692. defaultType?: number;
  112693. }
  112694. /**
  112695. * A multi render target, like a render target provides the ability to render to a texture.
  112696. * Unlike the render target, it can render to several draw buffers in one draw.
  112697. * This is specially interesting in deferred rendering or for any effects requiring more than
  112698. * just one color from a single pass.
  112699. */
  112700. export class MultiRenderTarget extends RenderTargetTexture {
  112701. private _internalTextures;
  112702. private _textures;
  112703. private _multiRenderTargetOptions;
  112704. /**
  112705. * Get if draw buffers are currently supported by the used hardware and browser.
  112706. */
  112707. readonly isSupported: boolean;
  112708. /**
  112709. * Get the list of textures generated by the multi render target.
  112710. */
  112711. readonly textures: Texture[];
  112712. /**
  112713. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  112714. */
  112715. readonly depthTexture: Texture;
  112716. /**
  112717. * Set the wrapping mode on U of all the textures we are rendering to.
  112718. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  112719. */
  112720. wrapU: number;
  112721. /**
  112722. * Set the wrapping mode on V of all the textures we are rendering to.
  112723. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  112724. */
  112725. wrapV: number;
  112726. /**
  112727. * Instantiate a new multi render target texture.
  112728. * A multi render target, like a render target provides the ability to render to a texture.
  112729. * Unlike the render target, it can render to several draw buffers in one draw.
  112730. * This is specially interesting in deferred rendering or for any effects requiring more than
  112731. * just one color from a single pass.
  112732. * @param name Define the name of the texture
  112733. * @param size Define the size of the buffers to render to
  112734. * @param count Define the number of target we are rendering into
  112735. * @param scene Define the scene the texture belongs to
  112736. * @param options Define the options used to create the multi render target
  112737. */
  112738. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  112739. /** @hidden */
  112740. _rebuild(): void;
  112741. private _createInternalTextures;
  112742. private _createTextures;
  112743. /**
  112744. * Define the number of samples used if MSAA is enabled.
  112745. */
  112746. samples: number;
  112747. /**
  112748. * Resize all the textures in the multi render target.
  112749. * Be carrefull as it will recreate all the data in the new texture.
  112750. * @param size Define the new size
  112751. */
  112752. resize(size: any): void;
  112753. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  112754. /**
  112755. * Dispose the render targets and their associated resources
  112756. */
  112757. dispose(): void;
  112758. /**
  112759. * Release all the underlying texture used as draw buffers.
  112760. */
  112761. releaseInternalTextures(): void;
  112762. }
  112763. }
  112764. declare module BABYLON {
  112765. interface ThinEngine {
  112766. /**
  112767. * Unbind a list of render target textures from the webGL context
  112768. * This is used only when drawBuffer extension or webGL2 are active
  112769. * @param textures defines the render target textures to unbind
  112770. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  112771. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  112772. */
  112773. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  112774. /**
  112775. * Create a multi render target texture
  112776. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  112777. * @param size defines the size of the texture
  112778. * @param options defines the creation options
  112779. * @returns the cube texture as an InternalTexture
  112780. */
  112781. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  112782. /**
  112783. * Update the sample count for a given multiple render target texture
  112784. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  112785. * @param textures defines the textures to update
  112786. * @param samples defines the sample count to set
  112787. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  112788. */
  112789. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  112790. }
  112791. }
  112792. declare module BABYLON {
  112793. /**
  112794. * Class used to define an additional view for the engine
  112795. * @see https://doc.babylonjs.com/how_to/multi_canvases
  112796. */
  112797. export class EngineView {
  112798. /** Defines the canvas where to render the view */
  112799. target: HTMLCanvasElement;
  112800. /** Defines an optional camera used to render the view (will use active camera else) */
  112801. camera?: Camera;
  112802. }
  112803. interface Engine {
  112804. /**
  112805. * Gets or sets the HTML element to use for attaching events
  112806. */
  112807. inputElement: Nullable<HTMLElement>;
  112808. /**
  112809. * Gets the current engine view
  112810. * @see https://doc.babylonjs.com/how_to/multi_canvases
  112811. */
  112812. activeView: Nullable<EngineView>;
  112813. /** Gets or sets the list of views */
  112814. views: EngineView[];
  112815. /**
  112816. * Register a new child canvas
  112817. * @param canvas defines the canvas to register
  112818. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  112819. * @returns the associated view
  112820. */
  112821. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  112822. /**
  112823. * Remove a registered child canvas
  112824. * @param canvas defines the canvas to remove
  112825. * @returns the current engine
  112826. */
  112827. unRegisterView(canvas: HTMLCanvasElement): Engine;
  112828. }
  112829. }
  112830. declare module BABYLON {
  112831. /**
  112832. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  112833. */
  112834. export interface CubeMapInfo {
  112835. /**
  112836. * The pixel array for the front face.
  112837. * This is stored in format, left to right, up to down format.
  112838. */
  112839. front: Nullable<ArrayBufferView>;
  112840. /**
  112841. * The pixel array for the back face.
  112842. * This is stored in format, left to right, up to down format.
  112843. */
  112844. back: Nullable<ArrayBufferView>;
  112845. /**
  112846. * The pixel array for the left face.
  112847. * This is stored in format, left to right, up to down format.
  112848. */
  112849. left: Nullable<ArrayBufferView>;
  112850. /**
  112851. * The pixel array for the right face.
  112852. * This is stored in format, left to right, up to down format.
  112853. */
  112854. right: Nullable<ArrayBufferView>;
  112855. /**
  112856. * The pixel array for the up face.
  112857. * This is stored in format, left to right, up to down format.
  112858. */
  112859. up: Nullable<ArrayBufferView>;
  112860. /**
  112861. * The pixel array for the down face.
  112862. * This is stored in format, left to right, up to down format.
  112863. */
  112864. down: Nullable<ArrayBufferView>;
  112865. /**
  112866. * The size of the cubemap stored.
  112867. *
  112868. * Each faces will be size * size pixels.
  112869. */
  112870. size: number;
  112871. /**
  112872. * The format of the texture.
  112873. *
  112874. * RGBA, RGB.
  112875. */
  112876. format: number;
  112877. /**
  112878. * The type of the texture data.
  112879. *
  112880. * UNSIGNED_INT, FLOAT.
  112881. */
  112882. type: number;
  112883. /**
  112884. * Specifies whether the texture is in gamma space.
  112885. */
  112886. gammaSpace: boolean;
  112887. }
  112888. /**
  112889. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  112890. */
  112891. export class PanoramaToCubeMapTools {
  112892. private static FACE_FRONT;
  112893. private static FACE_BACK;
  112894. private static FACE_RIGHT;
  112895. private static FACE_LEFT;
  112896. private static FACE_DOWN;
  112897. private static FACE_UP;
  112898. /**
  112899. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  112900. *
  112901. * @param float32Array The source data.
  112902. * @param inputWidth The width of the input panorama.
  112903. * @param inputHeight The height of the input panorama.
  112904. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  112905. * @return The cubemap data
  112906. */
  112907. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  112908. private static CreateCubemapTexture;
  112909. private static CalcProjectionSpherical;
  112910. }
  112911. }
  112912. declare module BABYLON {
  112913. /**
  112914. * Helper class dealing with the extraction of spherical polynomial dataArray
  112915. * from a cube map.
  112916. */
  112917. export class CubeMapToSphericalPolynomialTools {
  112918. private static FileFaces;
  112919. /**
  112920. * Converts a texture to the according Spherical Polynomial data.
  112921. * This extracts the first 3 orders only as they are the only one used in the lighting.
  112922. *
  112923. * @param texture The texture to extract the information from.
  112924. * @return The Spherical Polynomial data.
  112925. */
  112926. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  112927. /**
  112928. * Converts a cubemap to the according Spherical Polynomial data.
  112929. * This extracts the first 3 orders only as they are the only one used in the lighting.
  112930. *
  112931. * @param cubeInfo The Cube map to extract the information from.
  112932. * @return The Spherical Polynomial data.
  112933. */
  112934. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  112935. }
  112936. }
  112937. declare module BABYLON {
  112938. interface BaseTexture {
  112939. /**
  112940. * Get the polynomial representation of the texture data.
  112941. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  112942. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  112943. */
  112944. sphericalPolynomial: Nullable<SphericalPolynomial>;
  112945. }
  112946. }
  112947. declare module BABYLON {
  112948. /** @hidden */
  112949. export var rgbdEncodePixelShader: {
  112950. name: string;
  112951. shader: string;
  112952. };
  112953. }
  112954. declare module BABYLON {
  112955. /** @hidden */
  112956. export var rgbdDecodePixelShader: {
  112957. name: string;
  112958. shader: string;
  112959. };
  112960. }
  112961. declare module BABYLON {
  112962. /**
  112963. * Raw texture data and descriptor sufficient for WebGL texture upload
  112964. */
  112965. export interface EnvironmentTextureInfo {
  112966. /**
  112967. * Version of the environment map
  112968. */
  112969. version: number;
  112970. /**
  112971. * Width of image
  112972. */
  112973. width: number;
  112974. /**
  112975. * Irradiance information stored in the file.
  112976. */
  112977. irradiance: any;
  112978. /**
  112979. * Specular information stored in the file.
  112980. */
  112981. specular: any;
  112982. }
  112983. /**
  112984. * Defines One Image in the file. It requires only the position in the file
  112985. * as well as the length.
  112986. */
  112987. interface BufferImageData {
  112988. /**
  112989. * Length of the image data.
  112990. */
  112991. length: number;
  112992. /**
  112993. * Position of the data from the null terminator delimiting the end of the JSON.
  112994. */
  112995. position: number;
  112996. }
  112997. /**
  112998. * Defines the specular data enclosed in the file.
  112999. * This corresponds to the version 1 of the data.
  113000. */
  113001. export interface EnvironmentTextureSpecularInfoV1 {
  113002. /**
  113003. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  113004. */
  113005. specularDataPosition?: number;
  113006. /**
  113007. * This contains all the images data needed to reconstruct the cubemap.
  113008. */
  113009. mipmaps: Array<BufferImageData>;
  113010. /**
  113011. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  113012. */
  113013. lodGenerationScale: number;
  113014. }
  113015. /**
  113016. * Sets of helpers addressing the serialization and deserialization of environment texture
  113017. * stored in a BabylonJS env file.
  113018. * Those files are usually stored as .env files.
  113019. */
  113020. export class EnvironmentTextureTools {
  113021. /**
  113022. * Magic number identifying the env file.
  113023. */
  113024. private static _MagicBytes;
  113025. /**
  113026. * Gets the environment info from an env file.
  113027. * @param data The array buffer containing the .env bytes.
  113028. * @returns the environment file info (the json header) if successfully parsed.
  113029. */
  113030. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  113031. /**
  113032. * Creates an environment texture from a loaded cube texture.
  113033. * @param texture defines the cube texture to convert in env file
  113034. * @return a promise containing the environment data if succesfull.
  113035. */
  113036. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  113037. /**
  113038. * Creates a JSON representation of the spherical data.
  113039. * @param texture defines the texture containing the polynomials
  113040. * @return the JSON representation of the spherical info
  113041. */
  113042. private static _CreateEnvTextureIrradiance;
  113043. /**
  113044. * Creates the ArrayBufferViews used for initializing environment texture image data.
  113045. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  113046. * @param info parameters that determine what views will be created for accessing the underlying buffer
  113047. * @return the views described by info providing access to the underlying buffer
  113048. */
  113049. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  113050. /**
  113051. * Uploads the texture info contained in the env file to the GPU.
  113052. * @param texture defines the internal texture to upload to
  113053. * @param arrayBuffer defines the buffer cotaining the data to load
  113054. * @param info defines the texture info retrieved through the GetEnvInfo method
  113055. * @returns a promise
  113056. */
  113057. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  113058. private static _OnImageReadyAsync;
  113059. /**
  113060. * Uploads the levels of image data to the GPU.
  113061. * @param texture defines the internal texture to upload to
  113062. * @param imageData defines the array buffer views of image data [mipmap][face]
  113063. * @returns a promise
  113064. */
  113065. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  113066. /**
  113067. * Uploads spherical polynomials information to the texture.
  113068. * @param texture defines the texture we are trying to upload the information to
  113069. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  113070. */
  113071. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  113072. /** @hidden */
  113073. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  113074. }
  113075. }
  113076. declare module BABYLON {
  113077. /**
  113078. * Contains position and normal vectors for a vertex
  113079. */
  113080. export class PositionNormalVertex {
  113081. /** the position of the vertex (defaut: 0,0,0) */
  113082. position: Vector3;
  113083. /** the normal of the vertex (defaut: 0,1,0) */
  113084. normal: Vector3;
  113085. /**
  113086. * Creates a PositionNormalVertex
  113087. * @param position the position of the vertex (defaut: 0,0,0)
  113088. * @param normal the normal of the vertex (defaut: 0,1,0)
  113089. */
  113090. constructor(
  113091. /** the position of the vertex (defaut: 0,0,0) */
  113092. position?: Vector3,
  113093. /** the normal of the vertex (defaut: 0,1,0) */
  113094. normal?: Vector3);
  113095. /**
  113096. * Clones the PositionNormalVertex
  113097. * @returns the cloned PositionNormalVertex
  113098. */
  113099. clone(): PositionNormalVertex;
  113100. }
  113101. /**
  113102. * Contains position, normal and uv vectors for a vertex
  113103. */
  113104. export class PositionNormalTextureVertex {
  113105. /** the position of the vertex (defaut: 0,0,0) */
  113106. position: Vector3;
  113107. /** the normal of the vertex (defaut: 0,1,0) */
  113108. normal: Vector3;
  113109. /** the uv of the vertex (default: 0,0) */
  113110. uv: Vector2;
  113111. /**
  113112. * Creates a PositionNormalTextureVertex
  113113. * @param position the position of the vertex (defaut: 0,0,0)
  113114. * @param normal the normal of the vertex (defaut: 0,1,0)
  113115. * @param uv the uv of the vertex (default: 0,0)
  113116. */
  113117. constructor(
  113118. /** the position of the vertex (defaut: 0,0,0) */
  113119. position?: Vector3,
  113120. /** the normal of the vertex (defaut: 0,1,0) */
  113121. normal?: Vector3,
  113122. /** the uv of the vertex (default: 0,0) */
  113123. uv?: Vector2);
  113124. /**
  113125. * Clones the PositionNormalTextureVertex
  113126. * @returns the cloned PositionNormalTextureVertex
  113127. */
  113128. clone(): PositionNormalTextureVertex;
  113129. }
  113130. }
  113131. declare module BABYLON {
  113132. /** @hidden */
  113133. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  113134. private _genericAttributeLocation;
  113135. private _varyingLocationCount;
  113136. private _varyingLocationMap;
  113137. private _replacements;
  113138. private _textureCount;
  113139. private _uniforms;
  113140. lineProcessor(line: string): string;
  113141. attributeProcessor(attribute: string): string;
  113142. varyingProcessor(varying: string, isFragment: boolean): string;
  113143. uniformProcessor(uniform: string): string;
  113144. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  113145. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  113146. }
  113147. }
  113148. declare module BABYLON {
  113149. /**
  113150. * Container for accessors for natively-stored mesh data buffers.
  113151. */
  113152. class NativeDataBuffer extends DataBuffer {
  113153. /**
  113154. * Accessor value used to identify/retrieve a natively-stored index buffer.
  113155. */
  113156. nativeIndexBuffer?: any;
  113157. /**
  113158. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  113159. */
  113160. nativeVertexBuffer?: any;
  113161. }
  113162. /** @hidden */
  113163. class NativeTexture extends InternalTexture {
  113164. getInternalTexture(): InternalTexture;
  113165. getViewCount(): number;
  113166. }
  113167. /** @hidden */
  113168. export class NativeEngine extends Engine {
  113169. private readonly _native;
  113170. getHardwareScalingLevel(): number;
  113171. constructor();
  113172. /**
  113173. * Can be used to override the current requestAnimationFrame requester.
  113174. * @hidden
  113175. */
  113176. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  113177. /**
  113178. * Override default engine behavior.
  113179. * @param color
  113180. * @param backBuffer
  113181. * @param depth
  113182. * @param stencil
  113183. */
  113184. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  113185. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  113186. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  113187. createVertexBuffer(data: DataArray): NativeDataBuffer;
  113188. recordVertexArrayObject(vertexBuffers: {
  113189. [key: string]: VertexBuffer;
  113190. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  113191. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  113192. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  113193. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  113194. /**
  113195. * Draw a list of indexed primitives
  113196. * @param fillMode defines the primitive to use
  113197. * @param indexStart defines the starting index
  113198. * @param indexCount defines the number of index to draw
  113199. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113200. */
  113201. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  113202. /**
  113203. * Draw a list of unindexed primitives
  113204. * @param fillMode defines the primitive to use
  113205. * @param verticesStart defines the index of first vertex to draw
  113206. * @param verticesCount defines the count of vertices to draw
  113207. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113208. */
  113209. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  113210. createPipelineContext(): IPipelineContext;
  113211. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  113212. /** @hidden */
  113213. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  113214. /** @hidden */
  113215. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  113216. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  113217. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  113218. protected _setProgram(program: WebGLProgram): void;
  113219. _releaseEffect(effect: Effect): void;
  113220. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  113221. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  113222. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  113223. bindSamplers(effect: Effect): void;
  113224. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  113225. getRenderWidth(useScreen?: boolean): number;
  113226. getRenderHeight(useScreen?: boolean): number;
  113227. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  113228. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  113229. /**
  113230. * Set the z offset to apply to current rendering
  113231. * @param value defines the offset to apply
  113232. */
  113233. setZOffset(value: number): void;
  113234. /**
  113235. * Gets the current value of the zOffset
  113236. * @returns the current zOffset state
  113237. */
  113238. getZOffset(): number;
  113239. /**
  113240. * Enable or disable depth buffering
  113241. * @param enable defines the state to set
  113242. */
  113243. setDepthBuffer(enable: boolean): void;
  113244. /**
  113245. * Gets a boolean indicating if depth writing is enabled
  113246. * @returns the current depth writing state
  113247. */
  113248. getDepthWrite(): boolean;
  113249. /**
  113250. * Enable or disable depth writing
  113251. * @param enable defines the state to set
  113252. */
  113253. setDepthWrite(enable: boolean): void;
  113254. /**
  113255. * Enable or disable color writing
  113256. * @param enable defines the state to set
  113257. */
  113258. setColorWrite(enable: boolean): void;
  113259. /**
  113260. * Gets a boolean indicating if color writing is enabled
  113261. * @returns the current color writing state
  113262. */
  113263. getColorWrite(): boolean;
  113264. /**
  113265. * Sets alpha constants used by some alpha blending modes
  113266. * @param r defines the red component
  113267. * @param g defines the green component
  113268. * @param b defines the blue component
  113269. * @param a defines the alpha component
  113270. */
  113271. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  113272. /**
  113273. * Sets the current alpha mode
  113274. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  113275. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  113276. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  113277. */
  113278. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  113279. /**
  113280. * Gets the current alpha mode
  113281. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  113282. * @returns the current alpha mode
  113283. */
  113284. getAlphaMode(): number;
  113285. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  113286. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  113287. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  113288. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  113289. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  113290. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  113291. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  113292. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  113293. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  113294. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  113295. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  113296. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  113297. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  113298. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  113299. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  113300. setFloat(uniform: WebGLUniformLocation, value: number): void;
  113301. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  113302. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  113303. setBool(uniform: WebGLUniformLocation, bool: number): void;
  113304. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  113305. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  113306. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  113307. wipeCaches(bruteForce?: boolean): void;
  113308. _createTexture(): WebGLTexture;
  113309. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  113310. /**
  113311. * Usually called from BABYLON.Texture.ts.
  113312. * Passed information to create a WebGLTexture
  113313. * @param urlArg defines a value which contains one of the following:
  113314. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  113315. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  113316. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  113317. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  113318. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  113319. * @param scene needed for loading to the correct scene
  113320. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113321. * @param onLoad optional callback to be called upon successful completion
  113322. * @param onError optional callback to be called upon failure
  113323. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  113324. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  113325. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  113326. * @param forcedExtension defines the extension to use to pick the right loader
  113327. * @returns a InternalTexture for assignment back into BABYLON.Texture
  113328. */
  113329. 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;
  113330. /**
  113331. * Creates a cube texture
  113332. * @param rootUrl defines the url where the files to load is located
  113333. * @param scene defines the current scene
  113334. * @param files defines the list of files to load (1 per face)
  113335. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  113336. * @param onLoad defines an optional callback raised when the texture is loaded
  113337. * @param onError defines an optional callback raised if there is an issue to load the texture
  113338. * @param format defines the format of the data
  113339. * @param forcedExtension defines the extension to use to pick the right loader
  113340. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  113341. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  113342. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  113343. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  113344. * @returns the cube texture as an InternalTexture
  113345. */
  113346. 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;
  113347. private _getSamplingFilter;
  113348. private static _GetNativeTextureFormat;
  113349. createRenderTargetTexture(size: number | {
  113350. width: number;
  113351. height: number;
  113352. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  113353. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  113354. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  113355. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  113356. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  113357. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  113358. /**
  113359. * Updates a dynamic vertex buffer.
  113360. * @param vertexBuffer the vertex buffer to update
  113361. * @param data the data used to update the vertex buffer
  113362. * @param byteOffset the byte offset of the data (optional)
  113363. * @param byteLength the byte length of the data (optional)
  113364. */
  113365. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  113366. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  113367. private _updateAnisotropicLevel;
  113368. private _getAddressMode;
  113369. /** @hidden */
  113370. _bindTexture(channel: number, texture: InternalTexture): void;
  113371. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  113372. releaseEffects(): void;
  113373. /** @hidden */
  113374. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113375. /** @hidden */
  113376. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113377. /** @hidden */
  113378. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113379. /** @hidden */
  113380. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  113381. }
  113382. }
  113383. declare module BABYLON {
  113384. /**
  113385. * Gather the list of clipboard event types as constants.
  113386. */
  113387. export class ClipboardEventTypes {
  113388. /**
  113389. * The clipboard event is fired when a copy command is active (pressed).
  113390. */
  113391. static readonly COPY: number;
  113392. /**
  113393. * The clipboard event is fired when a cut command is active (pressed).
  113394. */
  113395. static readonly CUT: number;
  113396. /**
  113397. * The clipboard event is fired when a paste command is active (pressed).
  113398. */
  113399. static readonly PASTE: number;
  113400. }
  113401. /**
  113402. * This class is used to store clipboard related info for the onClipboardObservable event.
  113403. */
  113404. export class ClipboardInfo {
  113405. /**
  113406. * Defines the type of event (BABYLON.ClipboardEventTypes)
  113407. */
  113408. type: number;
  113409. /**
  113410. * Defines the related dom event
  113411. */
  113412. event: ClipboardEvent;
  113413. /**
  113414. *Creates an instance of ClipboardInfo.
  113415. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  113416. * @param event Defines the related dom event
  113417. */
  113418. constructor(
  113419. /**
  113420. * Defines the type of event (BABYLON.ClipboardEventTypes)
  113421. */
  113422. type: number,
  113423. /**
  113424. * Defines the related dom event
  113425. */
  113426. event: ClipboardEvent);
  113427. /**
  113428. * Get the clipboard event's type from the keycode.
  113429. * @param keyCode Defines the keyCode for the current keyboard event.
  113430. * @return {number}
  113431. */
  113432. static GetTypeFromCharacter(keyCode: number): number;
  113433. }
  113434. }
  113435. declare module BABYLON {
  113436. /**
  113437. * Google Daydream controller
  113438. */
  113439. export class DaydreamController extends WebVRController {
  113440. /**
  113441. * Base Url for the controller model.
  113442. */
  113443. static MODEL_BASE_URL: string;
  113444. /**
  113445. * File name for the controller model.
  113446. */
  113447. static MODEL_FILENAME: string;
  113448. /**
  113449. * Gamepad Id prefix used to identify Daydream Controller.
  113450. */
  113451. static readonly GAMEPAD_ID_PREFIX: string;
  113452. /**
  113453. * Creates a new DaydreamController from a gamepad
  113454. * @param vrGamepad the gamepad that the controller should be created from
  113455. */
  113456. constructor(vrGamepad: any);
  113457. /**
  113458. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  113459. * @param scene scene in which to add meshes
  113460. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  113461. */
  113462. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  113463. /**
  113464. * Called once for each button that changed state since the last frame
  113465. * @param buttonIdx Which button index changed
  113466. * @param state New state of the button
  113467. * @param changes Which properties on the state changed since last frame
  113468. */
  113469. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  113470. }
  113471. }
  113472. declare module BABYLON {
  113473. /**
  113474. * Gear VR Controller
  113475. */
  113476. export class GearVRController extends WebVRController {
  113477. /**
  113478. * Base Url for the controller model.
  113479. */
  113480. static MODEL_BASE_URL: string;
  113481. /**
  113482. * File name for the controller model.
  113483. */
  113484. static MODEL_FILENAME: string;
  113485. /**
  113486. * Gamepad Id prefix used to identify this controller.
  113487. */
  113488. static readonly GAMEPAD_ID_PREFIX: string;
  113489. private readonly _buttonIndexToObservableNameMap;
  113490. /**
  113491. * Creates a new GearVRController from a gamepad
  113492. * @param vrGamepad the gamepad that the controller should be created from
  113493. */
  113494. constructor(vrGamepad: any);
  113495. /**
  113496. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  113497. * @param scene scene in which to add meshes
  113498. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  113499. */
  113500. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  113501. /**
  113502. * Called once for each button that changed state since the last frame
  113503. * @param buttonIdx Which button index changed
  113504. * @param state New state of the button
  113505. * @param changes Which properties on the state changed since last frame
  113506. */
  113507. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  113508. }
  113509. }
  113510. declare module BABYLON {
  113511. /**
  113512. * Class containing static functions to help procedurally build meshes
  113513. */
  113514. export class PolyhedronBuilder {
  113515. /**
  113516. * Creates a polyhedron mesh
  113517. * * 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
  113518. * * The parameter `size` (positive float, default 1) sets the polygon size
  113519. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  113520. * * 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`
  113521. * * 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
  113522. * * 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)`)
  113523. * * 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
  113524. * * 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
  113525. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113526. * * If you create a double-sided mesh, you can choose what parts of 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
  113527. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  113528. * @param name defines the name of the mesh
  113529. * @param options defines the options used to create the mesh
  113530. * @param scene defines the hosting scene
  113531. * @returns the polyhedron mesh
  113532. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  113533. */
  113534. static CreatePolyhedron(name: string, options: {
  113535. type?: number;
  113536. size?: number;
  113537. sizeX?: number;
  113538. sizeY?: number;
  113539. sizeZ?: number;
  113540. custom?: any;
  113541. faceUV?: Vector4[];
  113542. faceColors?: Color4[];
  113543. flat?: boolean;
  113544. updatable?: boolean;
  113545. sideOrientation?: number;
  113546. frontUVs?: Vector4;
  113547. backUVs?: Vector4;
  113548. }, scene?: Nullable<Scene>): Mesh;
  113549. }
  113550. }
  113551. declare module BABYLON {
  113552. /**
  113553. * Gizmo that enables scaling a mesh along 3 axis
  113554. */
  113555. export class ScaleGizmo extends Gizmo {
  113556. /**
  113557. * Internal gizmo used for interactions on the x axis
  113558. */
  113559. xGizmo: AxisScaleGizmo;
  113560. /**
  113561. * Internal gizmo used for interactions on the y axis
  113562. */
  113563. yGizmo: AxisScaleGizmo;
  113564. /**
  113565. * Internal gizmo used for interactions on the z axis
  113566. */
  113567. zGizmo: AxisScaleGizmo;
  113568. /**
  113569. * Internal gizmo used to scale all axis equally
  113570. */
  113571. uniformScaleGizmo: AxisScaleGizmo;
  113572. private _meshAttached;
  113573. private _updateGizmoRotationToMatchAttachedMesh;
  113574. private _snapDistance;
  113575. private _scaleRatio;
  113576. private _uniformScalingMesh;
  113577. private _octahedron;
  113578. /** Fires an event when any of it's sub gizmos are dragged */
  113579. onDragStartObservable: Observable<unknown>;
  113580. /** Fires an event when any of it's sub gizmos are released from dragging */
  113581. onDragEndObservable: Observable<unknown>;
  113582. attachedMesh: Nullable<AbstractMesh>;
  113583. /**
  113584. * Creates a ScaleGizmo
  113585. * @param gizmoLayer The utility layer the gizmo will be added to
  113586. */
  113587. constructor(gizmoLayer?: UtilityLayerRenderer);
  113588. updateGizmoRotationToMatchAttachedMesh: boolean;
  113589. /**
  113590. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  113591. */
  113592. snapDistance: number;
  113593. /**
  113594. * Ratio for the scale of the gizmo (Default: 1)
  113595. */
  113596. scaleRatio: number;
  113597. /**
  113598. * Disposes of the gizmo
  113599. */
  113600. dispose(): void;
  113601. }
  113602. }
  113603. declare module BABYLON {
  113604. /**
  113605. * Single axis scale gizmo
  113606. */
  113607. export class AxisScaleGizmo extends Gizmo {
  113608. /**
  113609. * Drag behavior responsible for the gizmos dragging interactions
  113610. */
  113611. dragBehavior: PointerDragBehavior;
  113612. private _pointerObserver;
  113613. /**
  113614. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  113615. */
  113616. snapDistance: number;
  113617. /**
  113618. * Event that fires each time the gizmo snaps to a new location.
  113619. * * snapDistance is the the change in distance
  113620. */
  113621. onSnapObservable: Observable<{
  113622. snapDistance: number;
  113623. }>;
  113624. /**
  113625. * If the scaling operation should be done on all axis (default: false)
  113626. */
  113627. uniformScaling: boolean;
  113628. private _isEnabled;
  113629. private _parent;
  113630. private _arrow;
  113631. private _coloredMaterial;
  113632. private _hoverMaterial;
  113633. /**
  113634. * Creates an AxisScaleGizmo
  113635. * @param gizmoLayer The utility layer the gizmo will be added to
  113636. * @param dragAxis The axis which the gizmo will be able to scale on
  113637. * @param color The color of the gizmo
  113638. */
  113639. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  113640. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  113641. /**
  113642. * If the gizmo is enabled
  113643. */
  113644. isEnabled: boolean;
  113645. /**
  113646. * Disposes of the gizmo
  113647. */
  113648. dispose(): void;
  113649. /**
  113650. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  113651. * @param mesh The mesh to replace the default mesh of the gizmo
  113652. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  113653. */
  113654. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  113655. }
  113656. }
  113657. declare module BABYLON {
  113658. /**
  113659. * Bounding box gizmo
  113660. */
  113661. export class BoundingBoxGizmo extends Gizmo {
  113662. private _lineBoundingBox;
  113663. private _rotateSpheresParent;
  113664. private _scaleBoxesParent;
  113665. private _boundingDimensions;
  113666. private _renderObserver;
  113667. private _pointerObserver;
  113668. private _scaleDragSpeed;
  113669. private _tmpQuaternion;
  113670. private _tmpVector;
  113671. private _tmpRotationMatrix;
  113672. /**
  113673. * 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)
  113674. */
  113675. ignoreChildren: boolean;
  113676. /**
  113677. * 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)
  113678. */
  113679. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  113680. /**
  113681. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  113682. */
  113683. rotationSphereSize: number;
  113684. /**
  113685. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  113686. */
  113687. scaleBoxSize: number;
  113688. /**
  113689. * 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)
  113690. */
  113691. fixedDragMeshScreenSize: boolean;
  113692. /**
  113693. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  113694. */
  113695. fixedDragMeshScreenSizeDistanceFactor: number;
  113696. /**
  113697. * Fired when a rotation sphere or scale box is dragged
  113698. */
  113699. onDragStartObservable: Observable<{}>;
  113700. /**
  113701. * Fired when a scale box is dragged
  113702. */
  113703. onScaleBoxDragObservable: Observable<{}>;
  113704. /**
  113705. * Fired when a scale box drag is ended
  113706. */
  113707. onScaleBoxDragEndObservable: Observable<{}>;
  113708. /**
  113709. * Fired when a rotation sphere is dragged
  113710. */
  113711. onRotationSphereDragObservable: Observable<{}>;
  113712. /**
  113713. * Fired when a rotation sphere drag is ended
  113714. */
  113715. onRotationSphereDragEndObservable: Observable<{}>;
  113716. /**
  113717. * 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)
  113718. */
  113719. scalePivot: Nullable<Vector3>;
  113720. /**
  113721. * Mesh used as a pivot to rotate the attached mesh
  113722. */
  113723. private _anchorMesh;
  113724. private _existingMeshScale;
  113725. private _dragMesh;
  113726. private pointerDragBehavior;
  113727. private coloredMaterial;
  113728. private hoverColoredMaterial;
  113729. /**
  113730. * Sets the color of the bounding box gizmo
  113731. * @param color the color to set
  113732. */
  113733. setColor(color: Color3): void;
  113734. /**
  113735. * Creates an BoundingBoxGizmo
  113736. * @param gizmoLayer The utility layer the gizmo will be added to
  113737. * @param color The color of the gizmo
  113738. */
  113739. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  113740. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  113741. private _selectNode;
  113742. /**
  113743. * Updates the bounding box information for the Gizmo
  113744. */
  113745. updateBoundingBox(): void;
  113746. private _updateRotationSpheres;
  113747. private _updateScaleBoxes;
  113748. /**
  113749. * Enables rotation on the specified axis and disables rotation on the others
  113750. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  113751. */
  113752. setEnabledRotationAxis(axis: string): void;
  113753. /**
  113754. * Enables/disables scaling
  113755. * @param enable if scaling should be enabled
  113756. */
  113757. setEnabledScaling(enable: boolean): void;
  113758. private _updateDummy;
  113759. /**
  113760. * Enables a pointer drag behavior on the bounding box of the gizmo
  113761. */
  113762. enableDragBehavior(): void;
  113763. /**
  113764. * Disposes of the gizmo
  113765. */
  113766. dispose(): void;
  113767. /**
  113768. * 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)
  113769. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  113770. * @returns the bounding box mesh with the passed in mesh as a child
  113771. */
  113772. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  113773. /**
  113774. * CustomMeshes are not supported by this gizmo
  113775. * @param mesh The mesh to replace the default mesh of the gizmo
  113776. */
  113777. setCustomMesh(mesh: Mesh): void;
  113778. }
  113779. }
  113780. declare module BABYLON {
  113781. /**
  113782. * Single plane rotation gizmo
  113783. */
  113784. export class PlaneRotationGizmo extends Gizmo {
  113785. /**
  113786. * Drag behavior responsible for the gizmos dragging interactions
  113787. */
  113788. dragBehavior: PointerDragBehavior;
  113789. private _pointerObserver;
  113790. /**
  113791. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  113792. */
  113793. snapDistance: number;
  113794. /**
  113795. * Event that fires each time the gizmo snaps to a new location.
  113796. * * snapDistance is the the change in distance
  113797. */
  113798. onSnapObservable: Observable<{
  113799. snapDistance: number;
  113800. }>;
  113801. private _isEnabled;
  113802. private _parent;
  113803. /**
  113804. * Creates a PlaneRotationGizmo
  113805. * @param gizmoLayer The utility layer the gizmo will be added to
  113806. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  113807. * @param color The color of the gizmo
  113808. * @param tessellation Amount of tessellation to be used when creating rotation circles
  113809. * @param useEulerRotation Use and update Euler angle instead of quaternion
  113810. */
  113811. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  113812. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  113813. /**
  113814. * If the gizmo is enabled
  113815. */
  113816. isEnabled: boolean;
  113817. /**
  113818. * Disposes of the gizmo
  113819. */
  113820. dispose(): void;
  113821. }
  113822. }
  113823. declare module BABYLON {
  113824. /**
  113825. * Gizmo that enables rotating a mesh along 3 axis
  113826. */
  113827. export class RotationGizmo extends Gizmo {
  113828. /**
  113829. * Internal gizmo used for interactions on the x axis
  113830. */
  113831. xGizmo: PlaneRotationGizmo;
  113832. /**
  113833. * Internal gizmo used for interactions on the y axis
  113834. */
  113835. yGizmo: PlaneRotationGizmo;
  113836. /**
  113837. * Internal gizmo used for interactions on the z axis
  113838. */
  113839. zGizmo: PlaneRotationGizmo;
  113840. /** Fires an event when any of it's sub gizmos are dragged */
  113841. onDragStartObservable: Observable<unknown>;
  113842. /** Fires an event when any of it's sub gizmos are released from dragging */
  113843. onDragEndObservable: Observable<unknown>;
  113844. private _meshAttached;
  113845. attachedMesh: Nullable<AbstractMesh>;
  113846. /**
  113847. * Creates a RotationGizmo
  113848. * @param gizmoLayer The utility layer the gizmo will be added to
  113849. * @param tessellation Amount of tessellation to be used when creating rotation circles
  113850. * @param useEulerRotation Use and update Euler angle instead of quaternion
  113851. */
  113852. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  113853. updateGizmoRotationToMatchAttachedMesh: boolean;
  113854. /**
  113855. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  113856. */
  113857. snapDistance: number;
  113858. /**
  113859. * Ratio for the scale of the gizmo (Default: 1)
  113860. */
  113861. scaleRatio: number;
  113862. /**
  113863. * Disposes of the gizmo
  113864. */
  113865. dispose(): void;
  113866. /**
  113867. * CustomMeshes are not supported by this gizmo
  113868. * @param mesh The mesh to replace the default mesh of the gizmo
  113869. */
  113870. setCustomMesh(mesh: Mesh): void;
  113871. }
  113872. }
  113873. declare module BABYLON {
  113874. /**
  113875. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  113876. */
  113877. export class GizmoManager implements IDisposable {
  113878. private scene;
  113879. /**
  113880. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  113881. */
  113882. gizmos: {
  113883. positionGizmo: Nullable<PositionGizmo>;
  113884. rotationGizmo: Nullable<RotationGizmo>;
  113885. scaleGizmo: Nullable<ScaleGizmo>;
  113886. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  113887. };
  113888. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  113889. clearGizmoOnEmptyPointerEvent: boolean;
  113890. /** Fires an event when the manager is attached to a mesh */
  113891. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  113892. private _gizmosEnabled;
  113893. private _pointerObserver;
  113894. private _attachedMesh;
  113895. private _boundingBoxColor;
  113896. private _defaultUtilityLayer;
  113897. private _defaultKeepDepthUtilityLayer;
  113898. /**
  113899. * When bounding box gizmo is enabled, this can be used to track drag/end events
  113900. */
  113901. boundingBoxDragBehavior: SixDofDragBehavior;
  113902. /**
  113903. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  113904. */
  113905. attachableMeshes: Nullable<Array<AbstractMesh>>;
  113906. /**
  113907. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  113908. */
  113909. usePointerToAttachGizmos: boolean;
  113910. /**
  113911. * Utility layer that the bounding box gizmo belongs to
  113912. */
  113913. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  113914. /**
  113915. * Utility layer that all gizmos besides bounding box belong to
  113916. */
  113917. readonly utilityLayer: UtilityLayerRenderer;
  113918. /**
  113919. * Instatiates a gizmo manager
  113920. * @param scene the scene to overlay the gizmos on top of
  113921. */
  113922. constructor(scene: Scene);
  113923. /**
  113924. * Attaches a set of gizmos to the specified mesh
  113925. * @param mesh The mesh the gizmo's should be attached to
  113926. */
  113927. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  113928. /**
  113929. * If the position gizmo is enabled
  113930. */
  113931. positionGizmoEnabled: boolean;
  113932. /**
  113933. * If the rotation gizmo is enabled
  113934. */
  113935. rotationGizmoEnabled: boolean;
  113936. /**
  113937. * If the scale gizmo is enabled
  113938. */
  113939. scaleGizmoEnabled: boolean;
  113940. /**
  113941. * If the boundingBox gizmo is enabled
  113942. */
  113943. boundingBoxGizmoEnabled: boolean;
  113944. /**
  113945. * Disposes of the gizmo manager
  113946. */
  113947. dispose(): void;
  113948. }
  113949. }
  113950. declare module BABYLON {
  113951. /**
  113952. * A directional light is defined by a direction (what a surprise!).
  113953. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  113954. * 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.
  113955. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113956. */
  113957. export class DirectionalLight extends ShadowLight {
  113958. private _shadowFrustumSize;
  113959. /**
  113960. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  113961. */
  113962. /**
  113963. * Specifies a fix frustum size for the shadow generation.
  113964. */
  113965. shadowFrustumSize: number;
  113966. private _shadowOrthoScale;
  113967. /**
  113968. * Gets the shadow projection scale against the optimal computed one.
  113969. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  113970. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  113971. */
  113972. /**
  113973. * Sets the shadow projection scale against the optimal computed one.
  113974. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  113975. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  113976. */
  113977. shadowOrthoScale: number;
  113978. /**
  113979. * Automatically compute the projection matrix to best fit (including all the casters)
  113980. * on each frame.
  113981. */
  113982. autoUpdateExtends: boolean;
  113983. private _orthoLeft;
  113984. private _orthoRight;
  113985. private _orthoTop;
  113986. private _orthoBottom;
  113987. /**
  113988. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  113989. * The directional light is emitted from everywhere in the given direction.
  113990. * It can cast shadows.
  113991. * Documentation : https://doc.babylonjs.com/babylon101/lights
  113992. * @param name The friendly name of the light
  113993. * @param direction The direction of the light
  113994. * @param scene The scene the light belongs to
  113995. */
  113996. constructor(name: string, direction: Vector3, scene: Scene);
  113997. /**
  113998. * Returns the string "DirectionalLight".
  113999. * @return The class name
  114000. */
  114001. getClassName(): string;
  114002. /**
  114003. * Returns the integer 1.
  114004. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114005. */
  114006. getTypeID(): number;
  114007. /**
  114008. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  114009. * Returns the DirectionalLight Shadow projection matrix.
  114010. */
  114011. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114012. /**
  114013. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  114014. * Returns the DirectionalLight Shadow projection matrix.
  114015. */
  114016. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  114017. /**
  114018. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  114019. * Returns the DirectionalLight Shadow projection matrix.
  114020. */
  114021. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114022. protected _buildUniformLayout(): void;
  114023. /**
  114024. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  114025. * @param effect The effect to update
  114026. * @param lightIndex The index of the light in the effect to update
  114027. * @returns The directional light
  114028. */
  114029. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  114030. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  114031. /**
  114032. * Gets the minZ used for shadow according to both the scene and the light.
  114033. *
  114034. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  114035. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  114036. * @param activeCamera The camera we are returning the min for
  114037. * @returns the depth min z
  114038. */
  114039. getDepthMinZ(activeCamera: Camera): number;
  114040. /**
  114041. * Gets the maxZ used for shadow according to both the scene and the light.
  114042. *
  114043. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  114044. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  114045. * @param activeCamera The camera we are returning the max for
  114046. * @returns the depth max z
  114047. */
  114048. getDepthMaxZ(activeCamera: Camera): number;
  114049. /**
  114050. * Prepares the list of defines specific to the light type.
  114051. * @param defines the list of defines
  114052. * @param lightIndex defines the index of the light for the effect
  114053. */
  114054. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114055. }
  114056. }
  114057. declare module BABYLON {
  114058. /**
  114059. * Class containing static functions to help procedurally build meshes
  114060. */
  114061. export class HemisphereBuilder {
  114062. /**
  114063. * Creates a hemisphere mesh
  114064. * @param name defines the name of the mesh
  114065. * @param options defines the options used to create the mesh
  114066. * @param scene defines the hosting scene
  114067. * @returns the hemisphere mesh
  114068. */
  114069. static CreateHemisphere(name: string, options: {
  114070. segments?: number;
  114071. diameter?: number;
  114072. sideOrientation?: number;
  114073. }, scene: any): Mesh;
  114074. }
  114075. }
  114076. declare module BABYLON {
  114077. /**
  114078. * A spot light is defined by a position, a direction, an angle, and an exponent.
  114079. * These values define a cone of light starting from the position, emitting toward the direction.
  114080. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  114081. * and the exponent defines the speed of the decay of the light with distance (reach).
  114082. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114083. */
  114084. export class SpotLight extends ShadowLight {
  114085. private _angle;
  114086. private _innerAngle;
  114087. private _cosHalfAngle;
  114088. private _lightAngleScale;
  114089. private _lightAngleOffset;
  114090. /**
  114091. * Gets the cone angle of the spot light in Radians.
  114092. */
  114093. /**
  114094. * Sets the cone angle of the spot light in Radians.
  114095. */
  114096. angle: number;
  114097. /**
  114098. * Only used in gltf falloff mode, this defines the angle where
  114099. * the directional falloff will start before cutting at angle which could be seen
  114100. * as outer angle.
  114101. */
  114102. /**
  114103. * Only used in gltf falloff mode, this defines the angle where
  114104. * the directional falloff will start before cutting at angle which could be seen
  114105. * as outer angle.
  114106. */
  114107. innerAngle: number;
  114108. private _shadowAngleScale;
  114109. /**
  114110. * Allows scaling the angle of the light for shadow generation only.
  114111. */
  114112. /**
  114113. * Allows scaling the angle of the light for shadow generation only.
  114114. */
  114115. shadowAngleScale: number;
  114116. /**
  114117. * The light decay speed with the distance from the emission spot.
  114118. */
  114119. exponent: number;
  114120. private _projectionTextureMatrix;
  114121. /**
  114122. * Allows reading the projecton texture
  114123. */
  114124. readonly projectionTextureMatrix: Matrix;
  114125. protected _projectionTextureLightNear: number;
  114126. /**
  114127. * Gets the near clip of the Spotlight for texture projection.
  114128. */
  114129. /**
  114130. * Sets the near clip of the Spotlight for texture projection.
  114131. */
  114132. projectionTextureLightNear: number;
  114133. protected _projectionTextureLightFar: number;
  114134. /**
  114135. * Gets the far clip of the Spotlight for texture projection.
  114136. */
  114137. /**
  114138. * Sets the far clip of the Spotlight for texture projection.
  114139. */
  114140. projectionTextureLightFar: number;
  114141. protected _projectionTextureUpDirection: Vector3;
  114142. /**
  114143. * Gets the Up vector of the Spotlight for texture projection.
  114144. */
  114145. /**
  114146. * Sets the Up vector of the Spotlight for texture projection.
  114147. */
  114148. projectionTextureUpDirection: Vector3;
  114149. private _projectionTexture;
  114150. /**
  114151. * Gets the projection texture of the light.
  114152. */
  114153. /**
  114154. * Sets the projection texture of the light.
  114155. */
  114156. projectionTexture: Nullable<BaseTexture>;
  114157. private _projectionTextureViewLightDirty;
  114158. private _projectionTextureProjectionLightDirty;
  114159. private _projectionTextureDirty;
  114160. private _projectionTextureViewTargetVector;
  114161. private _projectionTextureViewLightMatrix;
  114162. private _projectionTextureProjectionLightMatrix;
  114163. private _projectionTextureScalingMatrix;
  114164. /**
  114165. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  114166. * It can cast shadows.
  114167. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114168. * @param name The light friendly name
  114169. * @param position The position of the spot light in the scene
  114170. * @param direction The direction of the light in the scene
  114171. * @param angle The cone angle of the light in Radians
  114172. * @param exponent The light decay speed with the distance from the emission spot
  114173. * @param scene The scene the lights belongs to
  114174. */
  114175. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  114176. /**
  114177. * Returns the string "SpotLight".
  114178. * @returns the class name
  114179. */
  114180. getClassName(): string;
  114181. /**
  114182. * Returns the integer 2.
  114183. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114184. */
  114185. getTypeID(): number;
  114186. /**
  114187. * Overrides the direction setter to recompute the projection texture view light Matrix.
  114188. */
  114189. protected _setDirection(value: Vector3): void;
  114190. /**
  114191. * Overrides the position setter to recompute the projection texture view light Matrix.
  114192. */
  114193. protected _setPosition(value: Vector3): void;
  114194. /**
  114195. * 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.
  114196. * Returns the SpotLight.
  114197. */
  114198. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114199. protected _computeProjectionTextureViewLightMatrix(): void;
  114200. protected _computeProjectionTextureProjectionLightMatrix(): void;
  114201. /**
  114202. * Main function for light texture projection matrix computing.
  114203. */
  114204. protected _computeProjectionTextureMatrix(): void;
  114205. protected _buildUniformLayout(): void;
  114206. private _computeAngleValues;
  114207. /**
  114208. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  114209. * @param effect The effect to update
  114210. * @param lightIndex The index of the light in the effect to update
  114211. * @returns The spot light
  114212. */
  114213. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  114214. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  114215. /**
  114216. * Disposes the light and the associated resources.
  114217. */
  114218. dispose(): void;
  114219. /**
  114220. * Prepares the list of defines specific to the light type.
  114221. * @param defines the list of defines
  114222. * @param lightIndex defines the index of the light for the effect
  114223. */
  114224. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114225. }
  114226. }
  114227. declare module BABYLON {
  114228. /**
  114229. * Gizmo that enables viewing a light
  114230. */
  114231. export class LightGizmo extends Gizmo {
  114232. private _lightMesh;
  114233. private _material;
  114234. private cachedPosition;
  114235. private cachedForward;
  114236. /**
  114237. * Creates a LightGizmo
  114238. * @param gizmoLayer The utility layer the gizmo will be added to
  114239. */
  114240. constructor(gizmoLayer?: UtilityLayerRenderer);
  114241. private _light;
  114242. /**
  114243. * The light that the gizmo is attached to
  114244. */
  114245. light: Nullable<Light>;
  114246. /**
  114247. * Gets the material used to render the light gizmo
  114248. */
  114249. readonly material: StandardMaterial;
  114250. /**
  114251. * @hidden
  114252. * Updates the gizmo to match the attached mesh's position/rotation
  114253. */
  114254. protected _update(): void;
  114255. private static _Scale;
  114256. /**
  114257. * Creates the lines for a light mesh
  114258. */
  114259. private static _createLightLines;
  114260. /**
  114261. * Disposes of the light gizmo
  114262. */
  114263. dispose(): void;
  114264. private static _CreateHemisphericLightMesh;
  114265. private static _CreatePointLightMesh;
  114266. private static _CreateSpotLightMesh;
  114267. private static _CreateDirectionalLightMesh;
  114268. }
  114269. }
  114270. declare module BABYLON {
  114271. /** @hidden */
  114272. export var backgroundFragmentDeclaration: {
  114273. name: string;
  114274. shader: string;
  114275. };
  114276. }
  114277. declare module BABYLON {
  114278. /** @hidden */
  114279. export var backgroundUboDeclaration: {
  114280. name: string;
  114281. shader: string;
  114282. };
  114283. }
  114284. declare module BABYLON {
  114285. /** @hidden */
  114286. export var backgroundPixelShader: {
  114287. name: string;
  114288. shader: string;
  114289. };
  114290. }
  114291. declare module BABYLON {
  114292. /** @hidden */
  114293. export var backgroundVertexDeclaration: {
  114294. name: string;
  114295. shader: string;
  114296. };
  114297. }
  114298. declare module BABYLON {
  114299. /** @hidden */
  114300. export var backgroundVertexShader: {
  114301. name: string;
  114302. shader: string;
  114303. };
  114304. }
  114305. declare module BABYLON {
  114306. /**
  114307. * Background material used to create an efficient environement around your scene.
  114308. */
  114309. export class BackgroundMaterial extends PushMaterial {
  114310. /**
  114311. * Standard reflectance value at parallel view angle.
  114312. */
  114313. static StandardReflectance0: number;
  114314. /**
  114315. * Standard reflectance value at grazing angle.
  114316. */
  114317. static StandardReflectance90: number;
  114318. protected _primaryColor: Color3;
  114319. /**
  114320. * Key light Color (multiply against the environement texture)
  114321. */
  114322. primaryColor: Color3;
  114323. protected __perceptualColor: Nullable<Color3>;
  114324. /**
  114325. * Experimental Internal Use Only.
  114326. *
  114327. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  114328. * This acts as a helper to set the primary color to a more "human friendly" value.
  114329. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  114330. * output color as close as possible from the chosen value.
  114331. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  114332. * part of lighting setup.)
  114333. */
  114334. _perceptualColor: Nullable<Color3>;
  114335. protected _primaryColorShadowLevel: float;
  114336. /**
  114337. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  114338. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  114339. */
  114340. primaryColorShadowLevel: float;
  114341. protected _primaryColorHighlightLevel: float;
  114342. /**
  114343. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  114344. * The primary color is used at the level chosen to define what the white area would look.
  114345. */
  114346. primaryColorHighlightLevel: float;
  114347. protected _reflectionTexture: Nullable<BaseTexture>;
  114348. /**
  114349. * Reflection Texture used in the material.
  114350. * Should be author in a specific way for the best result (refer to the documentation).
  114351. */
  114352. reflectionTexture: Nullable<BaseTexture>;
  114353. protected _reflectionBlur: float;
  114354. /**
  114355. * Reflection Texture level of blur.
  114356. *
  114357. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  114358. * texture twice.
  114359. */
  114360. reflectionBlur: float;
  114361. protected _diffuseTexture: Nullable<BaseTexture>;
  114362. /**
  114363. * Diffuse Texture used in the material.
  114364. * Should be author in a specific way for the best result (refer to the documentation).
  114365. */
  114366. diffuseTexture: Nullable<BaseTexture>;
  114367. protected _shadowLights: Nullable<IShadowLight[]>;
  114368. /**
  114369. * Specify the list of lights casting shadow on the material.
  114370. * All scene shadow lights will be included if null.
  114371. */
  114372. shadowLights: Nullable<IShadowLight[]>;
  114373. protected _shadowLevel: float;
  114374. /**
  114375. * Helps adjusting the shadow to a softer level if required.
  114376. * 0 means black shadows and 1 means no shadows.
  114377. */
  114378. shadowLevel: float;
  114379. protected _sceneCenter: Vector3;
  114380. /**
  114381. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  114382. * It is usually zero but might be interesting to modify according to your setup.
  114383. */
  114384. sceneCenter: Vector3;
  114385. protected _opacityFresnel: boolean;
  114386. /**
  114387. * This helps specifying that the material is falling off to the sky box at grazing angle.
  114388. * This helps ensuring a nice transition when the camera goes under the ground.
  114389. */
  114390. opacityFresnel: boolean;
  114391. protected _reflectionFresnel: boolean;
  114392. /**
  114393. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  114394. * This helps adding a mirror texture on the ground.
  114395. */
  114396. reflectionFresnel: boolean;
  114397. protected _reflectionFalloffDistance: number;
  114398. /**
  114399. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  114400. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  114401. */
  114402. reflectionFalloffDistance: number;
  114403. protected _reflectionAmount: number;
  114404. /**
  114405. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  114406. */
  114407. reflectionAmount: number;
  114408. protected _reflectionReflectance0: number;
  114409. /**
  114410. * This specifies the weight of the reflection at grazing angle.
  114411. */
  114412. reflectionReflectance0: number;
  114413. protected _reflectionReflectance90: number;
  114414. /**
  114415. * This specifies the weight of the reflection at a perpendicular point of view.
  114416. */
  114417. reflectionReflectance90: number;
  114418. /**
  114419. * Sets the reflection reflectance fresnel values according to the default standard
  114420. * empirically know to work well :-)
  114421. */
  114422. reflectionStandardFresnelWeight: number;
  114423. protected _useRGBColor: boolean;
  114424. /**
  114425. * Helps to directly use the maps channels instead of their level.
  114426. */
  114427. useRGBColor: boolean;
  114428. protected _enableNoise: boolean;
  114429. /**
  114430. * This helps reducing the banding effect that could occur on the background.
  114431. */
  114432. enableNoise: boolean;
  114433. /**
  114434. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  114435. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  114436. * Recommended to be keep at 1.0 except for special cases.
  114437. */
  114438. fovMultiplier: number;
  114439. private _fovMultiplier;
  114440. /**
  114441. * Enable the FOV adjustment feature controlled by fovMultiplier.
  114442. */
  114443. useEquirectangularFOV: boolean;
  114444. private _maxSimultaneousLights;
  114445. /**
  114446. * Number of Simultaneous lights allowed on the material.
  114447. */
  114448. maxSimultaneousLights: int;
  114449. /**
  114450. * Default configuration related to image processing available in the Background Material.
  114451. */
  114452. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  114453. /**
  114454. * Keep track of the image processing observer to allow dispose and replace.
  114455. */
  114456. private _imageProcessingObserver;
  114457. /**
  114458. * Attaches a new image processing configuration to the PBR Material.
  114459. * @param configuration (if null the scene configuration will be use)
  114460. */
  114461. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  114462. /**
  114463. * Gets the image processing configuration used either in this material.
  114464. */
  114465. /**
  114466. * Sets the Default image processing configuration used either in the this material.
  114467. *
  114468. * If sets to null, the scene one is in use.
  114469. */
  114470. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  114471. /**
  114472. * Gets wether the color curves effect is enabled.
  114473. */
  114474. /**
  114475. * Sets wether the color curves effect is enabled.
  114476. */
  114477. cameraColorCurvesEnabled: boolean;
  114478. /**
  114479. * Gets wether the color grading effect is enabled.
  114480. */
  114481. /**
  114482. * Gets wether the color grading effect is enabled.
  114483. */
  114484. cameraColorGradingEnabled: boolean;
  114485. /**
  114486. * Gets wether tonemapping is enabled or not.
  114487. */
  114488. /**
  114489. * Sets wether tonemapping is enabled or not
  114490. */
  114491. cameraToneMappingEnabled: boolean;
  114492. /**
  114493. * The camera exposure used on this material.
  114494. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  114495. * This corresponds to a photographic exposure.
  114496. */
  114497. /**
  114498. * The camera exposure used on this material.
  114499. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  114500. * This corresponds to a photographic exposure.
  114501. */
  114502. cameraExposure: float;
  114503. /**
  114504. * Gets The camera contrast used on this material.
  114505. */
  114506. /**
  114507. * Sets The camera contrast used on this material.
  114508. */
  114509. cameraContrast: float;
  114510. /**
  114511. * Gets the Color Grading 2D Lookup Texture.
  114512. */
  114513. /**
  114514. * Sets the Color Grading 2D Lookup Texture.
  114515. */
  114516. cameraColorGradingTexture: Nullable<BaseTexture>;
  114517. /**
  114518. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  114519. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  114520. * 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;
  114521. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  114522. */
  114523. /**
  114524. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  114525. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  114526. * 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;
  114527. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  114528. */
  114529. cameraColorCurves: Nullable<ColorCurves>;
  114530. /**
  114531. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  114532. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  114533. */
  114534. switchToBGR: boolean;
  114535. private _renderTargets;
  114536. private _reflectionControls;
  114537. private _white;
  114538. private _primaryShadowColor;
  114539. private _primaryHighlightColor;
  114540. /**
  114541. * Instantiates a Background Material in the given scene
  114542. * @param name The friendly name of the material
  114543. * @param scene The scene to add the material to
  114544. */
  114545. constructor(name: string, scene: Scene);
  114546. /**
  114547. * Gets a boolean indicating that current material needs to register RTT
  114548. */
  114549. readonly hasRenderTargetTextures: boolean;
  114550. /**
  114551. * The entire material has been created in order to prevent overdraw.
  114552. * @returns false
  114553. */
  114554. needAlphaTesting(): boolean;
  114555. /**
  114556. * The entire material has been created in order to prevent overdraw.
  114557. * @returns true if blending is enable
  114558. */
  114559. needAlphaBlending(): boolean;
  114560. /**
  114561. * Checks wether the material is ready to be rendered for a given mesh.
  114562. * @param mesh The mesh to render
  114563. * @param subMesh The submesh to check against
  114564. * @param useInstances Specify wether or not the material is used with instances
  114565. * @returns true if all the dependencies are ready (Textures, Effects...)
  114566. */
  114567. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  114568. /**
  114569. * Compute the primary color according to the chosen perceptual color.
  114570. */
  114571. private _computePrimaryColorFromPerceptualColor;
  114572. /**
  114573. * Compute the highlights and shadow colors according to their chosen levels.
  114574. */
  114575. private _computePrimaryColors;
  114576. /**
  114577. * Build the uniform buffer used in the material.
  114578. */
  114579. buildUniformLayout(): void;
  114580. /**
  114581. * Unbind the material.
  114582. */
  114583. unbind(): void;
  114584. /**
  114585. * Bind only the world matrix to the material.
  114586. * @param world The world matrix to bind.
  114587. */
  114588. bindOnlyWorldMatrix(world: Matrix): void;
  114589. /**
  114590. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  114591. * @param world The world matrix to bind.
  114592. * @param subMesh The submesh to bind for.
  114593. */
  114594. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  114595. /**
  114596. * Checks to see if a texture is used in the material.
  114597. * @param texture - Base texture to use.
  114598. * @returns - Boolean specifying if a texture is used in the material.
  114599. */
  114600. hasTexture(texture: BaseTexture): boolean;
  114601. /**
  114602. * Dispose the material.
  114603. * @param forceDisposeEffect Force disposal of the associated effect.
  114604. * @param forceDisposeTextures Force disposal of the associated textures.
  114605. */
  114606. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  114607. /**
  114608. * Clones the material.
  114609. * @param name The cloned name.
  114610. * @returns The cloned material.
  114611. */
  114612. clone(name: string): BackgroundMaterial;
  114613. /**
  114614. * Serializes the current material to its JSON representation.
  114615. * @returns The JSON representation.
  114616. */
  114617. serialize(): any;
  114618. /**
  114619. * Gets the class name of the material
  114620. * @returns "BackgroundMaterial"
  114621. */
  114622. getClassName(): string;
  114623. /**
  114624. * Parse a JSON input to create back a background material.
  114625. * @param source The JSON data to parse
  114626. * @param scene The scene to create the parsed material in
  114627. * @param rootUrl The root url of the assets the material depends upon
  114628. * @returns the instantiated BackgroundMaterial.
  114629. */
  114630. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  114631. }
  114632. }
  114633. declare module BABYLON {
  114634. /**
  114635. * Represents the different options available during the creation of
  114636. * a Environment helper.
  114637. *
  114638. * This can control the default ground, skybox and image processing setup of your scene.
  114639. */
  114640. export interface IEnvironmentHelperOptions {
  114641. /**
  114642. * Specifies wether or not to create a ground.
  114643. * True by default.
  114644. */
  114645. createGround: boolean;
  114646. /**
  114647. * Specifies the ground size.
  114648. * 15 by default.
  114649. */
  114650. groundSize: number;
  114651. /**
  114652. * The texture used on the ground for the main color.
  114653. * Comes from the BabylonJS CDN by default.
  114654. *
  114655. * Remarks: Can be either a texture or a url.
  114656. */
  114657. groundTexture: string | BaseTexture;
  114658. /**
  114659. * The color mixed in the ground texture by default.
  114660. * BabylonJS clearColor by default.
  114661. */
  114662. groundColor: Color3;
  114663. /**
  114664. * Specifies the ground opacity.
  114665. * 1 by default.
  114666. */
  114667. groundOpacity: number;
  114668. /**
  114669. * Enables the ground to receive shadows.
  114670. * True by default.
  114671. */
  114672. enableGroundShadow: boolean;
  114673. /**
  114674. * Helps preventing the shadow to be fully black on the ground.
  114675. * 0.5 by default.
  114676. */
  114677. groundShadowLevel: number;
  114678. /**
  114679. * Creates a mirror texture attach to the ground.
  114680. * false by default.
  114681. */
  114682. enableGroundMirror: boolean;
  114683. /**
  114684. * Specifies the ground mirror size ratio.
  114685. * 0.3 by default as the default kernel is 64.
  114686. */
  114687. groundMirrorSizeRatio: number;
  114688. /**
  114689. * Specifies the ground mirror blur kernel size.
  114690. * 64 by default.
  114691. */
  114692. groundMirrorBlurKernel: number;
  114693. /**
  114694. * Specifies the ground mirror visibility amount.
  114695. * 1 by default
  114696. */
  114697. groundMirrorAmount: number;
  114698. /**
  114699. * Specifies the ground mirror reflectance weight.
  114700. * This uses the standard weight of the background material to setup the fresnel effect
  114701. * of the mirror.
  114702. * 1 by default.
  114703. */
  114704. groundMirrorFresnelWeight: number;
  114705. /**
  114706. * Specifies the ground mirror Falloff distance.
  114707. * This can helps reducing the size of the reflection.
  114708. * 0 by Default.
  114709. */
  114710. groundMirrorFallOffDistance: number;
  114711. /**
  114712. * Specifies the ground mirror texture type.
  114713. * Unsigned Int by Default.
  114714. */
  114715. groundMirrorTextureType: number;
  114716. /**
  114717. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  114718. * the shown objects.
  114719. */
  114720. groundYBias: number;
  114721. /**
  114722. * Specifies wether or not to create a skybox.
  114723. * True by default.
  114724. */
  114725. createSkybox: boolean;
  114726. /**
  114727. * Specifies the skybox size.
  114728. * 20 by default.
  114729. */
  114730. skyboxSize: number;
  114731. /**
  114732. * The texture used on the skybox for the main color.
  114733. * Comes from the BabylonJS CDN by default.
  114734. *
  114735. * Remarks: Can be either a texture or a url.
  114736. */
  114737. skyboxTexture: string | BaseTexture;
  114738. /**
  114739. * The color mixed in the skybox texture by default.
  114740. * BabylonJS clearColor by default.
  114741. */
  114742. skyboxColor: Color3;
  114743. /**
  114744. * The background rotation around the Y axis of the scene.
  114745. * This helps aligning the key lights of your scene with the background.
  114746. * 0 by default.
  114747. */
  114748. backgroundYRotation: number;
  114749. /**
  114750. * Compute automatically the size of the elements to best fit with the scene.
  114751. */
  114752. sizeAuto: boolean;
  114753. /**
  114754. * Default position of the rootMesh if autoSize is not true.
  114755. */
  114756. rootPosition: Vector3;
  114757. /**
  114758. * Sets up the image processing in the scene.
  114759. * true by default.
  114760. */
  114761. setupImageProcessing: boolean;
  114762. /**
  114763. * The texture used as your environment texture in the scene.
  114764. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  114765. *
  114766. * Remarks: Can be either a texture or a url.
  114767. */
  114768. environmentTexture: string | BaseTexture;
  114769. /**
  114770. * The value of the exposure to apply to the scene.
  114771. * 0.6 by default if setupImageProcessing is true.
  114772. */
  114773. cameraExposure: number;
  114774. /**
  114775. * The value of the contrast to apply to the scene.
  114776. * 1.6 by default if setupImageProcessing is true.
  114777. */
  114778. cameraContrast: number;
  114779. /**
  114780. * Specifies wether or not tonemapping should be enabled in the scene.
  114781. * true by default if setupImageProcessing is true.
  114782. */
  114783. toneMappingEnabled: boolean;
  114784. }
  114785. /**
  114786. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  114787. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  114788. * It also helps with the default setup of your imageProcessing configuration.
  114789. */
  114790. export class EnvironmentHelper {
  114791. /**
  114792. * Default ground texture URL.
  114793. */
  114794. private static _groundTextureCDNUrl;
  114795. /**
  114796. * Default skybox texture URL.
  114797. */
  114798. private static _skyboxTextureCDNUrl;
  114799. /**
  114800. * Default environment texture URL.
  114801. */
  114802. private static _environmentTextureCDNUrl;
  114803. /**
  114804. * Creates the default options for the helper.
  114805. */
  114806. private static _getDefaultOptions;
  114807. private _rootMesh;
  114808. /**
  114809. * Gets the root mesh created by the helper.
  114810. */
  114811. readonly rootMesh: Mesh;
  114812. private _skybox;
  114813. /**
  114814. * Gets the skybox created by the helper.
  114815. */
  114816. readonly skybox: Nullable<Mesh>;
  114817. private _skyboxTexture;
  114818. /**
  114819. * Gets the skybox texture created by the helper.
  114820. */
  114821. readonly skyboxTexture: Nullable<BaseTexture>;
  114822. private _skyboxMaterial;
  114823. /**
  114824. * Gets the skybox material created by the helper.
  114825. */
  114826. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  114827. private _ground;
  114828. /**
  114829. * Gets the ground mesh created by the helper.
  114830. */
  114831. readonly ground: Nullable<Mesh>;
  114832. private _groundTexture;
  114833. /**
  114834. * Gets the ground texture created by the helper.
  114835. */
  114836. readonly groundTexture: Nullable<BaseTexture>;
  114837. private _groundMirror;
  114838. /**
  114839. * Gets the ground mirror created by the helper.
  114840. */
  114841. readonly groundMirror: Nullable<MirrorTexture>;
  114842. /**
  114843. * Gets the ground mirror render list to helps pushing the meshes
  114844. * you wish in the ground reflection.
  114845. */
  114846. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  114847. private _groundMaterial;
  114848. /**
  114849. * Gets the ground material created by the helper.
  114850. */
  114851. readonly groundMaterial: Nullable<BackgroundMaterial>;
  114852. /**
  114853. * Stores the creation options.
  114854. */
  114855. private readonly _scene;
  114856. private _options;
  114857. /**
  114858. * This observable will be notified with any error during the creation of the environment,
  114859. * mainly texture creation errors.
  114860. */
  114861. onErrorObservable: Observable<{
  114862. message?: string;
  114863. exception?: any;
  114864. }>;
  114865. /**
  114866. * constructor
  114867. * @param options Defines the options we want to customize the helper
  114868. * @param scene The scene to add the material to
  114869. */
  114870. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  114871. /**
  114872. * Updates the background according to the new options
  114873. * @param options
  114874. */
  114875. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  114876. /**
  114877. * Sets the primary color of all the available elements.
  114878. * @param color the main color to affect to the ground and the background
  114879. */
  114880. setMainColor(color: Color3): void;
  114881. /**
  114882. * Setup the image processing according to the specified options.
  114883. */
  114884. private _setupImageProcessing;
  114885. /**
  114886. * Setup the environment texture according to the specified options.
  114887. */
  114888. private _setupEnvironmentTexture;
  114889. /**
  114890. * Setup the background according to the specified options.
  114891. */
  114892. private _setupBackground;
  114893. /**
  114894. * Get the scene sizes according to the setup.
  114895. */
  114896. private _getSceneSize;
  114897. /**
  114898. * Setup the ground according to the specified options.
  114899. */
  114900. private _setupGround;
  114901. /**
  114902. * Setup the ground material according to the specified options.
  114903. */
  114904. private _setupGroundMaterial;
  114905. /**
  114906. * Setup the ground diffuse texture according to the specified options.
  114907. */
  114908. private _setupGroundDiffuseTexture;
  114909. /**
  114910. * Setup the ground mirror texture according to the specified options.
  114911. */
  114912. private _setupGroundMirrorTexture;
  114913. /**
  114914. * Setup the ground to receive the mirror texture.
  114915. */
  114916. private _setupMirrorInGroundMaterial;
  114917. /**
  114918. * Setup the skybox according to the specified options.
  114919. */
  114920. private _setupSkybox;
  114921. /**
  114922. * Setup the skybox material according to the specified options.
  114923. */
  114924. private _setupSkyboxMaterial;
  114925. /**
  114926. * Setup the skybox reflection texture according to the specified options.
  114927. */
  114928. private _setupSkyboxReflectionTexture;
  114929. private _errorHandler;
  114930. /**
  114931. * Dispose all the elements created by the Helper.
  114932. */
  114933. dispose(): void;
  114934. }
  114935. }
  114936. declare module BABYLON {
  114937. /**
  114938. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  114939. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  114940. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  114941. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  114942. */
  114943. export class PhotoDome extends TransformNode {
  114944. /**
  114945. * Define the image as a Monoscopic panoramic 360 image.
  114946. */
  114947. static readonly MODE_MONOSCOPIC: number;
  114948. /**
  114949. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  114950. */
  114951. static readonly MODE_TOPBOTTOM: number;
  114952. /**
  114953. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  114954. */
  114955. static readonly MODE_SIDEBYSIDE: number;
  114956. private _useDirectMapping;
  114957. /**
  114958. * The texture being displayed on the sphere
  114959. */
  114960. protected _photoTexture: Texture;
  114961. /**
  114962. * Gets or sets the texture being displayed on the sphere
  114963. */
  114964. photoTexture: Texture;
  114965. /**
  114966. * Observable raised when an error occured while loading the 360 image
  114967. */
  114968. onLoadErrorObservable: Observable<string>;
  114969. /**
  114970. * The skybox material
  114971. */
  114972. protected _material: BackgroundMaterial;
  114973. /**
  114974. * The surface used for the skybox
  114975. */
  114976. protected _mesh: Mesh;
  114977. /**
  114978. * Gets the mesh used for the skybox.
  114979. */
  114980. readonly mesh: Mesh;
  114981. /**
  114982. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  114983. * Also see the options.resolution property.
  114984. */
  114985. fovMultiplier: number;
  114986. private _imageMode;
  114987. /**
  114988. * Gets or set the current video mode for the video. It can be:
  114989. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  114990. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  114991. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  114992. */
  114993. imageMode: number;
  114994. /**
  114995. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  114996. * @param name Element's name, child elements will append suffixes for their own names.
  114997. * @param urlsOfPhoto defines the url of the photo to display
  114998. * @param options defines an object containing optional or exposed sub element properties
  114999. * @param onError defines a callback called when an error occured while loading the texture
  115000. */
  115001. constructor(name: string, urlOfPhoto: string, options: {
  115002. resolution?: number;
  115003. size?: number;
  115004. useDirectMapping?: boolean;
  115005. faceForward?: boolean;
  115006. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  115007. private _onBeforeCameraRenderObserver;
  115008. private _changeImageMode;
  115009. /**
  115010. * Releases resources associated with this node.
  115011. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  115012. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  115013. */
  115014. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  115015. }
  115016. }
  115017. declare module BABYLON {
  115018. /**
  115019. * Class used to host RGBD texture specific utilities
  115020. */
  115021. export class RGBDTextureTools {
  115022. /**
  115023. * Expand the RGBD Texture from RGBD to Half Float if possible.
  115024. * @param texture the texture to expand.
  115025. */
  115026. static ExpandRGBDTexture(texture: Texture): void;
  115027. }
  115028. }
  115029. declare module BABYLON {
  115030. /**
  115031. * Class used to host texture specific utilities
  115032. */
  115033. export class BRDFTextureTools {
  115034. /**
  115035. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  115036. * @param scene defines the hosting scene
  115037. * @returns the environment BRDF texture
  115038. */
  115039. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  115040. private static _environmentBRDFBase64Texture;
  115041. }
  115042. }
  115043. declare module BABYLON {
  115044. /**
  115045. * @hidden
  115046. */
  115047. export interface IMaterialClearCoatDefines {
  115048. CLEARCOAT: boolean;
  115049. CLEARCOAT_DEFAULTIOR: boolean;
  115050. CLEARCOAT_TEXTURE: boolean;
  115051. CLEARCOAT_TEXTUREDIRECTUV: number;
  115052. CLEARCOAT_BUMP: boolean;
  115053. CLEARCOAT_BUMPDIRECTUV: number;
  115054. CLEARCOAT_TINT: boolean;
  115055. CLEARCOAT_TINT_TEXTURE: boolean;
  115056. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  115057. /** @hidden */
  115058. _areTexturesDirty: boolean;
  115059. }
  115060. /**
  115061. * Define the code related to the clear coat parameters of the pbr material.
  115062. */
  115063. export class PBRClearCoatConfiguration {
  115064. /**
  115065. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  115066. * The default fits with a polyurethane material.
  115067. */
  115068. private static readonly _DefaultIndexOfRefraction;
  115069. private _isEnabled;
  115070. /**
  115071. * Defines if the clear coat is enabled in the material.
  115072. */
  115073. isEnabled: boolean;
  115074. /**
  115075. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  115076. */
  115077. intensity: number;
  115078. /**
  115079. * Defines the clear coat layer roughness.
  115080. */
  115081. roughness: number;
  115082. private _indexOfRefraction;
  115083. /**
  115084. * Defines the index of refraction of the clear coat.
  115085. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  115086. * The default fits with a polyurethane material.
  115087. * Changing the default value is more performance intensive.
  115088. */
  115089. indexOfRefraction: number;
  115090. private _texture;
  115091. /**
  115092. * Stores the clear coat values in a texture.
  115093. */
  115094. texture: Nullable<BaseTexture>;
  115095. private _bumpTexture;
  115096. /**
  115097. * Define the clear coat specific bump texture.
  115098. */
  115099. bumpTexture: Nullable<BaseTexture>;
  115100. private _isTintEnabled;
  115101. /**
  115102. * Defines if the clear coat tint is enabled in the material.
  115103. */
  115104. isTintEnabled: boolean;
  115105. /**
  115106. * Defines the clear coat tint of the material.
  115107. * This is only use if tint is enabled
  115108. */
  115109. tintColor: Color3;
  115110. /**
  115111. * Defines the distance at which the tint color should be found in the
  115112. * clear coat media.
  115113. * This is only use if tint is enabled
  115114. */
  115115. tintColorAtDistance: number;
  115116. /**
  115117. * Defines the clear coat layer thickness.
  115118. * This is only use if tint is enabled
  115119. */
  115120. tintThickness: number;
  115121. private _tintTexture;
  115122. /**
  115123. * Stores the clear tint values in a texture.
  115124. * rgb is tint
  115125. * a is a thickness factor
  115126. */
  115127. tintTexture: Nullable<BaseTexture>;
  115128. /** @hidden */
  115129. private _internalMarkAllSubMeshesAsTexturesDirty;
  115130. /** @hidden */
  115131. _markAllSubMeshesAsTexturesDirty(): void;
  115132. /**
  115133. * Instantiate a new istance of clear coat configuration.
  115134. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115135. */
  115136. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115137. /**
  115138. * Gets wehter the submesh is ready to be used or not.
  115139. * @param defines the list of "defines" to update.
  115140. * @param scene defines the scene the material belongs to.
  115141. * @param engine defines the engine the material belongs to.
  115142. * @param disableBumpMap defines wether the material disables bump or not.
  115143. * @returns - boolean indicating that the submesh is ready or not.
  115144. */
  115145. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  115146. /**
  115147. * Checks to see if a texture is used in the material.
  115148. * @param defines the list of "defines" to update.
  115149. * @param scene defines the scene to the material belongs to.
  115150. */
  115151. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  115152. /**
  115153. * Binds the material data.
  115154. * @param uniformBuffer defines the Uniform buffer to fill in.
  115155. * @param scene defines the scene the material belongs to.
  115156. * @param engine defines the engine the material belongs to.
  115157. * @param disableBumpMap defines wether the material disables bump or not.
  115158. * @param isFrozen defines wether the material is frozen or not.
  115159. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  115160. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  115161. */
  115162. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  115163. /**
  115164. * Checks to see if a texture is used in the material.
  115165. * @param texture - Base texture to use.
  115166. * @returns - Boolean specifying if a texture is used in the material.
  115167. */
  115168. hasTexture(texture: BaseTexture): boolean;
  115169. /**
  115170. * Returns an array of the actively used textures.
  115171. * @param activeTextures Array of BaseTextures
  115172. */
  115173. getActiveTextures(activeTextures: BaseTexture[]): void;
  115174. /**
  115175. * Returns the animatable textures.
  115176. * @param animatables Array of animatable textures.
  115177. */
  115178. getAnimatables(animatables: IAnimatable[]): void;
  115179. /**
  115180. * Disposes the resources of the material.
  115181. * @param forceDisposeTextures - Forces the disposal of all textures.
  115182. */
  115183. dispose(forceDisposeTextures?: boolean): void;
  115184. /**
  115185. * Get the current class name of the texture useful for serialization or dynamic coding.
  115186. * @returns "PBRClearCoatConfiguration"
  115187. */
  115188. getClassName(): string;
  115189. /**
  115190. * Add fallbacks to the effect fallbacks list.
  115191. * @param defines defines the Base texture to use.
  115192. * @param fallbacks defines the current fallback list.
  115193. * @param currentRank defines the current fallback rank.
  115194. * @returns the new fallback rank.
  115195. */
  115196. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115197. /**
  115198. * Add the required uniforms to the current list.
  115199. * @param uniforms defines the current uniform list.
  115200. */
  115201. static AddUniforms(uniforms: string[]): void;
  115202. /**
  115203. * Add the required samplers to the current list.
  115204. * @param samplers defines the current sampler list.
  115205. */
  115206. static AddSamplers(samplers: string[]): void;
  115207. /**
  115208. * Add the required uniforms to the current buffer.
  115209. * @param uniformBuffer defines the current uniform buffer.
  115210. */
  115211. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115212. /**
  115213. * Makes a duplicate of the current configuration into another one.
  115214. * @param clearCoatConfiguration define the config where to copy the info
  115215. */
  115216. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  115217. /**
  115218. * Serializes this clear coat configuration.
  115219. * @returns - An object with the serialized config.
  115220. */
  115221. serialize(): any;
  115222. /**
  115223. * Parses a anisotropy Configuration from a serialized object.
  115224. * @param source - Serialized object.
  115225. * @param scene Defines the scene we are parsing for
  115226. * @param rootUrl Defines the rootUrl to load from
  115227. */
  115228. parse(source: any, scene: Scene, rootUrl: string): void;
  115229. }
  115230. }
  115231. declare module BABYLON {
  115232. /**
  115233. * @hidden
  115234. */
  115235. export interface IMaterialAnisotropicDefines {
  115236. ANISOTROPIC: boolean;
  115237. ANISOTROPIC_TEXTURE: boolean;
  115238. ANISOTROPIC_TEXTUREDIRECTUV: number;
  115239. MAINUV1: boolean;
  115240. _areTexturesDirty: boolean;
  115241. _needUVs: boolean;
  115242. }
  115243. /**
  115244. * Define the code related to the anisotropic parameters of the pbr material.
  115245. */
  115246. export class PBRAnisotropicConfiguration {
  115247. private _isEnabled;
  115248. /**
  115249. * Defines if the anisotropy is enabled in the material.
  115250. */
  115251. isEnabled: boolean;
  115252. /**
  115253. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  115254. */
  115255. intensity: number;
  115256. /**
  115257. * Defines if the effect is along the tangents, bitangents or in between.
  115258. * By default, the effect is "strectching" the highlights along the tangents.
  115259. */
  115260. direction: Vector2;
  115261. private _texture;
  115262. /**
  115263. * Stores the anisotropy values in a texture.
  115264. * rg is direction (like normal from -1 to 1)
  115265. * b is a intensity
  115266. */
  115267. texture: Nullable<BaseTexture>;
  115268. /** @hidden */
  115269. private _internalMarkAllSubMeshesAsTexturesDirty;
  115270. /** @hidden */
  115271. _markAllSubMeshesAsTexturesDirty(): void;
  115272. /**
  115273. * Instantiate a new istance of anisotropy configuration.
  115274. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115275. */
  115276. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115277. /**
  115278. * Specifies that the submesh is ready to be used.
  115279. * @param defines the list of "defines" to update.
  115280. * @param scene defines the scene the material belongs to.
  115281. * @returns - boolean indicating that the submesh is ready or not.
  115282. */
  115283. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  115284. /**
  115285. * Checks to see if a texture is used in the material.
  115286. * @param defines the list of "defines" to update.
  115287. * @param mesh the mesh we are preparing the defines for.
  115288. * @param scene defines the scene the material belongs to.
  115289. */
  115290. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  115291. /**
  115292. * Binds the material data.
  115293. * @param uniformBuffer defines the Uniform buffer to fill in.
  115294. * @param scene defines the scene the material belongs to.
  115295. * @param isFrozen defines wether the material is frozen or not.
  115296. */
  115297. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  115298. /**
  115299. * Checks to see if a texture is used in the material.
  115300. * @param texture - Base texture to use.
  115301. * @returns - Boolean specifying if a texture is used in the material.
  115302. */
  115303. hasTexture(texture: BaseTexture): boolean;
  115304. /**
  115305. * Returns an array of the actively used textures.
  115306. * @param activeTextures Array of BaseTextures
  115307. */
  115308. getActiveTextures(activeTextures: BaseTexture[]): void;
  115309. /**
  115310. * Returns the animatable textures.
  115311. * @param animatables Array of animatable textures.
  115312. */
  115313. getAnimatables(animatables: IAnimatable[]): void;
  115314. /**
  115315. * Disposes the resources of the material.
  115316. * @param forceDisposeTextures - Forces the disposal of all textures.
  115317. */
  115318. dispose(forceDisposeTextures?: boolean): void;
  115319. /**
  115320. * Get the current class name of the texture useful for serialization or dynamic coding.
  115321. * @returns "PBRAnisotropicConfiguration"
  115322. */
  115323. getClassName(): string;
  115324. /**
  115325. * Add fallbacks to the effect fallbacks list.
  115326. * @param defines defines the Base texture to use.
  115327. * @param fallbacks defines the current fallback list.
  115328. * @param currentRank defines the current fallback rank.
  115329. * @returns the new fallback rank.
  115330. */
  115331. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115332. /**
  115333. * Add the required uniforms to the current list.
  115334. * @param uniforms defines the current uniform list.
  115335. */
  115336. static AddUniforms(uniforms: string[]): void;
  115337. /**
  115338. * Add the required uniforms to the current buffer.
  115339. * @param uniformBuffer defines the current uniform buffer.
  115340. */
  115341. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115342. /**
  115343. * Add the required samplers to the current list.
  115344. * @param samplers defines the current sampler list.
  115345. */
  115346. static AddSamplers(samplers: string[]): void;
  115347. /**
  115348. * Makes a duplicate of the current configuration into another one.
  115349. * @param anisotropicConfiguration define the config where to copy the info
  115350. */
  115351. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  115352. /**
  115353. * Serializes this anisotropy configuration.
  115354. * @returns - An object with the serialized config.
  115355. */
  115356. serialize(): any;
  115357. /**
  115358. * Parses a anisotropy Configuration from a serialized object.
  115359. * @param source - Serialized object.
  115360. * @param scene Defines the scene we are parsing for
  115361. * @param rootUrl Defines the rootUrl to load from
  115362. */
  115363. parse(source: any, scene: Scene, rootUrl: string): void;
  115364. }
  115365. }
  115366. declare module BABYLON {
  115367. /**
  115368. * @hidden
  115369. */
  115370. export interface IMaterialBRDFDefines {
  115371. BRDF_V_HEIGHT_CORRELATED: boolean;
  115372. MS_BRDF_ENERGY_CONSERVATION: boolean;
  115373. SPHERICAL_HARMONICS: boolean;
  115374. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  115375. /** @hidden */
  115376. _areMiscDirty: boolean;
  115377. }
  115378. /**
  115379. * Define the code related to the BRDF parameters of the pbr material.
  115380. */
  115381. export class PBRBRDFConfiguration {
  115382. /**
  115383. * Default value used for the energy conservation.
  115384. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  115385. */
  115386. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  115387. /**
  115388. * Default value used for the Smith Visibility Height Correlated mode.
  115389. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  115390. */
  115391. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  115392. /**
  115393. * Default value used for the IBL diffuse part.
  115394. * This can help switching back to the polynomials mode globally which is a tiny bit
  115395. * less GPU intensive at the drawback of a lower quality.
  115396. */
  115397. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  115398. /**
  115399. * Default value used for activating energy conservation for the specular workflow.
  115400. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  115401. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  115402. */
  115403. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  115404. private _useEnergyConservation;
  115405. /**
  115406. * Defines if the material uses energy conservation.
  115407. */
  115408. useEnergyConservation: boolean;
  115409. private _useSmithVisibilityHeightCorrelated;
  115410. /**
  115411. * LEGACY Mode set to false
  115412. * Defines if the material uses height smith correlated visibility term.
  115413. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  115414. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  115415. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  115416. * Not relying on height correlated will also disable energy conservation.
  115417. */
  115418. useSmithVisibilityHeightCorrelated: boolean;
  115419. private _useSphericalHarmonics;
  115420. /**
  115421. * LEGACY Mode set to false
  115422. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  115423. * diffuse part of the IBL.
  115424. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  115425. * to the ground truth.
  115426. */
  115427. useSphericalHarmonics: boolean;
  115428. private _useSpecularGlossinessInputEnergyConservation;
  115429. /**
  115430. * Defines if the material uses energy conservation, when the specular workflow is active.
  115431. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  115432. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  115433. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  115434. */
  115435. useSpecularGlossinessInputEnergyConservation: boolean;
  115436. /** @hidden */
  115437. private _internalMarkAllSubMeshesAsMiscDirty;
  115438. /** @hidden */
  115439. _markAllSubMeshesAsMiscDirty(): void;
  115440. /**
  115441. * Instantiate a new istance of clear coat configuration.
  115442. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  115443. */
  115444. constructor(markAllSubMeshesAsMiscDirty: () => void);
  115445. /**
  115446. * Checks to see if a texture is used in the material.
  115447. * @param defines the list of "defines" to update.
  115448. */
  115449. prepareDefines(defines: IMaterialBRDFDefines): void;
  115450. /**
  115451. * Get the current class name of the texture useful for serialization or dynamic coding.
  115452. * @returns "PBRClearCoatConfiguration"
  115453. */
  115454. getClassName(): string;
  115455. /**
  115456. * Makes a duplicate of the current configuration into another one.
  115457. * @param brdfConfiguration define the config where to copy the info
  115458. */
  115459. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  115460. /**
  115461. * Serializes this BRDF configuration.
  115462. * @returns - An object with the serialized config.
  115463. */
  115464. serialize(): any;
  115465. /**
  115466. * Parses a anisotropy Configuration from a serialized object.
  115467. * @param source - Serialized object.
  115468. * @param scene Defines the scene we are parsing for
  115469. * @param rootUrl Defines the rootUrl to load from
  115470. */
  115471. parse(source: any, scene: Scene, rootUrl: string): void;
  115472. }
  115473. }
  115474. declare module BABYLON {
  115475. /**
  115476. * @hidden
  115477. */
  115478. export interface IMaterialSheenDefines {
  115479. SHEEN: boolean;
  115480. SHEEN_TEXTURE: boolean;
  115481. SHEEN_TEXTUREDIRECTUV: number;
  115482. SHEEN_LINKWITHALBEDO: boolean;
  115483. /** @hidden */
  115484. _areTexturesDirty: boolean;
  115485. }
  115486. /**
  115487. * Define the code related to the Sheen parameters of the pbr material.
  115488. */
  115489. export class PBRSheenConfiguration {
  115490. private _isEnabled;
  115491. /**
  115492. * Defines if the material uses sheen.
  115493. */
  115494. isEnabled: boolean;
  115495. private _linkSheenWithAlbedo;
  115496. /**
  115497. * Defines if the sheen is linked to the sheen color.
  115498. */
  115499. linkSheenWithAlbedo: boolean;
  115500. /**
  115501. * Defines the sheen intensity.
  115502. */
  115503. intensity: number;
  115504. /**
  115505. * Defines the sheen color.
  115506. */
  115507. color: Color3;
  115508. private _texture;
  115509. /**
  115510. * Stores the sheen tint values in a texture.
  115511. * rgb is tint
  115512. * a is a intensity
  115513. */
  115514. texture: Nullable<BaseTexture>;
  115515. /** @hidden */
  115516. private _internalMarkAllSubMeshesAsTexturesDirty;
  115517. /** @hidden */
  115518. _markAllSubMeshesAsTexturesDirty(): void;
  115519. /**
  115520. * Instantiate a new istance of clear coat configuration.
  115521. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115522. */
  115523. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115524. /**
  115525. * Specifies that the submesh is ready to be used.
  115526. * @param defines the list of "defines" to update.
  115527. * @param scene defines the scene the material belongs to.
  115528. * @returns - boolean indicating that the submesh is ready or not.
  115529. */
  115530. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  115531. /**
  115532. * Checks to see if a texture is used in the material.
  115533. * @param defines the list of "defines" to update.
  115534. * @param scene defines the scene the material belongs to.
  115535. */
  115536. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  115537. /**
  115538. * Binds the material data.
  115539. * @param uniformBuffer defines the Uniform buffer to fill in.
  115540. * @param scene defines the scene the material belongs to.
  115541. * @param isFrozen defines wether the material is frozen or not.
  115542. */
  115543. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  115544. /**
  115545. * Checks to see if a texture is used in the material.
  115546. * @param texture - Base texture to use.
  115547. * @returns - Boolean specifying if a texture is used in the material.
  115548. */
  115549. hasTexture(texture: BaseTexture): boolean;
  115550. /**
  115551. * Returns an array of the actively used textures.
  115552. * @param activeTextures Array of BaseTextures
  115553. */
  115554. getActiveTextures(activeTextures: BaseTexture[]): void;
  115555. /**
  115556. * Returns the animatable textures.
  115557. * @param animatables Array of animatable textures.
  115558. */
  115559. getAnimatables(animatables: IAnimatable[]): void;
  115560. /**
  115561. * Disposes the resources of the material.
  115562. * @param forceDisposeTextures - Forces the disposal of all textures.
  115563. */
  115564. dispose(forceDisposeTextures?: boolean): void;
  115565. /**
  115566. * Get the current class name of the texture useful for serialization or dynamic coding.
  115567. * @returns "PBRSheenConfiguration"
  115568. */
  115569. getClassName(): string;
  115570. /**
  115571. * Add fallbacks to the effect fallbacks list.
  115572. * @param defines defines the Base texture to use.
  115573. * @param fallbacks defines the current fallback list.
  115574. * @param currentRank defines the current fallback rank.
  115575. * @returns the new fallback rank.
  115576. */
  115577. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115578. /**
  115579. * Add the required uniforms to the current list.
  115580. * @param uniforms defines the current uniform list.
  115581. */
  115582. static AddUniforms(uniforms: string[]): void;
  115583. /**
  115584. * Add the required uniforms to the current buffer.
  115585. * @param uniformBuffer defines the current uniform buffer.
  115586. */
  115587. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115588. /**
  115589. * Add the required samplers to the current list.
  115590. * @param samplers defines the current sampler list.
  115591. */
  115592. static AddSamplers(samplers: string[]): void;
  115593. /**
  115594. * Makes a duplicate of the current configuration into another one.
  115595. * @param sheenConfiguration define the config where to copy the info
  115596. */
  115597. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  115598. /**
  115599. * Serializes this BRDF configuration.
  115600. * @returns - An object with the serialized config.
  115601. */
  115602. serialize(): any;
  115603. /**
  115604. * Parses a anisotropy Configuration from a serialized object.
  115605. * @param source - Serialized object.
  115606. * @param scene Defines the scene we are parsing for
  115607. * @param rootUrl Defines the rootUrl to load from
  115608. */
  115609. parse(source: any, scene: Scene, rootUrl: string): void;
  115610. }
  115611. }
  115612. declare module BABYLON {
  115613. /**
  115614. * @hidden
  115615. */
  115616. export interface IMaterialSubSurfaceDefines {
  115617. SUBSURFACE: boolean;
  115618. SS_REFRACTION: boolean;
  115619. SS_TRANSLUCENCY: boolean;
  115620. SS_SCATERRING: boolean;
  115621. SS_THICKNESSANDMASK_TEXTURE: boolean;
  115622. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  115623. SS_REFRACTIONMAP_3D: boolean;
  115624. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  115625. SS_LODINREFRACTIONALPHA: boolean;
  115626. SS_GAMMAREFRACTION: boolean;
  115627. SS_RGBDREFRACTION: boolean;
  115628. SS_LINEARSPECULARREFRACTION: boolean;
  115629. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  115630. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  115631. /** @hidden */
  115632. _areTexturesDirty: boolean;
  115633. }
  115634. /**
  115635. * Define the code related to the sub surface parameters of the pbr material.
  115636. */
  115637. export class PBRSubSurfaceConfiguration {
  115638. private _isRefractionEnabled;
  115639. /**
  115640. * Defines if the refraction is enabled in the material.
  115641. */
  115642. isRefractionEnabled: boolean;
  115643. private _isTranslucencyEnabled;
  115644. /**
  115645. * Defines if the translucency is enabled in the material.
  115646. */
  115647. isTranslucencyEnabled: boolean;
  115648. private _isScatteringEnabled;
  115649. /**
  115650. * Defines the refraction intensity of the material.
  115651. * The refraction when enabled replaces the Diffuse part of the material.
  115652. * The intensity helps transitionning between diffuse and refraction.
  115653. */
  115654. refractionIntensity: number;
  115655. /**
  115656. * Defines the translucency intensity of the material.
  115657. * When translucency has been enabled, this defines how much of the "translucency"
  115658. * is addded to the diffuse part of the material.
  115659. */
  115660. translucencyIntensity: number;
  115661. /**
  115662. * Defines the scattering intensity of the material.
  115663. * When scattering has been enabled, this defines how much of the "scattered light"
  115664. * is addded to the diffuse part of the material.
  115665. */
  115666. scatteringIntensity: number;
  115667. private _thicknessTexture;
  115668. /**
  115669. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  115670. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  115671. * 0 would mean minimumThickness
  115672. * 1 would mean maximumThickness
  115673. * The other channels might be use as a mask to vary the different effects intensity.
  115674. */
  115675. thicknessTexture: Nullable<BaseTexture>;
  115676. private _refractionTexture;
  115677. /**
  115678. * Defines the texture to use for refraction.
  115679. */
  115680. refractionTexture: Nullable<BaseTexture>;
  115681. private _indexOfRefraction;
  115682. /**
  115683. * Defines the index of refraction used in the material.
  115684. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  115685. */
  115686. indexOfRefraction: number;
  115687. private _invertRefractionY;
  115688. /**
  115689. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  115690. */
  115691. invertRefractionY: boolean;
  115692. private _linkRefractionWithTransparency;
  115693. /**
  115694. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  115695. * Materials half opaque for instance using refraction could benefit from this control.
  115696. */
  115697. linkRefractionWithTransparency: boolean;
  115698. /**
  115699. * Defines the minimum thickness stored in the thickness map.
  115700. * If no thickness map is defined, this value will be used to simulate thickness.
  115701. */
  115702. minimumThickness: number;
  115703. /**
  115704. * Defines the maximum thickness stored in the thickness map.
  115705. */
  115706. maximumThickness: number;
  115707. /**
  115708. * Defines the volume tint of the material.
  115709. * This is used for both translucency and scattering.
  115710. */
  115711. tintColor: Color3;
  115712. /**
  115713. * Defines the distance at which the tint color should be found in the media.
  115714. * This is used for refraction only.
  115715. */
  115716. tintColorAtDistance: number;
  115717. /**
  115718. * Defines how far each channel transmit through the media.
  115719. * It is defined as a color to simplify it selection.
  115720. */
  115721. diffusionDistance: Color3;
  115722. private _useMaskFromThicknessTexture;
  115723. /**
  115724. * Stores the intensity of the different subsurface effects in the thickness texture.
  115725. * * the green channel is the translucency intensity.
  115726. * * the blue channel is the scattering intensity.
  115727. * * the alpha channel is the refraction intensity.
  115728. */
  115729. useMaskFromThicknessTexture: boolean;
  115730. /** @hidden */
  115731. private _internalMarkAllSubMeshesAsTexturesDirty;
  115732. /** @hidden */
  115733. _markAllSubMeshesAsTexturesDirty(): void;
  115734. /**
  115735. * Instantiate a new istance of sub surface configuration.
  115736. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115737. */
  115738. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115739. /**
  115740. * Gets wehter the submesh is ready to be used or not.
  115741. * @param defines the list of "defines" to update.
  115742. * @param scene defines the scene the material belongs to.
  115743. * @returns - boolean indicating that the submesh is ready or not.
  115744. */
  115745. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  115746. /**
  115747. * Checks to see if a texture is used in the material.
  115748. * @param defines the list of "defines" to update.
  115749. * @param scene defines the scene to the material belongs to.
  115750. */
  115751. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  115752. /**
  115753. * Binds the material data.
  115754. * @param uniformBuffer defines the Uniform buffer to fill in.
  115755. * @param scene defines the scene the material belongs to.
  115756. * @param engine defines the engine the material belongs to.
  115757. * @param isFrozen defines wether the material is frozen or not.
  115758. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  115759. */
  115760. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  115761. /**
  115762. * Unbinds the material from the mesh.
  115763. * @param activeEffect defines the effect that should be unbound from.
  115764. * @returns true if unbound, otherwise false
  115765. */
  115766. unbind(activeEffect: Effect): boolean;
  115767. /**
  115768. * Returns the texture used for refraction or null if none is used.
  115769. * @param scene defines the scene the material belongs to.
  115770. * @returns - Refraction texture if present. If no refraction texture and refraction
  115771. * is linked with transparency, returns environment texture. Otherwise, returns null.
  115772. */
  115773. private _getRefractionTexture;
  115774. /**
  115775. * Returns true if alpha blending should be disabled.
  115776. */
  115777. readonly disableAlphaBlending: boolean;
  115778. /**
  115779. * Fills the list of render target textures.
  115780. * @param renderTargets the list of render targets to update
  115781. */
  115782. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  115783. /**
  115784. * Checks to see if a texture is used in the material.
  115785. * @param texture - Base texture to use.
  115786. * @returns - Boolean specifying if a texture is used in the material.
  115787. */
  115788. hasTexture(texture: BaseTexture): boolean;
  115789. /**
  115790. * Gets a boolean indicating that current material needs to register RTT
  115791. * @returns true if this uses a render target otherwise false.
  115792. */
  115793. hasRenderTargetTextures(): boolean;
  115794. /**
  115795. * Returns an array of the actively used textures.
  115796. * @param activeTextures Array of BaseTextures
  115797. */
  115798. getActiveTextures(activeTextures: BaseTexture[]): void;
  115799. /**
  115800. * Returns the animatable textures.
  115801. * @param animatables Array of animatable textures.
  115802. */
  115803. getAnimatables(animatables: IAnimatable[]): void;
  115804. /**
  115805. * Disposes the resources of the material.
  115806. * @param forceDisposeTextures - Forces the disposal of all textures.
  115807. */
  115808. dispose(forceDisposeTextures?: boolean): void;
  115809. /**
  115810. * Get the current class name of the texture useful for serialization or dynamic coding.
  115811. * @returns "PBRSubSurfaceConfiguration"
  115812. */
  115813. getClassName(): string;
  115814. /**
  115815. * Add fallbacks to the effect fallbacks list.
  115816. * @param defines defines the Base texture to use.
  115817. * @param fallbacks defines the current fallback list.
  115818. * @param currentRank defines the current fallback rank.
  115819. * @returns the new fallback rank.
  115820. */
  115821. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115822. /**
  115823. * Add the required uniforms to the current list.
  115824. * @param uniforms defines the current uniform list.
  115825. */
  115826. static AddUniforms(uniforms: string[]): void;
  115827. /**
  115828. * Add the required samplers to the current list.
  115829. * @param samplers defines the current sampler list.
  115830. */
  115831. static AddSamplers(samplers: string[]): void;
  115832. /**
  115833. * Add the required uniforms to the current buffer.
  115834. * @param uniformBuffer defines the current uniform buffer.
  115835. */
  115836. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115837. /**
  115838. * Makes a duplicate of the current configuration into another one.
  115839. * @param configuration define the config where to copy the info
  115840. */
  115841. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  115842. /**
  115843. * Serializes this Sub Surface configuration.
  115844. * @returns - An object with the serialized config.
  115845. */
  115846. serialize(): any;
  115847. /**
  115848. * Parses a anisotropy Configuration from a serialized object.
  115849. * @param source - Serialized object.
  115850. * @param scene Defines the scene we are parsing for
  115851. * @param rootUrl Defines the rootUrl to load from
  115852. */
  115853. parse(source: any, scene: Scene, rootUrl: string): void;
  115854. }
  115855. }
  115856. declare module BABYLON {
  115857. /** @hidden */
  115858. export var pbrFragmentDeclaration: {
  115859. name: string;
  115860. shader: string;
  115861. };
  115862. }
  115863. declare module BABYLON {
  115864. /** @hidden */
  115865. export var pbrUboDeclaration: {
  115866. name: string;
  115867. shader: string;
  115868. };
  115869. }
  115870. declare module BABYLON {
  115871. /** @hidden */
  115872. export var pbrFragmentExtraDeclaration: {
  115873. name: string;
  115874. shader: string;
  115875. };
  115876. }
  115877. declare module BABYLON {
  115878. /** @hidden */
  115879. export var pbrFragmentSamplersDeclaration: {
  115880. name: string;
  115881. shader: string;
  115882. };
  115883. }
  115884. declare module BABYLON {
  115885. /** @hidden */
  115886. export var pbrHelperFunctions: {
  115887. name: string;
  115888. shader: string;
  115889. };
  115890. }
  115891. declare module BABYLON {
  115892. /** @hidden */
  115893. export var harmonicsFunctions: {
  115894. name: string;
  115895. shader: string;
  115896. };
  115897. }
  115898. declare module BABYLON {
  115899. /** @hidden */
  115900. export var pbrDirectLightingSetupFunctions: {
  115901. name: string;
  115902. shader: string;
  115903. };
  115904. }
  115905. declare module BABYLON {
  115906. /** @hidden */
  115907. export var pbrDirectLightingFalloffFunctions: {
  115908. name: string;
  115909. shader: string;
  115910. };
  115911. }
  115912. declare module BABYLON {
  115913. /** @hidden */
  115914. export var pbrBRDFFunctions: {
  115915. name: string;
  115916. shader: string;
  115917. };
  115918. }
  115919. declare module BABYLON {
  115920. /** @hidden */
  115921. export var pbrDirectLightingFunctions: {
  115922. name: string;
  115923. shader: string;
  115924. };
  115925. }
  115926. declare module BABYLON {
  115927. /** @hidden */
  115928. export var pbrIBLFunctions: {
  115929. name: string;
  115930. shader: string;
  115931. };
  115932. }
  115933. declare module BABYLON {
  115934. /** @hidden */
  115935. export var pbrDebug: {
  115936. name: string;
  115937. shader: string;
  115938. };
  115939. }
  115940. declare module BABYLON {
  115941. /** @hidden */
  115942. export var pbrPixelShader: {
  115943. name: string;
  115944. shader: string;
  115945. };
  115946. }
  115947. declare module BABYLON {
  115948. /** @hidden */
  115949. export var pbrVertexDeclaration: {
  115950. name: string;
  115951. shader: string;
  115952. };
  115953. }
  115954. declare module BABYLON {
  115955. /** @hidden */
  115956. export var pbrVertexShader: {
  115957. name: string;
  115958. shader: string;
  115959. };
  115960. }
  115961. declare module BABYLON {
  115962. /**
  115963. * Manages the defines for the PBR Material.
  115964. * @hidden
  115965. */
  115966. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  115967. PBR: boolean;
  115968. MAINUV1: boolean;
  115969. MAINUV2: boolean;
  115970. UV1: boolean;
  115971. UV2: boolean;
  115972. ALBEDO: boolean;
  115973. ALBEDODIRECTUV: number;
  115974. VERTEXCOLOR: boolean;
  115975. AMBIENT: boolean;
  115976. AMBIENTDIRECTUV: number;
  115977. AMBIENTINGRAYSCALE: boolean;
  115978. OPACITY: boolean;
  115979. VERTEXALPHA: boolean;
  115980. OPACITYDIRECTUV: number;
  115981. OPACITYRGB: boolean;
  115982. ALPHATEST: boolean;
  115983. DEPTHPREPASS: boolean;
  115984. ALPHABLEND: boolean;
  115985. ALPHAFROMALBEDO: boolean;
  115986. ALPHATESTVALUE: string;
  115987. SPECULAROVERALPHA: boolean;
  115988. RADIANCEOVERALPHA: boolean;
  115989. ALPHAFRESNEL: boolean;
  115990. LINEARALPHAFRESNEL: boolean;
  115991. PREMULTIPLYALPHA: boolean;
  115992. EMISSIVE: boolean;
  115993. EMISSIVEDIRECTUV: number;
  115994. REFLECTIVITY: boolean;
  115995. REFLECTIVITYDIRECTUV: number;
  115996. SPECULARTERM: boolean;
  115997. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  115998. MICROSURFACEAUTOMATIC: boolean;
  115999. LODBASEDMICROSFURACE: boolean;
  116000. MICROSURFACEMAP: boolean;
  116001. MICROSURFACEMAPDIRECTUV: number;
  116002. METALLICWORKFLOW: boolean;
  116003. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  116004. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  116005. METALLNESSSTOREINMETALMAPBLUE: boolean;
  116006. AOSTOREINMETALMAPRED: boolean;
  116007. METALLICF0FACTORFROMMETALLICMAP: boolean;
  116008. ENVIRONMENTBRDF: boolean;
  116009. ENVIRONMENTBRDF_RGBD: boolean;
  116010. NORMAL: boolean;
  116011. TANGENT: boolean;
  116012. BUMP: boolean;
  116013. BUMPDIRECTUV: number;
  116014. OBJECTSPACE_NORMALMAP: boolean;
  116015. PARALLAX: boolean;
  116016. PARALLAXOCCLUSION: boolean;
  116017. NORMALXYSCALE: boolean;
  116018. LIGHTMAP: boolean;
  116019. LIGHTMAPDIRECTUV: number;
  116020. USELIGHTMAPASSHADOWMAP: boolean;
  116021. GAMMALIGHTMAP: boolean;
  116022. RGBDLIGHTMAP: boolean;
  116023. REFLECTION: boolean;
  116024. REFLECTIONMAP_3D: boolean;
  116025. REFLECTIONMAP_SPHERICAL: boolean;
  116026. REFLECTIONMAP_PLANAR: boolean;
  116027. REFLECTIONMAP_CUBIC: boolean;
  116028. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  116029. REFLECTIONMAP_PROJECTION: boolean;
  116030. REFLECTIONMAP_SKYBOX: boolean;
  116031. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  116032. REFLECTIONMAP_EXPLICIT: boolean;
  116033. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  116034. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  116035. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  116036. INVERTCUBICMAP: boolean;
  116037. USESPHERICALFROMREFLECTIONMAP: boolean;
  116038. USEIRRADIANCEMAP: boolean;
  116039. SPHERICAL_HARMONICS: boolean;
  116040. USESPHERICALINVERTEX: boolean;
  116041. REFLECTIONMAP_OPPOSITEZ: boolean;
  116042. LODINREFLECTIONALPHA: boolean;
  116043. GAMMAREFLECTION: boolean;
  116044. RGBDREFLECTION: boolean;
  116045. LINEARSPECULARREFLECTION: boolean;
  116046. RADIANCEOCCLUSION: boolean;
  116047. HORIZONOCCLUSION: boolean;
  116048. INSTANCES: boolean;
  116049. NUM_BONE_INFLUENCERS: number;
  116050. BonesPerMesh: number;
  116051. BONETEXTURE: boolean;
  116052. NONUNIFORMSCALING: boolean;
  116053. MORPHTARGETS: boolean;
  116054. MORPHTARGETS_NORMAL: boolean;
  116055. MORPHTARGETS_TANGENT: boolean;
  116056. MORPHTARGETS_UV: boolean;
  116057. NUM_MORPH_INFLUENCERS: number;
  116058. IMAGEPROCESSING: boolean;
  116059. VIGNETTE: boolean;
  116060. VIGNETTEBLENDMODEMULTIPLY: boolean;
  116061. VIGNETTEBLENDMODEOPAQUE: boolean;
  116062. TONEMAPPING: boolean;
  116063. TONEMAPPING_ACES: boolean;
  116064. CONTRAST: boolean;
  116065. COLORCURVES: boolean;
  116066. COLORGRADING: boolean;
  116067. COLORGRADING3D: boolean;
  116068. SAMPLER3DGREENDEPTH: boolean;
  116069. SAMPLER3DBGRMAP: boolean;
  116070. IMAGEPROCESSINGPOSTPROCESS: boolean;
  116071. EXPOSURE: boolean;
  116072. MULTIVIEW: boolean;
  116073. USEPHYSICALLIGHTFALLOFF: boolean;
  116074. USEGLTFLIGHTFALLOFF: boolean;
  116075. TWOSIDEDLIGHTING: boolean;
  116076. SHADOWFLOAT: boolean;
  116077. CLIPPLANE: boolean;
  116078. CLIPPLANE2: boolean;
  116079. CLIPPLANE3: boolean;
  116080. CLIPPLANE4: boolean;
  116081. POINTSIZE: boolean;
  116082. FOG: boolean;
  116083. LOGARITHMICDEPTH: boolean;
  116084. FORCENORMALFORWARD: boolean;
  116085. SPECULARAA: boolean;
  116086. CLEARCOAT: boolean;
  116087. CLEARCOAT_DEFAULTIOR: boolean;
  116088. CLEARCOAT_TEXTURE: boolean;
  116089. CLEARCOAT_TEXTUREDIRECTUV: number;
  116090. CLEARCOAT_BUMP: boolean;
  116091. CLEARCOAT_BUMPDIRECTUV: number;
  116092. CLEARCOAT_TINT: boolean;
  116093. CLEARCOAT_TINT_TEXTURE: boolean;
  116094. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  116095. ANISOTROPIC: boolean;
  116096. ANISOTROPIC_TEXTURE: boolean;
  116097. ANISOTROPIC_TEXTUREDIRECTUV: number;
  116098. BRDF_V_HEIGHT_CORRELATED: boolean;
  116099. MS_BRDF_ENERGY_CONSERVATION: boolean;
  116100. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  116101. SHEEN: boolean;
  116102. SHEEN_TEXTURE: boolean;
  116103. SHEEN_TEXTUREDIRECTUV: number;
  116104. SHEEN_LINKWITHALBEDO: boolean;
  116105. SUBSURFACE: boolean;
  116106. SS_REFRACTION: boolean;
  116107. SS_TRANSLUCENCY: boolean;
  116108. SS_SCATERRING: boolean;
  116109. SS_THICKNESSANDMASK_TEXTURE: boolean;
  116110. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  116111. SS_REFRACTIONMAP_3D: boolean;
  116112. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  116113. SS_LODINREFRACTIONALPHA: boolean;
  116114. SS_GAMMAREFRACTION: boolean;
  116115. SS_RGBDREFRACTION: boolean;
  116116. SS_LINEARSPECULARREFRACTION: boolean;
  116117. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  116118. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  116119. UNLIT: boolean;
  116120. DEBUGMODE: number;
  116121. /**
  116122. * Initializes the PBR Material defines.
  116123. */
  116124. constructor();
  116125. /**
  116126. * Resets the PBR Material defines.
  116127. */
  116128. reset(): void;
  116129. }
  116130. /**
  116131. * The Physically based material base class of BJS.
  116132. *
  116133. * This offers the main features of a standard PBR material.
  116134. * For more information, please refer to the documentation :
  116135. * https://doc.babylonjs.com/how_to/physically_based_rendering
  116136. */
  116137. export abstract class PBRBaseMaterial extends PushMaterial {
  116138. /**
  116139. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  116140. */
  116141. static readonly PBRMATERIAL_OPAQUE: number;
  116142. /**
  116143. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  116144. */
  116145. static readonly PBRMATERIAL_ALPHATEST: number;
  116146. /**
  116147. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116148. */
  116149. static readonly PBRMATERIAL_ALPHABLEND: number;
  116150. /**
  116151. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116152. * They are also discarded below the alpha cutoff threshold to improve performances.
  116153. */
  116154. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  116155. /**
  116156. * Defines the default value of how much AO map is occluding the analytical lights
  116157. * (point spot...).
  116158. */
  116159. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  116160. /**
  116161. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  116162. */
  116163. static readonly LIGHTFALLOFF_PHYSICAL: number;
  116164. /**
  116165. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  116166. * to enhance interoperability with other engines.
  116167. */
  116168. static readonly LIGHTFALLOFF_GLTF: number;
  116169. /**
  116170. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  116171. * to enhance interoperability with other materials.
  116172. */
  116173. static readonly LIGHTFALLOFF_STANDARD: number;
  116174. /**
  116175. * Intensity of the direct lights e.g. the four lights available in your scene.
  116176. * This impacts both the direct diffuse and specular highlights.
  116177. */
  116178. protected _directIntensity: number;
  116179. /**
  116180. * Intensity of the emissive part of the material.
  116181. * This helps controlling the emissive effect without modifying the emissive color.
  116182. */
  116183. protected _emissiveIntensity: number;
  116184. /**
  116185. * Intensity of the environment e.g. how much the environment will light the object
  116186. * either through harmonics for rough material or through the refelction for shiny ones.
  116187. */
  116188. protected _environmentIntensity: number;
  116189. /**
  116190. * This is a special control allowing the reduction of the specular highlights coming from the
  116191. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  116192. */
  116193. protected _specularIntensity: number;
  116194. /**
  116195. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  116196. */
  116197. private _lightingInfos;
  116198. /**
  116199. * Debug Control allowing disabling the bump map on this material.
  116200. */
  116201. protected _disableBumpMap: boolean;
  116202. /**
  116203. * AKA Diffuse Texture in standard nomenclature.
  116204. */
  116205. protected _albedoTexture: Nullable<BaseTexture>;
  116206. /**
  116207. * AKA Occlusion Texture in other nomenclature.
  116208. */
  116209. protected _ambientTexture: Nullable<BaseTexture>;
  116210. /**
  116211. * AKA Occlusion Texture Intensity in other nomenclature.
  116212. */
  116213. protected _ambientTextureStrength: number;
  116214. /**
  116215. * Defines how much the AO map is occluding the analytical lights (point spot...).
  116216. * 1 means it completely occludes it
  116217. * 0 mean it has no impact
  116218. */
  116219. protected _ambientTextureImpactOnAnalyticalLights: number;
  116220. /**
  116221. * Stores the alpha values in a texture.
  116222. */
  116223. protected _opacityTexture: Nullable<BaseTexture>;
  116224. /**
  116225. * Stores the reflection values in a texture.
  116226. */
  116227. protected _reflectionTexture: Nullable<BaseTexture>;
  116228. /**
  116229. * Stores the emissive values in a texture.
  116230. */
  116231. protected _emissiveTexture: Nullable<BaseTexture>;
  116232. /**
  116233. * AKA Specular texture in other nomenclature.
  116234. */
  116235. protected _reflectivityTexture: Nullable<BaseTexture>;
  116236. /**
  116237. * Used to switch from specular/glossiness to metallic/roughness workflow.
  116238. */
  116239. protected _metallicTexture: Nullable<BaseTexture>;
  116240. /**
  116241. * Specifies the metallic scalar of the metallic/roughness workflow.
  116242. * Can also be used to scale the metalness values of the metallic texture.
  116243. */
  116244. protected _metallic: Nullable<number>;
  116245. /**
  116246. * Specifies the roughness scalar of the metallic/roughness workflow.
  116247. * Can also be used to scale the roughness values of the metallic texture.
  116248. */
  116249. protected _roughness: Nullable<number>;
  116250. /**
  116251. * Specifies the an F0 factor to help configuring the material F0.
  116252. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  116253. * to 0.5 the previously hard coded value stays the same.
  116254. * Can also be used to scale the F0 values of the metallic texture.
  116255. */
  116256. protected _metallicF0Factor: number;
  116257. /**
  116258. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  116259. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  116260. * your expectation as it multiplies with the texture data.
  116261. */
  116262. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  116263. /**
  116264. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  116265. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  116266. */
  116267. protected _microSurfaceTexture: Nullable<BaseTexture>;
  116268. /**
  116269. * Stores surface normal data used to displace a mesh in a texture.
  116270. */
  116271. protected _bumpTexture: Nullable<BaseTexture>;
  116272. /**
  116273. * Stores the pre-calculated light information of a mesh in a texture.
  116274. */
  116275. protected _lightmapTexture: Nullable<BaseTexture>;
  116276. /**
  116277. * The color of a material in ambient lighting.
  116278. */
  116279. protected _ambientColor: Color3;
  116280. /**
  116281. * AKA Diffuse Color in other nomenclature.
  116282. */
  116283. protected _albedoColor: Color3;
  116284. /**
  116285. * AKA Specular Color in other nomenclature.
  116286. */
  116287. protected _reflectivityColor: Color3;
  116288. /**
  116289. * The color applied when light is reflected from a material.
  116290. */
  116291. protected _reflectionColor: Color3;
  116292. /**
  116293. * The color applied when light is emitted from a material.
  116294. */
  116295. protected _emissiveColor: Color3;
  116296. /**
  116297. * AKA Glossiness in other nomenclature.
  116298. */
  116299. protected _microSurface: number;
  116300. /**
  116301. * Specifies that the material will use the light map as a show map.
  116302. */
  116303. protected _useLightmapAsShadowmap: boolean;
  116304. /**
  116305. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  116306. * makes the reflect vector face the model (under horizon).
  116307. */
  116308. protected _useHorizonOcclusion: boolean;
  116309. /**
  116310. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  116311. * too much the area relying on ambient texture to define their ambient occlusion.
  116312. */
  116313. protected _useRadianceOcclusion: boolean;
  116314. /**
  116315. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  116316. */
  116317. protected _useAlphaFromAlbedoTexture: boolean;
  116318. /**
  116319. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  116320. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  116321. */
  116322. protected _useSpecularOverAlpha: boolean;
  116323. /**
  116324. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  116325. */
  116326. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  116327. /**
  116328. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  116329. */
  116330. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  116331. /**
  116332. * Specifies if the metallic texture contains the roughness information in its green channel.
  116333. */
  116334. protected _useRoughnessFromMetallicTextureGreen: boolean;
  116335. /**
  116336. * Specifies if the metallic texture contains the metallness information in its blue channel.
  116337. */
  116338. protected _useMetallnessFromMetallicTextureBlue: boolean;
  116339. /**
  116340. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  116341. */
  116342. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  116343. /**
  116344. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  116345. */
  116346. protected _useAmbientInGrayScale: boolean;
  116347. /**
  116348. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  116349. * The material will try to infer what glossiness each pixel should be.
  116350. */
  116351. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  116352. /**
  116353. * Defines the falloff type used in this material.
  116354. * It by default is Physical.
  116355. */
  116356. protected _lightFalloff: number;
  116357. /**
  116358. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  116359. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  116360. */
  116361. protected _useRadianceOverAlpha: boolean;
  116362. /**
  116363. * Allows using an object space normal map (instead of tangent space).
  116364. */
  116365. protected _useObjectSpaceNormalMap: boolean;
  116366. /**
  116367. * Allows using the bump map in parallax mode.
  116368. */
  116369. protected _useParallax: boolean;
  116370. /**
  116371. * Allows using the bump map in parallax occlusion mode.
  116372. */
  116373. protected _useParallaxOcclusion: boolean;
  116374. /**
  116375. * Controls the scale bias of the parallax mode.
  116376. */
  116377. protected _parallaxScaleBias: number;
  116378. /**
  116379. * If sets to true, disables all the lights affecting the material.
  116380. */
  116381. protected _disableLighting: boolean;
  116382. /**
  116383. * Number of Simultaneous lights allowed on the material.
  116384. */
  116385. protected _maxSimultaneousLights: number;
  116386. /**
  116387. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  116388. */
  116389. protected _invertNormalMapX: boolean;
  116390. /**
  116391. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  116392. */
  116393. protected _invertNormalMapY: boolean;
  116394. /**
  116395. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  116396. */
  116397. protected _twoSidedLighting: boolean;
  116398. /**
  116399. * Defines the alpha limits in alpha test mode.
  116400. */
  116401. protected _alphaCutOff: number;
  116402. /**
  116403. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  116404. */
  116405. protected _forceAlphaTest: boolean;
  116406. /**
  116407. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116408. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  116409. */
  116410. protected _useAlphaFresnel: boolean;
  116411. /**
  116412. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116413. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  116414. */
  116415. protected _useLinearAlphaFresnel: boolean;
  116416. /**
  116417. * The transparency mode of the material.
  116418. */
  116419. protected _transparencyMode: Nullable<number>;
  116420. /**
  116421. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  116422. * from cos thetav and roughness:
  116423. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  116424. */
  116425. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  116426. /**
  116427. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  116428. */
  116429. protected _forceIrradianceInFragment: boolean;
  116430. /**
  116431. * Force normal to face away from face.
  116432. */
  116433. protected _forceNormalForward: boolean;
  116434. /**
  116435. * Enables specular anti aliasing in the PBR shader.
  116436. * It will both interacts on the Geometry for analytical and IBL lighting.
  116437. * It also prefilter the roughness map based on the bump values.
  116438. */
  116439. protected _enableSpecularAntiAliasing: boolean;
  116440. /**
  116441. * Default configuration related to image processing available in the PBR Material.
  116442. */
  116443. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  116444. /**
  116445. * Keep track of the image processing observer to allow dispose and replace.
  116446. */
  116447. private _imageProcessingObserver;
  116448. /**
  116449. * Attaches a new image processing configuration to the PBR Material.
  116450. * @param configuration
  116451. */
  116452. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  116453. /**
  116454. * Stores the available render targets.
  116455. */
  116456. private _renderTargets;
  116457. /**
  116458. * Sets the global ambient color for the material used in lighting calculations.
  116459. */
  116460. private _globalAmbientColor;
  116461. /**
  116462. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  116463. */
  116464. private _useLogarithmicDepth;
  116465. /**
  116466. * If set to true, no lighting calculations will be applied.
  116467. */
  116468. private _unlit;
  116469. private _debugMode;
  116470. /**
  116471. * @hidden
  116472. * This is reserved for the inspector.
  116473. * Defines the material debug mode.
  116474. * It helps seeing only some components of the material while troubleshooting.
  116475. */
  116476. debugMode: number;
  116477. /**
  116478. * @hidden
  116479. * This is reserved for the inspector.
  116480. * Specify from where on screen the debug mode should start.
  116481. * The value goes from -1 (full screen) to 1 (not visible)
  116482. * It helps with side by side comparison against the final render
  116483. * This defaults to -1
  116484. */
  116485. private debugLimit;
  116486. /**
  116487. * @hidden
  116488. * This is reserved for the inspector.
  116489. * As the default viewing range might not be enough (if the ambient is really small for instance)
  116490. * You can use the factor to better multiply the final value.
  116491. */
  116492. private debugFactor;
  116493. /**
  116494. * Defines the clear coat layer parameters for the material.
  116495. */
  116496. readonly clearCoat: PBRClearCoatConfiguration;
  116497. /**
  116498. * Defines the anisotropic parameters for the material.
  116499. */
  116500. readonly anisotropy: PBRAnisotropicConfiguration;
  116501. /**
  116502. * Defines the BRDF parameters for the material.
  116503. */
  116504. readonly brdf: PBRBRDFConfiguration;
  116505. /**
  116506. * Defines the Sheen parameters for the material.
  116507. */
  116508. readonly sheen: PBRSheenConfiguration;
  116509. /**
  116510. * Defines the SubSurface parameters for the material.
  116511. */
  116512. readonly subSurface: PBRSubSurfaceConfiguration;
  116513. /**
  116514. * Custom callback helping to override the default shader used in the material.
  116515. */
  116516. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  116517. protected _rebuildInParallel: boolean;
  116518. /**
  116519. * Instantiates a new PBRMaterial instance.
  116520. *
  116521. * @param name The material name
  116522. * @param scene The scene the material will be use in.
  116523. */
  116524. constructor(name: string, scene: Scene);
  116525. /**
  116526. * Gets a boolean indicating that current material needs to register RTT
  116527. */
  116528. readonly hasRenderTargetTextures: boolean;
  116529. /**
  116530. * Gets the name of the material class.
  116531. */
  116532. getClassName(): string;
  116533. /**
  116534. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  116535. */
  116536. /**
  116537. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  116538. */
  116539. useLogarithmicDepth: boolean;
  116540. /**
  116541. * Gets the current transparency mode.
  116542. */
  116543. /**
  116544. * Sets the transparency mode of the material.
  116545. *
  116546. * | Value | Type | Description |
  116547. * | ----- | ----------------------------------- | ----------- |
  116548. * | 0 | OPAQUE | |
  116549. * | 1 | ALPHATEST | |
  116550. * | 2 | ALPHABLEND | |
  116551. * | 3 | ALPHATESTANDBLEND | |
  116552. *
  116553. */
  116554. transparencyMode: Nullable<number>;
  116555. /**
  116556. * Returns true if alpha blending should be disabled.
  116557. */
  116558. private readonly _disableAlphaBlending;
  116559. /**
  116560. * Specifies whether or not this material should be rendered in alpha blend mode.
  116561. */
  116562. needAlphaBlending(): boolean;
  116563. /**
  116564. * Specifies if the mesh will require alpha blending.
  116565. * @param mesh - BJS mesh.
  116566. */
  116567. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  116568. /**
  116569. * Specifies whether or not this material should be rendered in alpha test mode.
  116570. */
  116571. needAlphaTesting(): boolean;
  116572. /**
  116573. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  116574. */
  116575. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  116576. /**
  116577. * Gets the texture used for the alpha test.
  116578. */
  116579. getAlphaTestTexture(): Nullable<BaseTexture>;
  116580. /**
  116581. * Specifies that the submesh is ready to be used.
  116582. * @param mesh - BJS mesh.
  116583. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  116584. * @param useInstances - Specifies that instances should be used.
  116585. * @returns - boolean indicating that the submesh is ready or not.
  116586. */
  116587. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  116588. /**
  116589. * Specifies if the material uses metallic roughness workflow.
  116590. * @returns boolean specifiying if the material uses metallic roughness workflow.
  116591. */
  116592. isMetallicWorkflow(): boolean;
  116593. private _prepareEffect;
  116594. private _prepareDefines;
  116595. /**
  116596. * Force shader compilation
  116597. */
  116598. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  116599. /**
  116600. * Initializes the uniform buffer layout for the shader.
  116601. */
  116602. buildUniformLayout(): void;
  116603. /**
  116604. * Unbinds the material from the mesh
  116605. */
  116606. unbind(): void;
  116607. /**
  116608. * Binds the submesh data.
  116609. * @param world - The world matrix.
  116610. * @param mesh - The BJS mesh.
  116611. * @param subMesh - A submesh of the BJS mesh.
  116612. */
  116613. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  116614. /**
  116615. * Returns the animatable textures.
  116616. * @returns - Array of animatable textures.
  116617. */
  116618. getAnimatables(): IAnimatable[];
  116619. /**
  116620. * Returns the texture used for reflections.
  116621. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  116622. */
  116623. private _getReflectionTexture;
  116624. /**
  116625. * Returns an array of the actively used textures.
  116626. * @returns - Array of BaseTextures
  116627. */
  116628. getActiveTextures(): BaseTexture[];
  116629. /**
  116630. * Checks to see if a texture is used in the material.
  116631. * @param texture - Base texture to use.
  116632. * @returns - Boolean specifying if a texture is used in the material.
  116633. */
  116634. hasTexture(texture: BaseTexture): boolean;
  116635. /**
  116636. * Disposes the resources of the material.
  116637. * @param forceDisposeEffect - Forces the disposal of effects.
  116638. * @param forceDisposeTextures - Forces the disposal of all textures.
  116639. */
  116640. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  116641. }
  116642. }
  116643. declare module BABYLON {
  116644. /**
  116645. * The Physically based material of BJS.
  116646. *
  116647. * This offers the main features of a standard PBR material.
  116648. * For more information, please refer to the documentation :
  116649. * https://doc.babylonjs.com/how_to/physically_based_rendering
  116650. */
  116651. export class PBRMaterial extends PBRBaseMaterial {
  116652. /**
  116653. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  116654. */
  116655. static readonly PBRMATERIAL_OPAQUE: number;
  116656. /**
  116657. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  116658. */
  116659. static readonly PBRMATERIAL_ALPHATEST: number;
  116660. /**
  116661. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116662. */
  116663. static readonly PBRMATERIAL_ALPHABLEND: number;
  116664. /**
  116665. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116666. * They are also discarded below the alpha cutoff threshold to improve performances.
  116667. */
  116668. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  116669. /**
  116670. * Defines the default value of how much AO map is occluding the analytical lights
  116671. * (point spot...).
  116672. */
  116673. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  116674. /**
  116675. * Intensity of the direct lights e.g. the four lights available in your scene.
  116676. * This impacts both the direct diffuse and specular highlights.
  116677. */
  116678. directIntensity: number;
  116679. /**
  116680. * Intensity of the emissive part of the material.
  116681. * This helps controlling the emissive effect without modifying the emissive color.
  116682. */
  116683. emissiveIntensity: number;
  116684. /**
  116685. * Intensity of the environment e.g. how much the environment will light the object
  116686. * either through harmonics for rough material or through the refelction for shiny ones.
  116687. */
  116688. environmentIntensity: number;
  116689. /**
  116690. * This is a special control allowing the reduction of the specular highlights coming from the
  116691. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  116692. */
  116693. specularIntensity: number;
  116694. /**
  116695. * Debug Control allowing disabling the bump map on this material.
  116696. */
  116697. disableBumpMap: boolean;
  116698. /**
  116699. * AKA Diffuse Texture in standard nomenclature.
  116700. */
  116701. albedoTexture: BaseTexture;
  116702. /**
  116703. * AKA Occlusion Texture in other nomenclature.
  116704. */
  116705. ambientTexture: BaseTexture;
  116706. /**
  116707. * AKA Occlusion Texture Intensity in other nomenclature.
  116708. */
  116709. ambientTextureStrength: number;
  116710. /**
  116711. * Defines how much the AO map is occluding the analytical lights (point spot...).
  116712. * 1 means it completely occludes it
  116713. * 0 mean it has no impact
  116714. */
  116715. ambientTextureImpactOnAnalyticalLights: number;
  116716. /**
  116717. * Stores the alpha values in a texture.
  116718. */
  116719. opacityTexture: BaseTexture;
  116720. /**
  116721. * Stores the reflection values in a texture.
  116722. */
  116723. reflectionTexture: Nullable<BaseTexture>;
  116724. /**
  116725. * Stores the emissive values in a texture.
  116726. */
  116727. emissiveTexture: BaseTexture;
  116728. /**
  116729. * AKA Specular texture in other nomenclature.
  116730. */
  116731. reflectivityTexture: BaseTexture;
  116732. /**
  116733. * Used to switch from specular/glossiness to metallic/roughness workflow.
  116734. */
  116735. metallicTexture: BaseTexture;
  116736. /**
  116737. * Specifies the metallic scalar of the metallic/roughness workflow.
  116738. * Can also be used to scale the metalness values of the metallic texture.
  116739. */
  116740. metallic: Nullable<number>;
  116741. /**
  116742. * Specifies the roughness scalar of the metallic/roughness workflow.
  116743. * Can also be used to scale the roughness values of the metallic texture.
  116744. */
  116745. roughness: Nullable<number>;
  116746. /**
  116747. * Specifies the an F0 factor to help configuring the material F0.
  116748. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  116749. * to 0.5 the previously hard coded value stays the same.
  116750. * Can also be used to scale the F0 values of the metallic texture.
  116751. */
  116752. metallicF0Factor: number;
  116753. /**
  116754. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  116755. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  116756. * your expectation as it multiplies with the texture data.
  116757. */
  116758. useMetallicF0FactorFromMetallicTexture: boolean;
  116759. /**
  116760. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  116761. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  116762. */
  116763. microSurfaceTexture: BaseTexture;
  116764. /**
  116765. * Stores surface normal data used to displace a mesh in a texture.
  116766. */
  116767. bumpTexture: BaseTexture;
  116768. /**
  116769. * Stores the pre-calculated light information of a mesh in a texture.
  116770. */
  116771. lightmapTexture: BaseTexture;
  116772. /**
  116773. * Stores the refracted light information in a texture.
  116774. */
  116775. refractionTexture: Nullable<BaseTexture>;
  116776. /**
  116777. * The color of a material in ambient lighting.
  116778. */
  116779. ambientColor: Color3;
  116780. /**
  116781. * AKA Diffuse Color in other nomenclature.
  116782. */
  116783. albedoColor: Color3;
  116784. /**
  116785. * AKA Specular Color in other nomenclature.
  116786. */
  116787. reflectivityColor: Color3;
  116788. /**
  116789. * The color reflected from the material.
  116790. */
  116791. reflectionColor: Color3;
  116792. /**
  116793. * The color emitted from the material.
  116794. */
  116795. emissiveColor: Color3;
  116796. /**
  116797. * AKA Glossiness in other nomenclature.
  116798. */
  116799. microSurface: number;
  116800. /**
  116801. * source material index of refraction (IOR)' / 'destination material IOR.
  116802. */
  116803. indexOfRefraction: number;
  116804. /**
  116805. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  116806. */
  116807. invertRefractionY: boolean;
  116808. /**
  116809. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  116810. * Materials half opaque for instance using refraction could benefit from this control.
  116811. */
  116812. linkRefractionWithTransparency: boolean;
  116813. /**
  116814. * If true, the light map contains occlusion information instead of lighting info.
  116815. */
  116816. useLightmapAsShadowmap: boolean;
  116817. /**
  116818. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  116819. */
  116820. useAlphaFromAlbedoTexture: boolean;
  116821. /**
  116822. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  116823. */
  116824. forceAlphaTest: boolean;
  116825. /**
  116826. * Defines the alpha limits in alpha test mode.
  116827. */
  116828. alphaCutOff: number;
  116829. /**
  116830. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  116831. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  116832. */
  116833. useSpecularOverAlpha: boolean;
  116834. /**
  116835. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  116836. */
  116837. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  116838. /**
  116839. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  116840. */
  116841. useRoughnessFromMetallicTextureAlpha: boolean;
  116842. /**
  116843. * Specifies if the metallic texture contains the roughness information in its green channel.
  116844. */
  116845. useRoughnessFromMetallicTextureGreen: boolean;
  116846. /**
  116847. * Specifies if the metallic texture contains the metallness information in its blue channel.
  116848. */
  116849. useMetallnessFromMetallicTextureBlue: boolean;
  116850. /**
  116851. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  116852. */
  116853. useAmbientOcclusionFromMetallicTextureRed: boolean;
  116854. /**
  116855. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  116856. */
  116857. useAmbientInGrayScale: boolean;
  116858. /**
  116859. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  116860. * The material will try to infer what glossiness each pixel should be.
  116861. */
  116862. useAutoMicroSurfaceFromReflectivityMap: boolean;
  116863. /**
  116864. * BJS is using an harcoded light falloff based on a manually sets up range.
  116865. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  116866. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  116867. */
  116868. /**
  116869. * BJS is using an harcoded light falloff based on a manually sets up range.
  116870. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  116871. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  116872. */
  116873. usePhysicalLightFalloff: boolean;
  116874. /**
  116875. * In order to support the falloff compatibility with gltf, a special mode has been added
  116876. * to reproduce the gltf light falloff.
  116877. */
  116878. /**
  116879. * In order to support the falloff compatibility with gltf, a special mode has been added
  116880. * to reproduce the gltf light falloff.
  116881. */
  116882. useGLTFLightFalloff: boolean;
  116883. /**
  116884. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  116885. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  116886. */
  116887. useRadianceOverAlpha: boolean;
  116888. /**
  116889. * Allows using an object space normal map (instead of tangent space).
  116890. */
  116891. useObjectSpaceNormalMap: boolean;
  116892. /**
  116893. * Allows using the bump map in parallax mode.
  116894. */
  116895. useParallax: boolean;
  116896. /**
  116897. * Allows using the bump map in parallax occlusion mode.
  116898. */
  116899. useParallaxOcclusion: boolean;
  116900. /**
  116901. * Controls the scale bias of the parallax mode.
  116902. */
  116903. parallaxScaleBias: number;
  116904. /**
  116905. * If sets to true, disables all the lights affecting the material.
  116906. */
  116907. disableLighting: boolean;
  116908. /**
  116909. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  116910. */
  116911. forceIrradianceInFragment: boolean;
  116912. /**
  116913. * Number of Simultaneous lights allowed on the material.
  116914. */
  116915. maxSimultaneousLights: number;
  116916. /**
  116917. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  116918. */
  116919. invertNormalMapX: boolean;
  116920. /**
  116921. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  116922. */
  116923. invertNormalMapY: boolean;
  116924. /**
  116925. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  116926. */
  116927. twoSidedLighting: boolean;
  116928. /**
  116929. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116930. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  116931. */
  116932. useAlphaFresnel: boolean;
  116933. /**
  116934. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116935. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  116936. */
  116937. useLinearAlphaFresnel: boolean;
  116938. /**
  116939. * Let user defines the brdf lookup texture used for IBL.
  116940. * A default 8bit version is embedded but you could point at :
  116941. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  116942. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  116943. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  116944. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  116945. */
  116946. environmentBRDFTexture: Nullable<BaseTexture>;
  116947. /**
  116948. * Force normal to face away from face.
  116949. */
  116950. forceNormalForward: boolean;
  116951. /**
  116952. * Enables specular anti aliasing in the PBR shader.
  116953. * It will both interacts on the Geometry for analytical and IBL lighting.
  116954. * It also prefilter the roughness map based on the bump values.
  116955. */
  116956. enableSpecularAntiAliasing: boolean;
  116957. /**
  116958. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  116959. * makes the reflect vector face the model (under horizon).
  116960. */
  116961. useHorizonOcclusion: boolean;
  116962. /**
  116963. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  116964. * too much the area relying on ambient texture to define their ambient occlusion.
  116965. */
  116966. useRadianceOcclusion: boolean;
  116967. /**
  116968. * If set to true, no lighting calculations will be applied.
  116969. */
  116970. unlit: boolean;
  116971. /**
  116972. * Gets the image processing configuration used either in this material.
  116973. */
  116974. /**
  116975. * Sets the Default image processing configuration used either in the this material.
  116976. *
  116977. * If sets to null, the scene one is in use.
  116978. */
  116979. imageProcessingConfiguration: ImageProcessingConfiguration;
  116980. /**
  116981. * Gets wether the color curves effect is enabled.
  116982. */
  116983. /**
  116984. * Sets wether the color curves effect is enabled.
  116985. */
  116986. cameraColorCurvesEnabled: boolean;
  116987. /**
  116988. * Gets wether the color grading effect is enabled.
  116989. */
  116990. /**
  116991. * Gets wether the color grading effect is enabled.
  116992. */
  116993. cameraColorGradingEnabled: boolean;
  116994. /**
  116995. * Gets wether tonemapping is enabled or not.
  116996. */
  116997. /**
  116998. * Sets wether tonemapping is enabled or not
  116999. */
  117000. cameraToneMappingEnabled: boolean;
  117001. /**
  117002. * The camera exposure used on this material.
  117003. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117004. * This corresponds to a photographic exposure.
  117005. */
  117006. /**
  117007. * The camera exposure used on this material.
  117008. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117009. * This corresponds to a photographic exposure.
  117010. */
  117011. cameraExposure: number;
  117012. /**
  117013. * Gets The camera contrast used on this material.
  117014. */
  117015. /**
  117016. * Sets The camera contrast used on this material.
  117017. */
  117018. cameraContrast: number;
  117019. /**
  117020. * Gets the Color Grading 2D Lookup Texture.
  117021. */
  117022. /**
  117023. * Sets the Color Grading 2D Lookup Texture.
  117024. */
  117025. cameraColorGradingTexture: Nullable<BaseTexture>;
  117026. /**
  117027. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117028. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117029. * 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;
  117030. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117031. */
  117032. /**
  117033. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117034. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117035. * 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;
  117036. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117037. */
  117038. cameraColorCurves: Nullable<ColorCurves>;
  117039. /**
  117040. * Instantiates a new PBRMaterial instance.
  117041. *
  117042. * @param name The material name
  117043. * @param scene The scene the material will be use in.
  117044. */
  117045. constructor(name: string, scene: Scene);
  117046. /**
  117047. * Returns the name of this material class.
  117048. */
  117049. getClassName(): string;
  117050. /**
  117051. * Makes a duplicate of the current material.
  117052. * @param name - name to use for the new material.
  117053. */
  117054. clone(name: string): PBRMaterial;
  117055. /**
  117056. * Serializes this PBR Material.
  117057. * @returns - An object with the serialized material.
  117058. */
  117059. serialize(): any;
  117060. /**
  117061. * Parses a PBR Material from a serialized object.
  117062. * @param source - Serialized object.
  117063. * @param scene - BJS scene instance.
  117064. * @param rootUrl - url for the scene object
  117065. * @returns - PBRMaterial
  117066. */
  117067. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  117068. }
  117069. }
  117070. declare module BABYLON {
  117071. /**
  117072. * Direct draw surface info
  117073. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  117074. */
  117075. export interface DDSInfo {
  117076. /**
  117077. * Width of the texture
  117078. */
  117079. width: number;
  117080. /**
  117081. * Width of the texture
  117082. */
  117083. height: number;
  117084. /**
  117085. * Number of Mipmaps for the texture
  117086. * @see https://en.wikipedia.org/wiki/Mipmap
  117087. */
  117088. mipmapCount: number;
  117089. /**
  117090. * If the textures format is a known fourCC format
  117091. * @see https://www.fourcc.org/
  117092. */
  117093. isFourCC: boolean;
  117094. /**
  117095. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  117096. */
  117097. isRGB: boolean;
  117098. /**
  117099. * If the texture is a lumincance format
  117100. */
  117101. isLuminance: boolean;
  117102. /**
  117103. * If this is a cube texture
  117104. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  117105. */
  117106. isCube: boolean;
  117107. /**
  117108. * If the texture is a compressed format eg. FOURCC_DXT1
  117109. */
  117110. isCompressed: boolean;
  117111. /**
  117112. * The dxgiFormat of the texture
  117113. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  117114. */
  117115. dxgiFormat: number;
  117116. /**
  117117. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  117118. */
  117119. textureType: number;
  117120. /**
  117121. * Sphericle polynomial created for the dds texture
  117122. */
  117123. sphericalPolynomial?: SphericalPolynomial;
  117124. }
  117125. /**
  117126. * Class used to provide DDS decompression tools
  117127. */
  117128. export class DDSTools {
  117129. /**
  117130. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  117131. */
  117132. static StoreLODInAlphaChannel: boolean;
  117133. /**
  117134. * Gets DDS information from an array buffer
  117135. * @param arrayBuffer defines the array buffer to read data from
  117136. * @returns the DDS information
  117137. */
  117138. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  117139. private static _FloatView;
  117140. private static _Int32View;
  117141. private static _ToHalfFloat;
  117142. private static _FromHalfFloat;
  117143. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  117144. private static _GetHalfFloatRGBAArrayBuffer;
  117145. private static _GetFloatRGBAArrayBuffer;
  117146. private static _GetFloatAsUIntRGBAArrayBuffer;
  117147. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  117148. private static _GetRGBAArrayBuffer;
  117149. private static _ExtractLongWordOrder;
  117150. private static _GetRGBArrayBuffer;
  117151. private static _GetLuminanceArrayBuffer;
  117152. /**
  117153. * Uploads DDS Levels to a Babylon Texture
  117154. * @hidden
  117155. */
  117156. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  117157. }
  117158. interface ThinEngine {
  117159. /**
  117160. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  117161. * @param rootUrl defines the url where the file to load is located
  117162. * @param scene defines the current scene
  117163. * @param lodScale defines scale to apply to the mip map selection
  117164. * @param lodOffset defines offset to apply to the mip map selection
  117165. * @param onLoad defines an optional callback raised when the texture is loaded
  117166. * @param onError defines an optional callback raised if there is an issue to load the texture
  117167. * @param format defines the format of the data
  117168. * @param forcedExtension defines the extension to use to pick the right loader
  117169. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  117170. * @returns the cube texture as an InternalTexture
  117171. */
  117172. 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;
  117173. }
  117174. }
  117175. declare module BABYLON {
  117176. /**
  117177. * Implementation of the DDS Texture Loader.
  117178. * @hidden
  117179. */
  117180. export class _DDSTextureLoader implements IInternalTextureLoader {
  117181. /**
  117182. * Defines wether the loader supports cascade loading the different faces.
  117183. */
  117184. readonly supportCascades: boolean;
  117185. /**
  117186. * This returns if the loader support the current file information.
  117187. * @param extension defines the file extension of the file being loaded
  117188. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117189. * @param fallback defines the fallback internal texture if any
  117190. * @param isBase64 defines whether the texture is encoded as a base64
  117191. * @param isBuffer defines whether the texture data are stored as a buffer
  117192. * @returns true if the loader can load the specified file
  117193. */
  117194. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117195. /**
  117196. * Transform the url before loading if required.
  117197. * @param rootUrl the url of the texture
  117198. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117199. * @returns the transformed texture
  117200. */
  117201. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117202. /**
  117203. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117204. * @param rootUrl the url of the texture
  117205. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117206. * @returns the fallback texture
  117207. */
  117208. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117209. /**
  117210. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117211. * @param data contains the texture data
  117212. * @param texture defines the BabylonJS internal texture
  117213. * @param createPolynomials will be true if polynomials have been requested
  117214. * @param onLoad defines the callback to trigger once the texture is ready
  117215. * @param onError defines the callback to trigger in case of error
  117216. */
  117217. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117218. /**
  117219. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117220. * @param data contains the texture data
  117221. * @param texture defines the BabylonJS internal texture
  117222. * @param callback defines the method to call once ready to upload
  117223. */
  117224. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117225. }
  117226. }
  117227. declare module BABYLON {
  117228. /**
  117229. * Implementation of the ENV Texture Loader.
  117230. * @hidden
  117231. */
  117232. export class _ENVTextureLoader implements IInternalTextureLoader {
  117233. /**
  117234. * Defines wether the loader supports cascade loading the different faces.
  117235. */
  117236. readonly supportCascades: boolean;
  117237. /**
  117238. * This returns if the loader support the current file information.
  117239. * @param extension defines the file extension of the file being loaded
  117240. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117241. * @param fallback defines the fallback internal texture if any
  117242. * @param isBase64 defines whether the texture is encoded as a base64
  117243. * @param isBuffer defines whether the texture data are stored as a buffer
  117244. * @returns true if the loader can load the specified file
  117245. */
  117246. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117247. /**
  117248. * Transform the url before loading if required.
  117249. * @param rootUrl the url of the texture
  117250. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117251. * @returns the transformed texture
  117252. */
  117253. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117254. /**
  117255. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117256. * @param rootUrl the url of the texture
  117257. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117258. * @returns the fallback texture
  117259. */
  117260. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117261. /**
  117262. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117263. * @param data contains the texture data
  117264. * @param texture defines the BabylonJS internal texture
  117265. * @param createPolynomials will be true if polynomials have been requested
  117266. * @param onLoad defines the callback to trigger once the texture is ready
  117267. * @param onError defines the callback to trigger in case of error
  117268. */
  117269. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117270. /**
  117271. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117272. * @param data contains the texture data
  117273. * @param texture defines the BabylonJS internal texture
  117274. * @param callback defines the method to call once ready to upload
  117275. */
  117276. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117277. }
  117278. }
  117279. declare module BABYLON {
  117280. /**
  117281. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  117282. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  117283. */
  117284. export class KhronosTextureContainer {
  117285. /** contents of the KTX container file */
  117286. arrayBuffer: any;
  117287. private static HEADER_LEN;
  117288. private static COMPRESSED_2D;
  117289. private static COMPRESSED_3D;
  117290. private static TEX_2D;
  117291. private static TEX_3D;
  117292. /**
  117293. * Gets the openGL type
  117294. */
  117295. glType: number;
  117296. /**
  117297. * Gets the openGL type size
  117298. */
  117299. glTypeSize: number;
  117300. /**
  117301. * Gets the openGL format
  117302. */
  117303. glFormat: number;
  117304. /**
  117305. * Gets the openGL internal format
  117306. */
  117307. glInternalFormat: number;
  117308. /**
  117309. * Gets the base internal format
  117310. */
  117311. glBaseInternalFormat: number;
  117312. /**
  117313. * Gets image width in pixel
  117314. */
  117315. pixelWidth: number;
  117316. /**
  117317. * Gets image height in pixel
  117318. */
  117319. pixelHeight: number;
  117320. /**
  117321. * Gets image depth in pixels
  117322. */
  117323. pixelDepth: number;
  117324. /**
  117325. * Gets the number of array elements
  117326. */
  117327. numberOfArrayElements: number;
  117328. /**
  117329. * Gets the number of faces
  117330. */
  117331. numberOfFaces: number;
  117332. /**
  117333. * Gets the number of mipmap levels
  117334. */
  117335. numberOfMipmapLevels: number;
  117336. /**
  117337. * Gets the bytes of key value data
  117338. */
  117339. bytesOfKeyValueData: number;
  117340. /**
  117341. * Gets the load type
  117342. */
  117343. loadType: number;
  117344. /**
  117345. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  117346. */
  117347. isInvalid: boolean;
  117348. /**
  117349. * Creates a new KhronosTextureContainer
  117350. * @param arrayBuffer contents of the KTX container file
  117351. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  117352. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  117353. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  117354. */
  117355. constructor(
  117356. /** contents of the KTX container file */
  117357. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  117358. /**
  117359. * Uploads KTX content to a Babylon Texture.
  117360. * It is assumed that the texture has already been created & is currently bound
  117361. * @hidden
  117362. */
  117363. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  117364. private _upload2DCompressedLevels;
  117365. }
  117366. }
  117367. declare module BABYLON {
  117368. /**
  117369. * Implementation of the KTX Texture Loader.
  117370. * @hidden
  117371. */
  117372. export class _KTXTextureLoader implements IInternalTextureLoader {
  117373. /**
  117374. * Defines wether the loader supports cascade loading the different faces.
  117375. */
  117376. readonly supportCascades: boolean;
  117377. /**
  117378. * This returns if the loader support the current file information.
  117379. * @param extension defines the file extension of the file being loaded
  117380. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117381. * @param fallback defines the fallback internal texture if any
  117382. * @param isBase64 defines whether the texture is encoded as a base64
  117383. * @param isBuffer defines whether the texture data are stored as a buffer
  117384. * @returns true if the loader can load the specified file
  117385. */
  117386. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117387. /**
  117388. * Transform the url before loading if required.
  117389. * @param rootUrl the url of the texture
  117390. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117391. * @returns the transformed texture
  117392. */
  117393. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117394. /**
  117395. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117396. * @param rootUrl the url of the texture
  117397. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117398. * @returns the fallback texture
  117399. */
  117400. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117401. /**
  117402. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117403. * @param data contains the texture data
  117404. * @param texture defines the BabylonJS internal texture
  117405. * @param createPolynomials will be true if polynomials have been requested
  117406. * @param onLoad defines the callback to trigger once the texture is ready
  117407. * @param onError defines the callback to trigger in case of error
  117408. */
  117409. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117410. /**
  117411. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117412. * @param data contains the texture data
  117413. * @param texture defines the BabylonJS internal texture
  117414. * @param callback defines the method to call once ready to upload
  117415. */
  117416. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  117417. }
  117418. }
  117419. declare module BABYLON {
  117420. /**
  117421. * Options for the default xr helper
  117422. */
  117423. export class WebXRDefaultExperienceOptions {
  117424. /**
  117425. * Floor meshes that should be used for teleporting
  117426. */
  117427. floorMeshes: Array<AbstractMesh>;
  117428. /**
  117429. * Enable or disable default UI to enter XR
  117430. */
  117431. disableDefaultUI: boolean;
  117432. }
  117433. /**
  117434. * Default experience which provides a similar setup to the previous webVRExperience
  117435. */
  117436. export class WebXRDefaultExperience {
  117437. /**
  117438. * Base experience
  117439. */
  117440. baseExperience: WebXRExperienceHelper;
  117441. /**
  117442. * Input experience extension
  117443. */
  117444. input: WebXRInput;
  117445. /**
  117446. * Loads the controller models
  117447. */
  117448. controllerModelLoader: WebXRControllerModelLoader;
  117449. /**
  117450. * Enables laser pointer and selection
  117451. */
  117452. pointerSelection: WebXRControllerPointerSelection;
  117453. /**
  117454. * Enables teleportation
  117455. */
  117456. teleportation: WebXRControllerTeleportation;
  117457. /**
  117458. * Enables ui for enetering/exiting xr
  117459. */
  117460. enterExitUI: WebXREnterExitUI;
  117461. /**
  117462. * Default target xr should render to
  117463. */
  117464. renderTarget: WebXRRenderTarget;
  117465. /**
  117466. * Creates the default xr experience
  117467. * @param scene scene
  117468. * @param options options for basic configuration
  117469. * @returns resulting WebXRDefaultExperience
  117470. */
  117471. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  117472. private constructor();
  117473. /**
  117474. * DIsposes of the experience helper
  117475. */
  117476. dispose(): void;
  117477. }
  117478. }
  117479. declare module BABYLON {
  117480. /** @hidden */
  117481. export var _forceSceneHelpersToBundle: boolean;
  117482. interface Scene {
  117483. /**
  117484. * Creates a default light for the scene.
  117485. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  117486. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  117487. */
  117488. createDefaultLight(replace?: boolean): void;
  117489. /**
  117490. * Creates a default camera for the scene.
  117491. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  117492. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  117493. * @param replace has default false, when true replaces the active camera in the scene
  117494. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  117495. */
  117496. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  117497. /**
  117498. * Creates a default camera and a default light.
  117499. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  117500. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  117501. * @param replace has the default false, when true replaces the active camera/light in the scene
  117502. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  117503. */
  117504. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  117505. /**
  117506. * Creates a new sky box
  117507. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  117508. * @param environmentTexture defines the texture to use as environment texture
  117509. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  117510. * @param scale defines the overall scale of the skybox
  117511. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  117512. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  117513. * @returns a new mesh holding the sky box
  117514. */
  117515. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  117516. /**
  117517. * Creates a new environment
  117518. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  117519. * @param options defines the options you can use to configure the environment
  117520. * @returns the new EnvironmentHelper
  117521. */
  117522. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  117523. /**
  117524. * Creates a new VREXperienceHelper
  117525. * @see http://doc.babylonjs.com/how_to/webvr_helper
  117526. * @param webVROptions defines the options used to create the new VREXperienceHelper
  117527. * @returns a new VREXperienceHelper
  117528. */
  117529. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  117530. /**
  117531. * Creates a new WebXRDefaultExperience
  117532. * @see http://doc.babylonjs.com/how_to/webxr
  117533. * @param options experience options
  117534. * @returns a promise for a new WebXRDefaultExperience
  117535. */
  117536. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  117537. }
  117538. }
  117539. declare module BABYLON {
  117540. /**
  117541. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  117542. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  117543. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  117544. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  117545. */
  117546. export class VideoDome extends TransformNode {
  117547. /**
  117548. * Define the video source as a Monoscopic panoramic 360 video.
  117549. */
  117550. static readonly MODE_MONOSCOPIC: number;
  117551. /**
  117552. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  117553. */
  117554. static readonly MODE_TOPBOTTOM: number;
  117555. /**
  117556. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  117557. */
  117558. static readonly MODE_SIDEBYSIDE: number;
  117559. private _halfDome;
  117560. private _useDirectMapping;
  117561. /**
  117562. * The video texture being displayed on the sphere
  117563. */
  117564. protected _videoTexture: VideoTexture;
  117565. /**
  117566. * Gets the video texture being displayed on the sphere
  117567. */
  117568. readonly videoTexture: VideoTexture;
  117569. /**
  117570. * The skybox material
  117571. */
  117572. protected _material: BackgroundMaterial;
  117573. /**
  117574. * The surface used for the skybox
  117575. */
  117576. protected _mesh: Mesh;
  117577. /**
  117578. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  117579. */
  117580. private _halfDomeMask;
  117581. /**
  117582. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117583. * Also see the options.resolution property.
  117584. */
  117585. fovMultiplier: number;
  117586. private _videoMode;
  117587. /**
  117588. * Gets or set the current video mode for the video. It can be:
  117589. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  117590. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  117591. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  117592. */
  117593. videoMode: number;
  117594. /**
  117595. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  117596. *
  117597. */
  117598. /**
  117599. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  117600. */
  117601. halfDome: boolean;
  117602. /**
  117603. * Oberserver used in Stereoscopic VR Mode.
  117604. */
  117605. private _onBeforeCameraRenderObserver;
  117606. /**
  117607. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  117608. * @param name Element's name, child elements will append suffixes for their own names.
  117609. * @param urlsOrVideo defines the url(s) or the video element to use
  117610. * @param options An object containing optional or exposed sub element properties
  117611. */
  117612. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  117613. resolution?: number;
  117614. clickToPlay?: boolean;
  117615. autoPlay?: boolean;
  117616. loop?: boolean;
  117617. size?: number;
  117618. poster?: string;
  117619. faceForward?: boolean;
  117620. useDirectMapping?: boolean;
  117621. halfDomeMode?: boolean;
  117622. }, scene: Scene);
  117623. private _changeVideoMode;
  117624. /**
  117625. * Releases resources associated with this node.
  117626. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  117627. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  117628. */
  117629. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  117630. }
  117631. }
  117632. declare module BABYLON {
  117633. /**
  117634. * This class can be used to get instrumentation data from a Babylon engine
  117635. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117636. */
  117637. export class EngineInstrumentation implements IDisposable {
  117638. /**
  117639. * Define the instrumented engine.
  117640. */
  117641. engine: Engine;
  117642. private _captureGPUFrameTime;
  117643. private _gpuFrameTimeToken;
  117644. private _gpuFrameTime;
  117645. private _captureShaderCompilationTime;
  117646. private _shaderCompilationTime;
  117647. private _onBeginFrameObserver;
  117648. private _onEndFrameObserver;
  117649. private _onBeforeShaderCompilationObserver;
  117650. private _onAfterShaderCompilationObserver;
  117651. /**
  117652. * Gets the perf counter used for GPU frame time
  117653. */
  117654. readonly gpuFrameTimeCounter: PerfCounter;
  117655. /**
  117656. * Gets the GPU frame time capture status
  117657. */
  117658. /**
  117659. * Enable or disable the GPU frame time capture
  117660. */
  117661. captureGPUFrameTime: boolean;
  117662. /**
  117663. * Gets the perf counter used for shader compilation time
  117664. */
  117665. readonly shaderCompilationTimeCounter: PerfCounter;
  117666. /**
  117667. * Gets the shader compilation time capture status
  117668. */
  117669. /**
  117670. * Enable or disable the shader compilation time capture
  117671. */
  117672. captureShaderCompilationTime: boolean;
  117673. /**
  117674. * Instantiates a new engine instrumentation.
  117675. * This class can be used to get instrumentation data from a Babylon engine
  117676. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117677. * @param engine Defines the engine to instrument
  117678. */
  117679. constructor(
  117680. /**
  117681. * Define the instrumented engine.
  117682. */
  117683. engine: Engine);
  117684. /**
  117685. * Dispose and release associated resources.
  117686. */
  117687. dispose(): void;
  117688. }
  117689. }
  117690. declare module BABYLON {
  117691. /**
  117692. * This class can be used to get instrumentation data from a Babylon engine
  117693. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117694. */
  117695. export class SceneInstrumentation implements IDisposable {
  117696. /**
  117697. * Defines the scene to instrument
  117698. */
  117699. scene: Scene;
  117700. private _captureActiveMeshesEvaluationTime;
  117701. private _activeMeshesEvaluationTime;
  117702. private _captureRenderTargetsRenderTime;
  117703. private _renderTargetsRenderTime;
  117704. private _captureFrameTime;
  117705. private _frameTime;
  117706. private _captureRenderTime;
  117707. private _renderTime;
  117708. private _captureInterFrameTime;
  117709. private _interFrameTime;
  117710. private _captureParticlesRenderTime;
  117711. private _particlesRenderTime;
  117712. private _captureSpritesRenderTime;
  117713. private _spritesRenderTime;
  117714. private _capturePhysicsTime;
  117715. private _physicsTime;
  117716. private _captureAnimationsTime;
  117717. private _animationsTime;
  117718. private _captureCameraRenderTime;
  117719. private _cameraRenderTime;
  117720. private _onBeforeActiveMeshesEvaluationObserver;
  117721. private _onAfterActiveMeshesEvaluationObserver;
  117722. private _onBeforeRenderTargetsRenderObserver;
  117723. private _onAfterRenderTargetsRenderObserver;
  117724. private _onAfterRenderObserver;
  117725. private _onBeforeDrawPhaseObserver;
  117726. private _onAfterDrawPhaseObserver;
  117727. private _onBeforeAnimationsObserver;
  117728. private _onBeforeParticlesRenderingObserver;
  117729. private _onAfterParticlesRenderingObserver;
  117730. private _onBeforeSpritesRenderingObserver;
  117731. private _onAfterSpritesRenderingObserver;
  117732. private _onBeforePhysicsObserver;
  117733. private _onAfterPhysicsObserver;
  117734. private _onAfterAnimationsObserver;
  117735. private _onBeforeCameraRenderObserver;
  117736. private _onAfterCameraRenderObserver;
  117737. /**
  117738. * Gets the perf counter used for active meshes evaluation time
  117739. */
  117740. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  117741. /**
  117742. * Gets the active meshes evaluation time capture status
  117743. */
  117744. /**
  117745. * Enable or disable the active meshes evaluation time capture
  117746. */
  117747. captureActiveMeshesEvaluationTime: boolean;
  117748. /**
  117749. * Gets the perf counter used for render targets render time
  117750. */
  117751. readonly renderTargetsRenderTimeCounter: PerfCounter;
  117752. /**
  117753. * Gets the render targets render time capture status
  117754. */
  117755. /**
  117756. * Enable or disable the render targets render time capture
  117757. */
  117758. captureRenderTargetsRenderTime: boolean;
  117759. /**
  117760. * Gets the perf counter used for particles render time
  117761. */
  117762. readonly particlesRenderTimeCounter: PerfCounter;
  117763. /**
  117764. * Gets the particles render time capture status
  117765. */
  117766. /**
  117767. * Enable or disable the particles render time capture
  117768. */
  117769. captureParticlesRenderTime: boolean;
  117770. /**
  117771. * Gets the perf counter used for sprites render time
  117772. */
  117773. readonly spritesRenderTimeCounter: PerfCounter;
  117774. /**
  117775. * Gets the sprites render time capture status
  117776. */
  117777. /**
  117778. * Enable or disable the sprites render time capture
  117779. */
  117780. captureSpritesRenderTime: boolean;
  117781. /**
  117782. * Gets the perf counter used for physics time
  117783. */
  117784. readonly physicsTimeCounter: PerfCounter;
  117785. /**
  117786. * Gets the physics time capture status
  117787. */
  117788. /**
  117789. * Enable or disable the physics time capture
  117790. */
  117791. capturePhysicsTime: boolean;
  117792. /**
  117793. * Gets the perf counter used for animations time
  117794. */
  117795. readonly animationsTimeCounter: PerfCounter;
  117796. /**
  117797. * Gets the animations time capture status
  117798. */
  117799. /**
  117800. * Enable or disable the animations time capture
  117801. */
  117802. captureAnimationsTime: boolean;
  117803. /**
  117804. * Gets the perf counter used for frame time capture
  117805. */
  117806. readonly frameTimeCounter: PerfCounter;
  117807. /**
  117808. * Gets the frame time capture status
  117809. */
  117810. /**
  117811. * Enable or disable the frame time capture
  117812. */
  117813. captureFrameTime: boolean;
  117814. /**
  117815. * Gets the perf counter used for inter-frames time capture
  117816. */
  117817. readonly interFrameTimeCounter: PerfCounter;
  117818. /**
  117819. * Gets the inter-frames time capture status
  117820. */
  117821. /**
  117822. * Enable or disable the inter-frames time capture
  117823. */
  117824. captureInterFrameTime: boolean;
  117825. /**
  117826. * Gets the perf counter used for render time capture
  117827. */
  117828. readonly renderTimeCounter: PerfCounter;
  117829. /**
  117830. * Gets the render time capture status
  117831. */
  117832. /**
  117833. * Enable or disable the render time capture
  117834. */
  117835. captureRenderTime: boolean;
  117836. /**
  117837. * Gets the perf counter used for camera render time capture
  117838. */
  117839. readonly cameraRenderTimeCounter: PerfCounter;
  117840. /**
  117841. * Gets the camera render time capture status
  117842. */
  117843. /**
  117844. * Enable or disable the camera render time capture
  117845. */
  117846. captureCameraRenderTime: boolean;
  117847. /**
  117848. * Gets the perf counter used for draw calls
  117849. */
  117850. readonly drawCallsCounter: PerfCounter;
  117851. /**
  117852. * Instantiates a new scene instrumentation.
  117853. * This class can be used to get instrumentation data from a Babylon engine
  117854. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117855. * @param scene Defines the scene to instrument
  117856. */
  117857. constructor(
  117858. /**
  117859. * Defines the scene to instrument
  117860. */
  117861. scene: Scene);
  117862. /**
  117863. * Dispose and release associated resources.
  117864. */
  117865. dispose(): void;
  117866. }
  117867. }
  117868. declare module BABYLON {
  117869. /** @hidden */
  117870. export var glowMapGenerationPixelShader: {
  117871. name: string;
  117872. shader: string;
  117873. };
  117874. }
  117875. declare module BABYLON {
  117876. /** @hidden */
  117877. export var glowMapGenerationVertexShader: {
  117878. name: string;
  117879. shader: string;
  117880. };
  117881. }
  117882. declare module BABYLON {
  117883. /**
  117884. * Effect layer options. This helps customizing the behaviour
  117885. * of the effect layer.
  117886. */
  117887. export interface IEffectLayerOptions {
  117888. /**
  117889. * Multiplication factor apply to the canvas size to compute the render target size
  117890. * used to generated the objects (the smaller the faster).
  117891. */
  117892. mainTextureRatio: number;
  117893. /**
  117894. * Enforces a fixed size texture to ensure effect stability across devices.
  117895. */
  117896. mainTextureFixedSize?: number;
  117897. /**
  117898. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  117899. */
  117900. alphaBlendingMode: number;
  117901. /**
  117902. * The camera attached to the layer.
  117903. */
  117904. camera: Nullable<Camera>;
  117905. /**
  117906. * The rendering group to draw the layer in.
  117907. */
  117908. renderingGroupId: number;
  117909. }
  117910. /**
  117911. * The effect layer Helps adding post process effect blended with the main pass.
  117912. *
  117913. * This can be for instance use to generate glow or higlight effects on the scene.
  117914. *
  117915. * The effect layer class can not be used directly and is intented to inherited from to be
  117916. * customized per effects.
  117917. */
  117918. export abstract class EffectLayer {
  117919. private _vertexBuffers;
  117920. private _indexBuffer;
  117921. private _cachedDefines;
  117922. private _effectLayerMapGenerationEffect;
  117923. private _effectLayerOptions;
  117924. private _mergeEffect;
  117925. protected _scene: Scene;
  117926. protected _engine: Engine;
  117927. protected _maxSize: number;
  117928. protected _mainTextureDesiredSize: ISize;
  117929. protected _mainTexture: RenderTargetTexture;
  117930. protected _shouldRender: boolean;
  117931. protected _postProcesses: PostProcess[];
  117932. protected _textures: BaseTexture[];
  117933. protected _emissiveTextureAndColor: {
  117934. texture: Nullable<BaseTexture>;
  117935. color: Color4;
  117936. };
  117937. /**
  117938. * The name of the layer
  117939. */
  117940. name: string;
  117941. /**
  117942. * The clear color of the texture used to generate the glow map.
  117943. */
  117944. neutralColor: Color4;
  117945. /**
  117946. * Specifies wether the highlight layer is enabled or not.
  117947. */
  117948. isEnabled: boolean;
  117949. /**
  117950. * Gets the camera attached to the layer.
  117951. */
  117952. readonly camera: Nullable<Camera>;
  117953. /**
  117954. * Gets the rendering group id the layer should render in.
  117955. */
  117956. renderingGroupId: number;
  117957. /**
  117958. * An event triggered when the effect layer has been disposed.
  117959. */
  117960. onDisposeObservable: Observable<EffectLayer>;
  117961. /**
  117962. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  117963. */
  117964. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  117965. /**
  117966. * An event triggered when the generated texture is being merged in the scene.
  117967. */
  117968. onBeforeComposeObservable: Observable<EffectLayer>;
  117969. /**
  117970. * An event triggered when the mesh is rendered into the effect render target.
  117971. */
  117972. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  117973. /**
  117974. * An event triggered after the mesh has been rendered into the effect render target.
  117975. */
  117976. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  117977. /**
  117978. * An event triggered when the generated texture has been merged in the scene.
  117979. */
  117980. onAfterComposeObservable: Observable<EffectLayer>;
  117981. /**
  117982. * An event triggered when the efffect layer changes its size.
  117983. */
  117984. onSizeChangedObservable: Observable<EffectLayer>;
  117985. /** @hidden */
  117986. static _SceneComponentInitialization: (scene: Scene) => void;
  117987. /**
  117988. * Instantiates a new effect Layer and references it in the scene.
  117989. * @param name The name of the layer
  117990. * @param scene The scene to use the layer in
  117991. */
  117992. constructor(
  117993. /** The Friendly of the effect in the scene */
  117994. name: string, scene: Scene);
  117995. /**
  117996. * Get the effect name of the layer.
  117997. * @return The effect name
  117998. */
  117999. abstract getEffectName(): string;
  118000. /**
  118001. * Checks for the readiness of the element composing the layer.
  118002. * @param subMesh the mesh to check for
  118003. * @param useInstances specify wether or not to use instances to render the mesh
  118004. * @return true if ready otherwise, false
  118005. */
  118006. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118007. /**
  118008. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118009. * @returns true if the effect requires stencil during the main canvas render pass.
  118010. */
  118011. abstract needStencil(): boolean;
  118012. /**
  118013. * Create the merge effect. This is the shader use to blit the information back
  118014. * to the main canvas at the end of the scene rendering.
  118015. * @returns The effect containing the shader used to merge the effect on the main canvas
  118016. */
  118017. protected abstract _createMergeEffect(): Effect;
  118018. /**
  118019. * Creates the render target textures and post processes used in the effect layer.
  118020. */
  118021. protected abstract _createTextureAndPostProcesses(): void;
  118022. /**
  118023. * Implementation specific of rendering the generating effect on the main canvas.
  118024. * @param effect The effect used to render through
  118025. */
  118026. protected abstract _internalRender(effect: Effect): void;
  118027. /**
  118028. * Sets the required values for both the emissive texture and and the main color.
  118029. */
  118030. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118031. /**
  118032. * Free any resources and references associated to a mesh.
  118033. * Internal use
  118034. * @param mesh The mesh to free.
  118035. */
  118036. abstract _disposeMesh(mesh: Mesh): void;
  118037. /**
  118038. * Serializes this layer (Glow or Highlight for example)
  118039. * @returns a serialized layer object
  118040. */
  118041. abstract serialize?(): any;
  118042. /**
  118043. * Initializes the effect layer with the required options.
  118044. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  118045. */
  118046. protected _init(options: Partial<IEffectLayerOptions>): void;
  118047. /**
  118048. * Generates the index buffer of the full screen quad blending to the main canvas.
  118049. */
  118050. private _generateIndexBuffer;
  118051. /**
  118052. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  118053. */
  118054. private _generateVertexBuffer;
  118055. /**
  118056. * Sets the main texture desired size which is the closest power of two
  118057. * of the engine canvas size.
  118058. */
  118059. private _setMainTextureSize;
  118060. /**
  118061. * Creates the main texture for the effect layer.
  118062. */
  118063. protected _createMainTexture(): void;
  118064. /**
  118065. * Adds specific effects defines.
  118066. * @param defines The defines to add specifics to.
  118067. */
  118068. protected _addCustomEffectDefines(defines: string[]): void;
  118069. /**
  118070. * Checks for the readiness of the element composing the layer.
  118071. * @param subMesh the mesh to check for
  118072. * @param useInstances specify wether or not to use instances to render the mesh
  118073. * @param emissiveTexture the associated emissive texture used to generate the glow
  118074. * @return true if ready otherwise, false
  118075. */
  118076. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  118077. /**
  118078. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  118079. */
  118080. render(): void;
  118081. /**
  118082. * Determine if a given mesh will be used in the current effect.
  118083. * @param mesh mesh to test
  118084. * @returns true if the mesh will be used
  118085. */
  118086. hasMesh(mesh: AbstractMesh): boolean;
  118087. /**
  118088. * Returns true if the layer contains information to display, otherwise false.
  118089. * @returns true if the glow layer should be rendered
  118090. */
  118091. shouldRender(): boolean;
  118092. /**
  118093. * Returns true if the mesh should render, otherwise false.
  118094. * @param mesh The mesh to render
  118095. * @returns true if it should render otherwise false
  118096. */
  118097. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  118098. /**
  118099. * Returns true if the mesh can be rendered, otherwise false.
  118100. * @param mesh The mesh to render
  118101. * @param material The material used on the mesh
  118102. * @returns true if it can be rendered otherwise false
  118103. */
  118104. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  118105. /**
  118106. * Returns true if the mesh should render, otherwise false.
  118107. * @param mesh The mesh to render
  118108. * @returns true if it should render otherwise false
  118109. */
  118110. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  118111. /**
  118112. * Renders the submesh passed in parameter to the generation map.
  118113. */
  118114. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  118115. /**
  118116. * Defines wether the current material of the mesh should be use to render the effect.
  118117. * @param mesh defines the current mesh to render
  118118. */
  118119. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  118120. /**
  118121. * Rebuild the required buffers.
  118122. * @hidden Internal use only.
  118123. */
  118124. _rebuild(): void;
  118125. /**
  118126. * Dispose only the render target textures and post process.
  118127. */
  118128. private _disposeTextureAndPostProcesses;
  118129. /**
  118130. * Dispose the highlight layer and free resources.
  118131. */
  118132. dispose(): void;
  118133. /**
  118134. * Gets the class name of the effect layer
  118135. * @returns the string with the class name of the effect layer
  118136. */
  118137. getClassName(): string;
  118138. /**
  118139. * Creates an effect layer from parsed effect layer data
  118140. * @param parsedEffectLayer defines effect layer data
  118141. * @param scene defines the current scene
  118142. * @param rootUrl defines the root URL containing the effect layer information
  118143. * @returns a parsed effect Layer
  118144. */
  118145. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  118146. }
  118147. }
  118148. declare module BABYLON {
  118149. interface AbstractScene {
  118150. /**
  118151. * The list of effect layers (highlights/glow) added to the scene
  118152. * @see http://doc.babylonjs.com/how_to/highlight_layer
  118153. * @see http://doc.babylonjs.com/how_to/glow_layer
  118154. */
  118155. effectLayers: Array<EffectLayer>;
  118156. /**
  118157. * Removes the given effect layer from this scene.
  118158. * @param toRemove defines the effect layer to remove
  118159. * @returns the index of the removed effect layer
  118160. */
  118161. removeEffectLayer(toRemove: EffectLayer): number;
  118162. /**
  118163. * Adds the given effect layer to this scene
  118164. * @param newEffectLayer defines the effect layer to add
  118165. */
  118166. addEffectLayer(newEffectLayer: EffectLayer): void;
  118167. }
  118168. /**
  118169. * Defines the layer scene component responsible to manage any effect layers
  118170. * in a given scene.
  118171. */
  118172. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  118173. /**
  118174. * The component name helpfull to identify the component in the list of scene components.
  118175. */
  118176. readonly name: string;
  118177. /**
  118178. * The scene the component belongs to.
  118179. */
  118180. scene: Scene;
  118181. private _engine;
  118182. private _renderEffects;
  118183. private _needStencil;
  118184. private _previousStencilState;
  118185. /**
  118186. * Creates a new instance of the component for the given scene
  118187. * @param scene Defines the scene to register the component in
  118188. */
  118189. constructor(scene: Scene);
  118190. /**
  118191. * Registers the component in a given scene
  118192. */
  118193. register(): void;
  118194. /**
  118195. * Rebuilds the elements related to this component in case of
  118196. * context lost for instance.
  118197. */
  118198. rebuild(): void;
  118199. /**
  118200. * Serializes the component data to the specified json object
  118201. * @param serializationObject The object to serialize to
  118202. */
  118203. serialize(serializationObject: any): void;
  118204. /**
  118205. * Adds all the elements from the container to the scene
  118206. * @param container the container holding the elements
  118207. */
  118208. addFromContainer(container: AbstractScene): void;
  118209. /**
  118210. * Removes all the elements in the container from the scene
  118211. * @param container contains the elements to remove
  118212. * @param dispose if the removed element should be disposed (default: false)
  118213. */
  118214. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118215. /**
  118216. * Disposes the component and the associated ressources.
  118217. */
  118218. dispose(): void;
  118219. private _isReadyForMesh;
  118220. private _renderMainTexture;
  118221. private _setStencil;
  118222. private _setStencilBack;
  118223. private _draw;
  118224. private _drawCamera;
  118225. private _drawRenderingGroup;
  118226. }
  118227. }
  118228. declare module BABYLON {
  118229. /** @hidden */
  118230. export var glowMapMergePixelShader: {
  118231. name: string;
  118232. shader: string;
  118233. };
  118234. }
  118235. declare module BABYLON {
  118236. /** @hidden */
  118237. export var glowMapMergeVertexShader: {
  118238. name: string;
  118239. shader: string;
  118240. };
  118241. }
  118242. declare module BABYLON {
  118243. interface AbstractScene {
  118244. /**
  118245. * Return a the first highlight layer of the scene with a given name.
  118246. * @param name The name of the highlight layer to look for.
  118247. * @return The highlight layer if found otherwise null.
  118248. */
  118249. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  118250. }
  118251. /**
  118252. * Glow layer options. This helps customizing the behaviour
  118253. * of the glow layer.
  118254. */
  118255. export interface IGlowLayerOptions {
  118256. /**
  118257. * Multiplication factor apply to the canvas size to compute the render target size
  118258. * used to generated the glowing objects (the smaller the faster).
  118259. */
  118260. mainTextureRatio: number;
  118261. /**
  118262. * Enforces a fixed size texture to ensure resize independant blur.
  118263. */
  118264. mainTextureFixedSize?: number;
  118265. /**
  118266. * How big is the kernel of the blur texture.
  118267. */
  118268. blurKernelSize: number;
  118269. /**
  118270. * The camera attached to the layer.
  118271. */
  118272. camera: Nullable<Camera>;
  118273. /**
  118274. * Enable MSAA by chosing the number of samples.
  118275. */
  118276. mainTextureSamples?: number;
  118277. /**
  118278. * The rendering group to draw the layer in.
  118279. */
  118280. renderingGroupId: number;
  118281. }
  118282. /**
  118283. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  118284. *
  118285. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  118286. *
  118287. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  118288. */
  118289. export class GlowLayer extends EffectLayer {
  118290. /**
  118291. * Effect Name of the layer.
  118292. */
  118293. static readonly EffectName: string;
  118294. /**
  118295. * The default blur kernel size used for the glow.
  118296. */
  118297. static DefaultBlurKernelSize: number;
  118298. /**
  118299. * The default texture size ratio used for the glow.
  118300. */
  118301. static DefaultTextureRatio: number;
  118302. /**
  118303. * Sets the kernel size of the blur.
  118304. */
  118305. /**
  118306. * Gets the kernel size of the blur.
  118307. */
  118308. blurKernelSize: number;
  118309. /**
  118310. * Sets the glow intensity.
  118311. */
  118312. /**
  118313. * Gets the glow intensity.
  118314. */
  118315. intensity: number;
  118316. private _options;
  118317. private _intensity;
  118318. private _horizontalBlurPostprocess1;
  118319. private _verticalBlurPostprocess1;
  118320. private _horizontalBlurPostprocess2;
  118321. private _verticalBlurPostprocess2;
  118322. private _blurTexture1;
  118323. private _blurTexture2;
  118324. private _postProcesses1;
  118325. private _postProcesses2;
  118326. private _includedOnlyMeshes;
  118327. private _excludedMeshes;
  118328. private _meshesUsingTheirOwnMaterials;
  118329. /**
  118330. * Callback used to let the user override the color selection on a per mesh basis
  118331. */
  118332. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  118333. /**
  118334. * Callback used to let the user override the texture selection on a per mesh basis
  118335. */
  118336. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  118337. /**
  118338. * Instantiates a new glow Layer and references it to the scene.
  118339. * @param name The name of the layer
  118340. * @param scene The scene to use the layer in
  118341. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  118342. */
  118343. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  118344. /**
  118345. * Get the effect name of the layer.
  118346. * @return The effect name
  118347. */
  118348. getEffectName(): string;
  118349. /**
  118350. * Create the merge effect. This is the shader use to blit the information back
  118351. * to the main canvas at the end of the scene rendering.
  118352. */
  118353. protected _createMergeEffect(): Effect;
  118354. /**
  118355. * Creates the render target textures and post processes used in the glow layer.
  118356. */
  118357. protected _createTextureAndPostProcesses(): void;
  118358. /**
  118359. * Checks for the readiness of the element composing the layer.
  118360. * @param subMesh the mesh to check for
  118361. * @param useInstances specify wether or not to use instances to render the mesh
  118362. * @param emissiveTexture the associated emissive texture used to generate the glow
  118363. * @return true if ready otherwise, false
  118364. */
  118365. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118366. /**
  118367. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118368. */
  118369. needStencil(): boolean;
  118370. /**
  118371. * Returns true if the mesh can be rendered, otherwise false.
  118372. * @param mesh The mesh to render
  118373. * @param material The material used on the mesh
  118374. * @returns true if it can be rendered otherwise false
  118375. */
  118376. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  118377. /**
  118378. * Implementation specific of rendering the generating effect on the main canvas.
  118379. * @param effect The effect used to render through
  118380. */
  118381. protected _internalRender(effect: Effect): void;
  118382. /**
  118383. * Sets the required values for both the emissive texture and and the main color.
  118384. */
  118385. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118386. /**
  118387. * Returns true if the mesh should render, otherwise false.
  118388. * @param mesh The mesh to render
  118389. * @returns true if it should render otherwise false
  118390. */
  118391. protected _shouldRenderMesh(mesh: Mesh): boolean;
  118392. /**
  118393. * Adds specific effects defines.
  118394. * @param defines The defines to add specifics to.
  118395. */
  118396. protected _addCustomEffectDefines(defines: string[]): void;
  118397. /**
  118398. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  118399. * @param mesh The mesh to exclude from the glow layer
  118400. */
  118401. addExcludedMesh(mesh: Mesh): void;
  118402. /**
  118403. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  118404. * @param mesh The mesh to remove
  118405. */
  118406. removeExcludedMesh(mesh: Mesh): void;
  118407. /**
  118408. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  118409. * @param mesh The mesh to include in the glow layer
  118410. */
  118411. addIncludedOnlyMesh(mesh: Mesh): void;
  118412. /**
  118413. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  118414. * @param mesh The mesh to remove
  118415. */
  118416. removeIncludedOnlyMesh(mesh: Mesh): void;
  118417. /**
  118418. * Determine if a given mesh will be used in the glow layer
  118419. * @param mesh The mesh to test
  118420. * @returns true if the mesh will be highlighted by the current glow layer
  118421. */
  118422. hasMesh(mesh: AbstractMesh): boolean;
  118423. /**
  118424. * Defines wether the current material of the mesh should be use to render the effect.
  118425. * @param mesh defines the current mesh to render
  118426. */
  118427. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  118428. /**
  118429. * Add a mesh to be rendered through its own material and not with emissive only.
  118430. * @param mesh The mesh for which we need to use its material
  118431. */
  118432. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  118433. /**
  118434. * Remove a mesh from being rendered through its own material and not with emissive only.
  118435. * @param mesh The mesh for which we need to not use its material
  118436. */
  118437. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  118438. /**
  118439. * Free any resources and references associated to a mesh.
  118440. * Internal use
  118441. * @param mesh The mesh to free.
  118442. * @hidden
  118443. */
  118444. _disposeMesh(mesh: Mesh): void;
  118445. /**
  118446. * Gets the class name of the effect layer
  118447. * @returns the string with the class name of the effect layer
  118448. */
  118449. getClassName(): string;
  118450. /**
  118451. * Serializes this glow layer
  118452. * @returns a serialized glow layer object
  118453. */
  118454. serialize(): any;
  118455. /**
  118456. * Creates a Glow Layer from parsed glow layer data
  118457. * @param parsedGlowLayer defines glow layer data
  118458. * @param scene defines the current scene
  118459. * @param rootUrl defines the root URL containing the glow layer information
  118460. * @returns a parsed Glow Layer
  118461. */
  118462. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  118463. }
  118464. }
  118465. declare module BABYLON {
  118466. /** @hidden */
  118467. export var glowBlurPostProcessPixelShader: {
  118468. name: string;
  118469. shader: string;
  118470. };
  118471. }
  118472. declare module BABYLON {
  118473. interface AbstractScene {
  118474. /**
  118475. * Return a the first highlight layer of the scene with a given name.
  118476. * @param name The name of the highlight layer to look for.
  118477. * @return The highlight layer if found otherwise null.
  118478. */
  118479. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  118480. }
  118481. /**
  118482. * Highlight layer options. This helps customizing the behaviour
  118483. * of the highlight layer.
  118484. */
  118485. export interface IHighlightLayerOptions {
  118486. /**
  118487. * Multiplication factor apply to the canvas size to compute the render target size
  118488. * used to generated the glowing objects (the smaller the faster).
  118489. */
  118490. mainTextureRatio: number;
  118491. /**
  118492. * Enforces a fixed size texture to ensure resize independant blur.
  118493. */
  118494. mainTextureFixedSize?: number;
  118495. /**
  118496. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  118497. * of the picture to blur (the smaller the faster).
  118498. */
  118499. blurTextureSizeRatio: number;
  118500. /**
  118501. * How big in texel of the blur texture is the vertical blur.
  118502. */
  118503. blurVerticalSize: number;
  118504. /**
  118505. * How big in texel of the blur texture is the horizontal blur.
  118506. */
  118507. blurHorizontalSize: number;
  118508. /**
  118509. * Alpha blending mode used to apply the blur. Default is combine.
  118510. */
  118511. alphaBlendingMode: number;
  118512. /**
  118513. * The camera attached to the layer.
  118514. */
  118515. camera: Nullable<Camera>;
  118516. /**
  118517. * Should we display highlight as a solid stroke?
  118518. */
  118519. isStroke?: boolean;
  118520. /**
  118521. * The rendering group to draw the layer in.
  118522. */
  118523. renderingGroupId: number;
  118524. }
  118525. /**
  118526. * The highlight layer Helps adding a glow effect around a mesh.
  118527. *
  118528. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  118529. * glowy meshes to your scene.
  118530. *
  118531. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  118532. */
  118533. export class HighlightLayer extends EffectLayer {
  118534. name: string;
  118535. /**
  118536. * Effect Name of the highlight layer.
  118537. */
  118538. static readonly EffectName: string;
  118539. /**
  118540. * The neutral color used during the preparation of the glow effect.
  118541. * This is black by default as the blend operation is a blend operation.
  118542. */
  118543. static NeutralColor: Color4;
  118544. /**
  118545. * Stencil value used for glowing meshes.
  118546. */
  118547. static GlowingMeshStencilReference: number;
  118548. /**
  118549. * Stencil value used for the other meshes in the scene.
  118550. */
  118551. static NormalMeshStencilReference: number;
  118552. /**
  118553. * Specifies whether or not the inner glow is ACTIVE in the layer.
  118554. */
  118555. innerGlow: boolean;
  118556. /**
  118557. * Specifies whether or not the outer glow is ACTIVE in the layer.
  118558. */
  118559. outerGlow: boolean;
  118560. /**
  118561. * Specifies the horizontal size of the blur.
  118562. */
  118563. /**
  118564. * Gets the horizontal size of the blur.
  118565. */
  118566. blurHorizontalSize: number;
  118567. /**
  118568. * Specifies the vertical size of the blur.
  118569. */
  118570. /**
  118571. * Gets the vertical size of the blur.
  118572. */
  118573. blurVerticalSize: number;
  118574. /**
  118575. * An event triggered when the highlight layer is being blurred.
  118576. */
  118577. onBeforeBlurObservable: Observable<HighlightLayer>;
  118578. /**
  118579. * An event triggered when the highlight layer has been blurred.
  118580. */
  118581. onAfterBlurObservable: Observable<HighlightLayer>;
  118582. private _instanceGlowingMeshStencilReference;
  118583. private _options;
  118584. private _downSamplePostprocess;
  118585. private _horizontalBlurPostprocess;
  118586. private _verticalBlurPostprocess;
  118587. private _blurTexture;
  118588. private _meshes;
  118589. private _excludedMeshes;
  118590. /**
  118591. * Instantiates a new highlight Layer and references it to the scene..
  118592. * @param name The name of the layer
  118593. * @param scene The scene to use the layer in
  118594. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  118595. */
  118596. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  118597. /**
  118598. * Get the effect name of the layer.
  118599. * @return The effect name
  118600. */
  118601. getEffectName(): string;
  118602. /**
  118603. * Create the merge effect. This is the shader use to blit the information back
  118604. * to the main canvas at the end of the scene rendering.
  118605. */
  118606. protected _createMergeEffect(): Effect;
  118607. /**
  118608. * Creates the render target textures and post processes used in the highlight layer.
  118609. */
  118610. protected _createTextureAndPostProcesses(): void;
  118611. /**
  118612. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118613. */
  118614. needStencil(): boolean;
  118615. /**
  118616. * Checks for the readiness of the element composing the layer.
  118617. * @param subMesh the mesh to check for
  118618. * @param useInstances specify wether or not to use instances to render the mesh
  118619. * @param emissiveTexture the associated emissive texture used to generate the glow
  118620. * @return true if ready otherwise, false
  118621. */
  118622. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118623. /**
  118624. * Implementation specific of rendering the generating effect on the main canvas.
  118625. * @param effect The effect used to render through
  118626. */
  118627. protected _internalRender(effect: Effect): void;
  118628. /**
  118629. * Returns true if the layer contains information to display, otherwise false.
  118630. */
  118631. shouldRender(): boolean;
  118632. /**
  118633. * Returns true if the mesh should render, otherwise false.
  118634. * @param mesh The mesh to render
  118635. * @returns true if it should render otherwise false
  118636. */
  118637. protected _shouldRenderMesh(mesh: Mesh): boolean;
  118638. /**
  118639. * Sets the required values for both the emissive texture and and the main color.
  118640. */
  118641. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118642. /**
  118643. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  118644. * @param mesh The mesh to exclude from the highlight layer
  118645. */
  118646. addExcludedMesh(mesh: Mesh): void;
  118647. /**
  118648. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  118649. * @param mesh The mesh to highlight
  118650. */
  118651. removeExcludedMesh(mesh: Mesh): void;
  118652. /**
  118653. * Determine if a given mesh will be highlighted by the current HighlightLayer
  118654. * @param mesh mesh to test
  118655. * @returns true if the mesh will be highlighted by the current HighlightLayer
  118656. */
  118657. hasMesh(mesh: AbstractMesh): boolean;
  118658. /**
  118659. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  118660. * @param mesh The mesh to highlight
  118661. * @param color The color of the highlight
  118662. * @param glowEmissiveOnly Extract the glow from the emissive texture
  118663. */
  118664. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  118665. /**
  118666. * Remove a mesh from the highlight layer in order to make it stop glowing.
  118667. * @param mesh The mesh to highlight
  118668. */
  118669. removeMesh(mesh: Mesh): void;
  118670. /**
  118671. * Force the stencil to the normal expected value for none glowing parts
  118672. */
  118673. private _defaultStencilReference;
  118674. /**
  118675. * Free any resources and references associated to a mesh.
  118676. * Internal use
  118677. * @param mesh The mesh to free.
  118678. * @hidden
  118679. */
  118680. _disposeMesh(mesh: Mesh): void;
  118681. /**
  118682. * Dispose the highlight layer and free resources.
  118683. */
  118684. dispose(): void;
  118685. /**
  118686. * Gets the class name of the effect layer
  118687. * @returns the string with the class name of the effect layer
  118688. */
  118689. getClassName(): string;
  118690. /**
  118691. * Serializes this Highlight layer
  118692. * @returns a serialized Highlight layer object
  118693. */
  118694. serialize(): any;
  118695. /**
  118696. * Creates a Highlight layer from parsed Highlight layer data
  118697. * @param parsedHightlightLayer defines the Highlight layer data
  118698. * @param scene defines the current scene
  118699. * @param rootUrl defines the root URL containing the Highlight layer information
  118700. * @returns a parsed Highlight layer
  118701. */
  118702. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  118703. }
  118704. }
  118705. declare module BABYLON {
  118706. interface AbstractScene {
  118707. /**
  118708. * The list of layers (background and foreground) of the scene
  118709. */
  118710. layers: Array<Layer>;
  118711. }
  118712. /**
  118713. * Defines the layer scene component responsible to manage any layers
  118714. * in a given scene.
  118715. */
  118716. export class LayerSceneComponent implements ISceneComponent {
  118717. /**
  118718. * The component name helpfull to identify the component in the list of scene components.
  118719. */
  118720. readonly name: string;
  118721. /**
  118722. * The scene the component belongs to.
  118723. */
  118724. scene: Scene;
  118725. private _engine;
  118726. /**
  118727. * Creates a new instance of the component for the given scene
  118728. * @param scene Defines the scene to register the component in
  118729. */
  118730. constructor(scene: Scene);
  118731. /**
  118732. * Registers the component in a given scene
  118733. */
  118734. register(): void;
  118735. /**
  118736. * Rebuilds the elements related to this component in case of
  118737. * context lost for instance.
  118738. */
  118739. rebuild(): void;
  118740. /**
  118741. * Disposes the component and the associated ressources.
  118742. */
  118743. dispose(): void;
  118744. private _draw;
  118745. private _drawCameraPredicate;
  118746. private _drawCameraBackground;
  118747. private _drawCameraForeground;
  118748. private _drawRenderTargetPredicate;
  118749. private _drawRenderTargetBackground;
  118750. private _drawRenderTargetForeground;
  118751. /**
  118752. * Adds all the elements from the container to the scene
  118753. * @param container the container holding the elements
  118754. */
  118755. addFromContainer(container: AbstractScene): void;
  118756. /**
  118757. * Removes all the elements in the container from the scene
  118758. * @param container contains the elements to remove
  118759. * @param dispose if the removed element should be disposed (default: false)
  118760. */
  118761. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118762. }
  118763. }
  118764. declare module BABYLON {
  118765. /** @hidden */
  118766. export var layerPixelShader: {
  118767. name: string;
  118768. shader: string;
  118769. };
  118770. }
  118771. declare module BABYLON {
  118772. /** @hidden */
  118773. export var layerVertexShader: {
  118774. name: string;
  118775. shader: string;
  118776. };
  118777. }
  118778. declare module BABYLON {
  118779. /**
  118780. * This represents a full screen 2d layer.
  118781. * This can be useful to display a picture in the background of your scene for instance.
  118782. * @see https://www.babylonjs-playground.com/#08A2BS#1
  118783. */
  118784. export class Layer {
  118785. /**
  118786. * Define the name of the layer.
  118787. */
  118788. name: string;
  118789. /**
  118790. * Define the texture the layer should display.
  118791. */
  118792. texture: Nullable<Texture>;
  118793. /**
  118794. * Is the layer in background or foreground.
  118795. */
  118796. isBackground: boolean;
  118797. /**
  118798. * Define the color of the layer (instead of texture).
  118799. */
  118800. color: Color4;
  118801. /**
  118802. * Define the scale of the layer in order to zoom in out of the texture.
  118803. */
  118804. scale: Vector2;
  118805. /**
  118806. * Define an offset for the layer in order to shift the texture.
  118807. */
  118808. offset: Vector2;
  118809. /**
  118810. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  118811. */
  118812. alphaBlendingMode: number;
  118813. /**
  118814. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  118815. * Alpha test will not mix with the background color in case of transparency.
  118816. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  118817. */
  118818. alphaTest: boolean;
  118819. /**
  118820. * Define a mask to restrict the layer to only some of the scene cameras.
  118821. */
  118822. layerMask: number;
  118823. /**
  118824. * Define the list of render target the layer is visible into.
  118825. */
  118826. renderTargetTextures: RenderTargetTexture[];
  118827. /**
  118828. * Define if the layer is only used in renderTarget or if it also
  118829. * renders in the main frame buffer of the canvas.
  118830. */
  118831. renderOnlyInRenderTargetTextures: boolean;
  118832. private _scene;
  118833. private _vertexBuffers;
  118834. private _indexBuffer;
  118835. private _effect;
  118836. private _alphaTestEffect;
  118837. /**
  118838. * An event triggered when the layer is disposed.
  118839. */
  118840. onDisposeObservable: Observable<Layer>;
  118841. private _onDisposeObserver;
  118842. /**
  118843. * Back compatibility with callback before the onDisposeObservable existed.
  118844. * The set callback will be triggered when the layer has been disposed.
  118845. */
  118846. onDispose: () => void;
  118847. /**
  118848. * An event triggered before rendering the scene
  118849. */
  118850. onBeforeRenderObservable: Observable<Layer>;
  118851. private _onBeforeRenderObserver;
  118852. /**
  118853. * Back compatibility with callback before the onBeforeRenderObservable existed.
  118854. * The set callback will be triggered just before rendering the layer.
  118855. */
  118856. onBeforeRender: () => void;
  118857. /**
  118858. * An event triggered after rendering the scene
  118859. */
  118860. onAfterRenderObservable: Observable<Layer>;
  118861. private _onAfterRenderObserver;
  118862. /**
  118863. * Back compatibility with callback before the onAfterRenderObservable existed.
  118864. * The set callback will be triggered just after rendering the layer.
  118865. */
  118866. onAfterRender: () => void;
  118867. /**
  118868. * Instantiates a new layer.
  118869. * This represents a full screen 2d layer.
  118870. * This can be useful to display a picture in the background of your scene for instance.
  118871. * @see https://www.babylonjs-playground.com/#08A2BS#1
  118872. * @param name Define the name of the layer in the scene
  118873. * @param imgUrl Define the url of the texture to display in the layer
  118874. * @param scene Define the scene the layer belongs to
  118875. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  118876. * @param color Defines a color for the layer
  118877. */
  118878. constructor(
  118879. /**
  118880. * Define the name of the layer.
  118881. */
  118882. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  118883. private _createIndexBuffer;
  118884. /** @hidden */
  118885. _rebuild(): void;
  118886. /**
  118887. * Renders the layer in the scene.
  118888. */
  118889. render(): void;
  118890. /**
  118891. * Disposes and releases the associated ressources.
  118892. */
  118893. dispose(): void;
  118894. }
  118895. }
  118896. declare module BABYLON {
  118897. /** @hidden */
  118898. export var lensFlarePixelShader: {
  118899. name: string;
  118900. shader: string;
  118901. };
  118902. }
  118903. declare module BABYLON {
  118904. /** @hidden */
  118905. export var lensFlareVertexShader: {
  118906. name: string;
  118907. shader: string;
  118908. };
  118909. }
  118910. declare module BABYLON {
  118911. /**
  118912. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  118913. * It is usually composed of several `lensFlare`.
  118914. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118915. */
  118916. export class LensFlareSystem {
  118917. /**
  118918. * Define the name of the lens flare system
  118919. */
  118920. name: string;
  118921. /**
  118922. * List of lens flares used in this system.
  118923. */
  118924. lensFlares: LensFlare[];
  118925. /**
  118926. * Define a limit from the border the lens flare can be visible.
  118927. */
  118928. borderLimit: number;
  118929. /**
  118930. * Define a viewport border we do not want to see the lens flare in.
  118931. */
  118932. viewportBorder: number;
  118933. /**
  118934. * Define a predicate which could limit the list of meshes able to occlude the effect.
  118935. */
  118936. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  118937. /**
  118938. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  118939. */
  118940. layerMask: number;
  118941. /**
  118942. * Define the id of the lens flare system in the scene.
  118943. * (equal to name by default)
  118944. */
  118945. id: string;
  118946. private _scene;
  118947. private _emitter;
  118948. private _vertexBuffers;
  118949. private _indexBuffer;
  118950. private _effect;
  118951. private _positionX;
  118952. private _positionY;
  118953. private _isEnabled;
  118954. /** @hidden */
  118955. static _SceneComponentInitialization: (scene: Scene) => void;
  118956. /**
  118957. * Instantiates a lens flare system.
  118958. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  118959. * It is usually composed of several `lensFlare`.
  118960. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118961. * @param name Define the name of the lens flare system in the scene
  118962. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  118963. * @param scene Define the scene the lens flare system belongs to
  118964. */
  118965. constructor(
  118966. /**
  118967. * Define the name of the lens flare system
  118968. */
  118969. name: string, emitter: any, scene: Scene);
  118970. /**
  118971. * Define if the lens flare system is enabled.
  118972. */
  118973. isEnabled: boolean;
  118974. /**
  118975. * Get the scene the effects belongs to.
  118976. * @returns the scene holding the lens flare system
  118977. */
  118978. getScene(): Scene;
  118979. /**
  118980. * Get the emitter of the lens flare system.
  118981. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  118982. * @returns the emitter of the lens flare system
  118983. */
  118984. getEmitter(): any;
  118985. /**
  118986. * Set the emitter of the lens flare system.
  118987. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  118988. * @param newEmitter Define the new emitter of the system
  118989. */
  118990. setEmitter(newEmitter: any): void;
  118991. /**
  118992. * Get the lens flare system emitter position.
  118993. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  118994. * @returns the position
  118995. */
  118996. getEmitterPosition(): Vector3;
  118997. /**
  118998. * @hidden
  118999. */
  119000. computeEffectivePosition(globalViewport: Viewport): boolean;
  119001. /** @hidden */
  119002. _isVisible(): boolean;
  119003. /**
  119004. * @hidden
  119005. */
  119006. render(): boolean;
  119007. /**
  119008. * Dispose and release the lens flare with its associated resources.
  119009. */
  119010. dispose(): void;
  119011. /**
  119012. * Parse a lens flare system from a JSON repressentation
  119013. * @param parsedLensFlareSystem Define the JSON to parse
  119014. * @param scene Define the scene the parsed system should be instantiated in
  119015. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  119016. * @returns the parsed system
  119017. */
  119018. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  119019. /**
  119020. * Serialize the current Lens Flare System into a JSON representation.
  119021. * @returns the serialized JSON
  119022. */
  119023. serialize(): any;
  119024. }
  119025. }
  119026. declare module BABYLON {
  119027. /**
  119028. * This represents one of the lens effect in a `lensFlareSystem`.
  119029. * It controls one of the indiviual texture used in the effect.
  119030. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119031. */
  119032. export class LensFlare {
  119033. /**
  119034. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  119035. */
  119036. size: number;
  119037. /**
  119038. * 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.
  119039. */
  119040. position: number;
  119041. /**
  119042. * Define the lens color.
  119043. */
  119044. color: Color3;
  119045. /**
  119046. * Define the lens texture.
  119047. */
  119048. texture: Nullable<Texture>;
  119049. /**
  119050. * Define the alpha mode to render this particular lens.
  119051. */
  119052. alphaMode: number;
  119053. private _system;
  119054. /**
  119055. * Creates a new Lens Flare.
  119056. * This represents one of the lens effect in a `lensFlareSystem`.
  119057. * It controls one of the indiviual texture used in the effect.
  119058. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119059. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  119060. * @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.
  119061. * @param color Define the lens color
  119062. * @param imgUrl Define the lens texture url
  119063. * @param system Define the `lensFlareSystem` this flare is part of
  119064. * @returns The newly created Lens Flare
  119065. */
  119066. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  119067. /**
  119068. * Instantiates a new Lens Flare.
  119069. * This represents one of the lens effect in a `lensFlareSystem`.
  119070. * It controls one of the indiviual texture used in the effect.
  119071. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119072. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  119073. * @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.
  119074. * @param color Define the lens color
  119075. * @param imgUrl Define the lens texture url
  119076. * @param system Define the `lensFlareSystem` this flare is part of
  119077. */
  119078. constructor(
  119079. /**
  119080. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  119081. */
  119082. size: number,
  119083. /**
  119084. * 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.
  119085. */
  119086. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  119087. /**
  119088. * Dispose and release the lens flare with its associated resources.
  119089. */
  119090. dispose(): void;
  119091. }
  119092. }
  119093. declare module BABYLON {
  119094. interface AbstractScene {
  119095. /**
  119096. * The list of lens flare system added to the scene
  119097. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119098. */
  119099. lensFlareSystems: Array<LensFlareSystem>;
  119100. /**
  119101. * Removes the given lens flare system from this scene.
  119102. * @param toRemove The lens flare system to remove
  119103. * @returns The index of the removed lens flare system
  119104. */
  119105. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  119106. /**
  119107. * Adds the given lens flare system to this scene
  119108. * @param newLensFlareSystem The lens flare system to add
  119109. */
  119110. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  119111. /**
  119112. * Gets a lens flare system using its name
  119113. * @param name defines the name to look for
  119114. * @returns the lens flare system or null if not found
  119115. */
  119116. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  119117. /**
  119118. * Gets a lens flare system using its id
  119119. * @param id defines the id to look for
  119120. * @returns the lens flare system or null if not found
  119121. */
  119122. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  119123. }
  119124. /**
  119125. * Defines the lens flare scene component responsible to manage any lens flares
  119126. * in a given scene.
  119127. */
  119128. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  119129. /**
  119130. * The component name helpfull to identify the component in the list of scene components.
  119131. */
  119132. readonly name: string;
  119133. /**
  119134. * The scene the component belongs to.
  119135. */
  119136. scene: Scene;
  119137. /**
  119138. * Creates a new instance of the component for the given scene
  119139. * @param scene Defines the scene to register the component in
  119140. */
  119141. constructor(scene: Scene);
  119142. /**
  119143. * Registers the component in a given scene
  119144. */
  119145. register(): void;
  119146. /**
  119147. * Rebuilds the elements related to this component in case of
  119148. * context lost for instance.
  119149. */
  119150. rebuild(): void;
  119151. /**
  119152. * Adds all the elements from the container to the scene
  119153. * @param container the container holding the elements
  119154. */
  119155. addFromContainer(container: AbstractScene): void;
  119156. /**
  119157. * Removes all the elements in the container from the scene
  119158. * @param container contains the elements to remove
  119159. * @param dispose if the removed element should be disposed (default: false)
  119160. */
  119161. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119162. /**
  119163. * Serializes the component data to the specified json object
  119164. * @param serializationObject The object to serialize to
  119165. */
  119166. serialize(serializationObject: any): void;
  119167. /**
  119168. * Disposes the component and the associated ressources.
  119169. */
  119170. dispose(): void;
  119171. private _draw;
  119172. }
  119173. }
  119174. declare module BABYLON {
  119175. /**
  119176. * Defines the shadow generator component responsible to manage any shadow generators
  119177. * in a given scene.
  119178. */
  119179. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  119180. /**
  119181. * The component name helpfull to identify the component in the list of scene components.
  119182. */
  119183. readonly name: string;
  119184. /**
  119185. * The scene the component belongs to.
  119186. */
  119187. scene: Scene;
  119188. /**
  119189. * Creates a new instance of the component for the given scene
  119190. * @param scene Defines the scene to register the component in
  119191. */
  119192. constructor(scene: Scene);
  119193. /**
  119194. * Registers the component in a given scene
  119195. */
  119196. register(): void;
  119197. /**
  119198. * Rebuilds the elements related to this component in case of
  119199. * context lost for instance.
  119200. */
  119201. rebuild(): void;
  119202. /**
  119203. * Serializes the component data to the specified json object
  119204. * @param serializationObject The object to serialize to
  119205. */
  119206. serialize(serializationObject: any): void;
  119207. /**
  119208. * Adds all the elements from the container to the scene
  119209. * @param container the container holding the elements
  119210. */
  119211. addFromContainer(container: AbstractScene): void;
  119212. /**
  119213. * Removes all the elements in the container from the scene
  119214. * @param container contains the elements to remove
  119215. * @param dispose if the removed element should be disposed (default: false)
  119216. */
  119217. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119218. /**
  119219. * Rebuilds the elements related to this component in case of
  119220. * context lost for instance.
  119221. */
  119222. dispose(): void;
  119223. private _gatherRenderTargets;
  119224. }
  119225. }
  119226. declare module BABYLON {
  119227. /**
  119228. * A point light is a light defined by an unique point in world space.
  119229. * The light is emitted in every direction from this point.
  119230. * A good example of a point light is a standard light bulb.
  119231. * Documentation: https://doc.babylonjs.com/babylon101/lights
  119232. */
  119233. export class PointLight extends ShadowLight {
  119234. private _shadowAngle;
  119235. /**
  119236. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119237. * This specifies what angle the shadow will use to be created.
  119238. *
  119239. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  119240. */
  119241. /**
  119242. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119243. * This specifies what angle the shadow will use to be created.
  119244. *
  119245. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  119246. */
  119247. shadowAngle: number;
  119248. /**
  119249. * Gets the direction if it has been set.
  119250. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119251. */
  119252. /**
  119253. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119254. */
  119255. direction: Vector3;
  119256. /**
  119257. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  119258. * A PointLight emits the light in every direction.
  119259. * It can cast shadows.
  119260. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  119261. * ```javascript
  119262. * var pointLight = new PointLight("pl", camera.position, scene);
  119263. * ```
  119264. * Documentation : https://doc.babylonjs.com/babylon101/lights
  119265. * @param name The light friendly name
  119266. * @param position The position of the point light in the scene
  119267. * @param scene The scene the lights belongs to
  119268. */
  119269. constructor(name: string, position: Vector3, scene: Scene);
  119270. /**
  119271. * Returns the string "PointLight"
  119272. * @returns the class name
  119273. */
  119274. getClassName(): string;
  119275. /**
  119276. * Returns the integer 0.
  119277. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  119278. */
  119279. getTypeID(): number;
  119280. /**
  119281. * Specifies wether or not the shadowmap should be a cube texture.
  119282. * @returns true if the shadowmap needs to be a cube texture.
  119283. */
  119284. needCube(): boolean;
  119285. /**
  119286. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  119287. * @param faceIndex The index of the face we are computed the direction to generate shadow
  119288. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  119289. */
  119290. getShadowDirection(faceIndex?: number): Vector3;
  119291. /**
  119292. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  119293. * - fov = PI / 2
  119294. * - aspect ratio : 1.0
  119295. * - z-near and far equal to the active camera minZ and maxZ.
  119296. * Returns the PointLight.
  119297. */
  119298. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  119299. protected _buildUniformLayout(): void;
  119300. /**
  119301. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  119302. * @param effect The effect to update
  119303. * @param lightIndex The index of the light in the effect to update
  119304. * @returns The point light
  119305. */
  119306. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  119307. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  119308. /**
  119309. * Prepares the list of defines specific to the light type.
  119310. * @param defines the list of defines
  119311. * @param lightIndex defines the index of the light for the effect
  119312. */
  119313. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  119314. }
  119315. }
  119316. declare module BABYLON {
  119317. /**
  119318. * Header information of HDR texture files.
  119319. */
  119320. export interface HDRInfo {
  119321. /**
  119322. * The height of the texture in pixels.
  119323. */
  119324. height: number;
  119325. /**
  119326. * The width of the texture in pixels.
  119327. */
  119328. width: number;
  119329. /**
  119330. * The index of the beginning of the data in the binary file.
  119331. */
  119332. dataPosition: number;
  119333. }
  119334. /**
  119335. * This groups tools to convert HDR texture to native colors array.
  119336. */
  119337. export class HDRTools {
  119338. private static Ldexp;
  119339. private static Rgbe2float;
  119340. private static readStringLine;
  119341. /**
  119342. * Reads header information from an RGBE texture stored in a native array.
  119343. * More information on this format are available here:
  119344. * https://en.wikipedia.org/wiki/RGBE_image_format
  119345. *
  119346. * @param uint8array The binary file stored in native array.
  119347. * @return The header information.
  119348. */
  119349. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  119350. /**
  119351. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  119352. * This RGBE texture needs to store the information as a panorama.
  119353. *
  119354. * More information on this format are available here:
  119355. * https://en.wikipedia.org/wiki/RGBE_image_format
  119356. *
  119357. * @param buffer The binary file stored in an array buffer.
  119358. * @param size The expected size of the extracted cubemap.
  119359. * @return The Cube Map information.
  119360. */
  119361. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  119362. /**
  119363. * Returns the pixels data extracted from an RGBE texture.
  119364. * This pixels will be stored left to right up to down in the R G B order in one array.
  119365. *
  119366. * More information on this format are available here:
  119367. * https://en.wikipedia.org/wiki/RGBE_image_format
  119368. *
  119369. * @param uint8array The binary file stored in an array buffer.
  119370. * @param hdrInfo The header information of the file.
  119371. * @return The pixels data in RGB right to left up to down order.
  119372. */
  119373. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  119374. private static RGBE_ReadPixels_RLE;
  119375. }
  119376. }
  119377. declare module BABYLON {
  119378. /**
  119379. * This represents a texture coming from an HDR input.
  119380. *
  119381. * The only supported format is currently panorama picture stored in RGBE format.
  119382. * Example of such files can be found on HDRLib: http://hdrlib.com/
  119383. */
  119384. export class HDRCubeTexture extends BaseTexture {
  119385. private static _facesMapping;
  119386. private _generateHarmonics;
  119387. private _noMipmap;
  119388. private _textureMatrix;
  119389. private _size;
  119390. private _onLoad;
  119391. private _onError;
  119392. /**
  119393. * The texture URL.
  119394. */
  119395. url: string;
  119396. /**
  119397. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  119398. */
  119399. coordinatesMode: number;
  119400. protected _isBlocking: boolean;
  119401. /**
  119402. * Sets wether or not the texture is blocking during loading.
  119403. */
  119404. /**
  119405. * Gets wether or not the texture is blocking during loading.
  119406. */
  119407. isBlocking: boolean;
  119408. protected _rotationY: number;
  119409. /**
  119410. * Sets texture matrix rotation angle around Y axis in radians.
  119411. */
  119412. /**
  119413. * Gets texture matrix rotation angle around Y axis radians.
  119414. */
  119415. rotationY: number;
  119416. /**
  119417. * Gets or sets the center of the bounding box associated with the cube texture
  119418. * It must define where the camera used to render the texture was set
  119419. */
  119420. boundingBoxPosition: Vector3;
  119421. private _boundingBoxSize;
  119422. /**
  119423. * Gets or sets the size of the bounding box associated with the cube texture
  119424. * When defined, the cubemap will switch to local mode
  119425. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  119426. * @example https://www.babylonjs-playground.com/#RNASML
  119427. */
  119428. boundingBoxSize: Vector3;
  119429. /**
  119430. * Instantiates an HDRTexture from the following parameters.
  119431. *
  119432. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  119433. * @param scene The scene the texture will be used in
  119434. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  119435. * @param noMipmap Forces to not generate the mipmap if true
  119436. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  119437. * @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)
  119438. * @param reserved Reserved flag for internal use.
  119439. */
  119440. 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>);
  119441. /**
  119442. * Get the current class name of the texture useful for serialization or dynamic coding.
  119443. * @returns "HDRCubeTexture"
  119444. */
  119445. getClassName(): string;
  119446. /**
  119447. * Occurs when the file is raw .hdr file.
  119448. */
  119449. private loadTexture;
  119450. clone(): HDRCubeTexture;
  119451. delayLoad(): void;
  119452. /**
  119453. * Get the texture reflection matrix used to rotate/transform the reflection.
  119454. * @returns the reflection matrix
  119455. */
  119456. getReflectionTextureMatrix(): Matrix;
  119457. /**
  119458. * Set the texture reflection matrix used to rotate/transform the reflection.
  119459. * @param value Define the reflection matrix to set
  119460. */
  119461. setReflectionTextureMatrix(value: Matrix): void;
  119462. /**
  119463. * Parses a JSON representation of an HDR Texture in order to create the texture
  119464. * @param parsedTexture Define the JSON representation
  119465. * @param scene Define the scene the texture should be created in
  119466. * @param rootUrl Define the root url in case we need to load relative dependencies
  119467. * @returns the newly created texture after parsing
  119468. */
  119469. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  119470. serialize(): any;
  119471. }
  119472. }
  119473. declare module BABYLON {
  119474. /**
  119475. * Class used to control physics engine
  119476. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  119477. */
  119478. export class PhysicsEngine implements IPhysicsEngine {
  119479. private _physicsPlugin;
  119480. /**
  119481. * Global value used to control the smallest number supported by the simulation
  119482. */
  119483. static Epsilon: number;
  119484. private _impostors;
  119485. private _joints;
  119486. /**
  119487. * Gets the gravity vector used by the simulation
  119488. */
  119489. gravity: Vector3;
  119490. /**
  119491. * Factory used to create the default physics plugin.
  119492. * @returns The default physics plugin
  119493. */
  119494. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  119495. /**
  119496. * Creates a new Physics Engine
  119497. * @param gravity defines the gravity vector used by the simulation
  119498. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  119499. */
  119500. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  119501. /**
  119502. * Sets the gravity vector used by the simulation
  119503. * @param gravity defines the gravity vector to use
  119504. */
  119505. setGravity(gravity: Vector3): void;
  119506. /**
  119507. * Set the time step of the physics engine.
  119508. * Default is 1/60.
  119509. * To slow it down, enter 1/600 for example.
  119510. * To speed it up, 1/30
  119511. * @param newTimeStep defines the new timestep to apply to this world.
  119512. */
  119513. setTimeStep(newTimeStep?: number): void;
  119514. /**
  119515. * Get the time step of the physics engine.
  119516. * @returns the current time step
  119517. */
  119518. getTimeStep(): number;
  119519. /**
  119520. * Release all resources
  119521. */
  119522. dispose(): void;
  119523. /**
  119524. * Gets the name of the current physics plugin
  119525. * @returns the name of the plugin
  119526. */
  119527. getPhysicsPluginName(): string;
  119528. /**
  119529. * Adding a new impostor for the impostor tracking.
  119530. * This will be done by the impostor itself.
  119531. * @param impostor the impostor to add
  119532. */
  119533. addImpostor(impostor: PhysicsImpostor): void;
  119534. /**
  119535. * Remove an impostor from the engine.
  119536. * This impostor and its mesh will not longer be updated by the physics engine.
  119537. * @param impostor the impostor to remove
  119538. */
  119539. removeImpostor(impostor: PhysicsImpostor): void;
  119540. /**
  119541. * Add a joint to the physics engine
  119542. * @param mainImpostor defines the main impostor to which the joint is added.
  119543. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  119544. * @param joint defines the joint that will connect both impostors.
  119545. */
  119546. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  119547. /**
  119548. * Removes a joint from the simulation
  119549. * @param mainImpostor defines the impostor used with the joint
  119550. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  119551. * @param joint defines the joint to remove
  119552. */
  119553. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  119554. /**
  119555. * Called by the scene. No need to call it.
  119556. * @param delta defines the timespam between frames
  119557. */
  119558. _step(delta: number): void;
  119559. /**
  119560. * Gets the current plugin used to run the simulation
  119561. * @returns current plugin
  119562. */
  119563. getPhysicsPlugin(): IPhysicsEnginePlugin;
  119564. /**
  119565. * Gets the list of physic impostors
  119566. * @returns an array of PhysicsImpostor
  119567. */
  119568. getImpostors(): Array<PhysicsImpostor>;
  119569. /**
  119570. * Gets the impostor for a physics enabled object
  119571. * @param object defines the object impersonated by the impostor
  119572. * @returns the PhysicsImpostor or null if not found
  119573. */
  119574. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  119575. /**
  119576. * Gets the impostor for a physics body object
  119577. * @param body defines physics body used by the impostor
  119578. * @returns the PhysicsImpostor or null if not found
  119579. */
  119580. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  119581. /**
  119582. * Does a raycast in the physics world
  119583. * @param from when should the ray start?
  119584. * @param to when should the ray end?
  119585. * @returns PhysicsRaycastResult
  119586. */
  119587. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119588. }
  119589. }
  119590. declare module BABYLON {
  119591. /** @hidden */
  119592. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  119593. private _useDeltaForWorldStep;
  119594. world: any;
  119595. name: string;
  119596. private _physicsMaterials;
  119597. private _fixedTimeStep;
  119598. private _cannonRaycastResult;
  119599. private _raycastResult;
  119600. private _physicsBodysToRemoveAfterStep;
  119601. BJSCANNON: any;
  119602. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  119603. setGravity(gravity: Vector3): void;
  119604. setTimeStep(timeStep: number): void;
  119605. getTimeStep(): number;
  119606. executeStep(delta: number): void;
  119607. private _removeMarkedPhysicsBodiesFromWorld;
  119608. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119609. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119610. generatePhysicsBody(impostor: PhysicsImpostor): void;
  119611. private _processChildMeshes;
  119612. removePhysicsBody(impostor: PhysicsImpostor): void;
  119613. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  119614. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  119615. private _addMaterial;
  119616. private _checkWithEpsilon;
  119617. private _createShape;
  119618. private _createHeightmap;
  119619. private _minus90X;
  119620. private _plus90X;
  119621. private _tmpPosition;
  119622. private _tmpDeltaPosition;
  119623. private _tmpUnityRotation;
  119624. private _updatePhysicsBodyTransformation;
  119625. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  119626. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  119627. isSupported(): boolean;
  119628. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119629. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119630. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119631. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119632. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  119633. getBodyMass(impostor: PhysicsImpostor): number;
  119634. getBodyFriction(impostor: PhysicsImpostor): number;
  119635. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  119636. getBodyRestitution(impostor: PhysicsImpostor): number;
  119637. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  119638. sleepBody(impostor: PhysicsImpostor): void;
  119639. wakeUpBody(impostor: PhysicsImpostor): void;
  119640. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  119641. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  119642. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  119643. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  119644. getRadius(impostor: PhysicsImpostor): number;
  119645. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  119646. dispose(): void;
  119647. private _extendNamespace;
  119648. /**
  119649. * Does a raycast in the physics world
  119650. * @param from when should the ray start?
  119651. * @param to when should the ray end?
  119652. * @returns PhysicsRaycastResult
  119653. */
  119654. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119655. }
  119656. }
  119657. declare module BABYLON {
  119658. /** @hidden */
  119659. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  119660. world: any;
  119661. name: string;
  119662. BJSOIMO: any;
  119663. private _raycastResult;
  119664. constructor(iterations?: number, oimoInjection?: any);
  119665. setGravity(gravity: Vector3): void;
  119666. setTimeStep(timeStep: number): void;
  119667. getTimeStep(): number;
  119668. private _tmpImpostorsArray;
  119669. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  119670. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119671. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119672. generatePhysicsBody(impostor: PhysicsImpostor): void;
  119673. private _tmpPositionVector;
  119674. removePhysicsBody(impostor: PhysicsImpostor): void;
  119675. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  119676. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  119677. isSupported(): boolean;
  119678. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  119679. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  119680. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119681. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119682. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119683. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119684. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  119685. getBodyMass(impostor: PhysicsImpostor): number;
  119686. getBodyFriction(impostor: PhysicsImpostor): number;
  119687. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  119688. getBodyRestitution(impostor: PhysicsImpostor): number;
  119689. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  119690. sleepBody(impostor: PhysicsImpostor): void;
  119691. wakeUpBody(impostor: PhysicsImpostor): void;
  119692. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  119693. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  119694. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  119695. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  119696. getRadius(impostor: PhysicsImpostor): number;
  119697. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  119698. dispose(): void;
  119699. /**
  119700. * Does a raycast in the physics world
  119701. * @param from when should the ray start?
  119702. * @param to when should the ray end?
  119703. * @returns PhysicsRaycastResult
  119704. */
  119705. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119706. }
  119707. }
  119708. declare module BABYLON {
  119709. /**
  119710. * Class containing static functions to help procedurally build meshes
  119711. */
  119712. export class RibbonBuilder {
  119713. /**
  119714. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119715. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  119716. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  119717. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  119718. * * 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
  119719. * * 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
  119720. * * 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
  119721. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119722. * * If you create a double-sided mesh, you can choose what parts of 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
  119723. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119724. * * 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
  119725. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  119726. * * 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
  119727. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  119728. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119729. * @param name defines the name of the mesh
  119730. * @param options defines the options used to create the mesh
  119731. * @param scene defines the hosting scene
  119732. * @returns the ribbon mesh
  119733. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  119734. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119735. */
  119736. static CreateRibbon(name: string, options: {
  119737. pathArray: Vector3[][];
  119738. closeArray?: boolean;
  119739. closePath?: boolean;
  119740. offset?: number;
  119741. updatable?: boolean;
  119742. sideOrientation?: number;
  119743. frontUVs?: Vector4;
  119744. backUVs?: Vector4;
  119745. instance?: Mesh;
  119746. invertUV?: boolean;
  119747. uvs?: Vector2[];
  119748. colors?: Color4[];
  119749. }, scene?: Nullable<Scene>): Mesh;
  119750. }
  119751. }
  119752. declare module BABYLON {
  119753. /**
  119754. * Class containing static functions to help procedurally build meshes
  119755. */
  119756. export class ShapeBuilder {
  119757. /**
  119758. * 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.
  119759. * * 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.
  119760. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119761. * * 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.
  119762. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  119763. * * 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
  119764. * * 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
  119765. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  119766. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119767. * * If you create a double-sided mesh, you can choose what parts of 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
  119768. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  119769. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119770. * @param name defines the name of the mesh
  119771. * @param options defines the options used to create the mesh
  119772. * @param scene defines the hosting scene
  119773. * @returns the extruded shape mesh
  119774. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119775. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119776. */
  119777. static ExtrudeShape(name: string, options: {
  119778. shape: Vector3[];
  119779. path: Vector3[];
  119780. scale?: number;
  119781. rotation?: number;
  119782. cap?: number;
  119783. updatable?: boolean;
  119784. sideOrientation?: number;
  119785. frontUVs?: Vector4;
  119786. backUVs?: Vector4;
  119787. instance?: Mesh;
  119788. invertUV?: boolean;
  119789. }, scene?: Nullable<Scene>): Mesh;
  119790. /**
  119791. * Creates an custom extruded shape mesh.
  119792. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  119793. * * 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.
  119794. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119795. * * 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
  119796. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  119797. * * 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
  119798. * * It must returns a float value that will be the scale value applied to the shape on each path point
  119799. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  119800. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  119801. * * 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
  119802. * * 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
  119803. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  119804. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119805. * * If you create a double-sided mesh, you can choose what parts of 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
  119806. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119807. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119808. * @param name defines the name of the mesh
  119809. * @param options defines the options used to create the mesh
  119810. * @param scene defines the hosting scene
  119811. * @returns the custom extruded shape mesh
  119812. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  119813. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119814. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119815. */
  119816. static ExtrudeShapeCustom(name: string, options: {
  119817. shape: Vector3[];
  119818. path: Vector3[];
  119819. scaleFunction?: any;
  119820. rotationFunction?: any;
  119821. ribbonCloseArray?: boolean;
  119822. ribbonClosePath?: boolean;
  119823. cap?: number;
  119824. updatable?: boolean;
  119825. sideOrientation?: number;
  119826. frontUVs?: Vector4;
  119827. backUVs?: Vector4;
  119828. instance?: Mesh;
  119829. invertUV?: boolean;
  119830. }, scene?: Nullable<Scene>): Mesh;
  119831. private static _ExtrudeShapeGeneric;
  119832. }
  119833. }
  119834. declare module BABYLON {
  119835. /**
  119836. * AmmoJS Physics plugin
  119837. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  119838. * @see https://github.com/kripken/ammo.js/
  119839. */
  119840. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  119841. private _useDeltaForWorldStep;
  119842. /**
  119843. * Reference to the Ammo library
  119844. */
  119845. bjsAMMO: any;
  119846. /**
  119847. * Created ammoJS world which physics bodies are added to
  119848. */
  119849. world: any;
  119850. /**
  119851. * Name of the plugin
  119852. */
  119853. name: string;
  119854. private _timeStep;
  119855. private _fixedTimeStep;
  119856. private _maxSteps;
  119857. private _tmpQuaternion;
  119858. private _tmpAmmoTransform;
  119859. private _tmpAmmoQuaternion;
  119860. private _tmpAmmoConcreteContactResultCallback;
  119861. private _collisionConfiguration;
  119862. private _dispatcher;
  119863. private _overlappingPairCache;
  119864. private _solver;
  119865. private _softBodySolver;
  119866. private _tmpAmmoVectorA;
  119867. private _tmpAmmoVectorB;
  119868. private _tmpAmmoVectorC;
  119869. private _tmpAmmoVectorD;
  119870. private _tmpContactCallbackResult;
  119871. private _tmpAmmoVectorRCA;
  119872. private _tmpAmmoVectorRCB;
  119873. private _raycastResult;
  119874. private static readonly DISABLE_COLLISION_FLAG;
  119875. private static readonly KINEMATIC_FLAG;
  119876. private static readonly DISABLE_DEACTIVATION_FLAG;
  119877. /**
  119878. * Initializes the ammoJS plugin
  119879. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  119880. * @param ammoInjection can be used to inject your own ammo reference
  119881. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  119882. */
  119883. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  119884. /**
  119885. * Sets the gravity of the physics world (m/(s^2))
  119886. * @param gravity Gravity to set
  119887. */
  119888. setGravity(gravity: Vector3): void;
  119889. /**
  119890. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  119891. * @param timeStep timestep to use in seconds
  119892. */
  119893. setTimeStep(timeStep: number): void;
  119894. /**
  119895. * 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)
  119896. * @param fixedTimeStep fixedTimeStep to use in seconds
  119897. */
  119898. setFixedTimeStep(fixedTimeStep: number): void;
  119899. /**
  119900. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  119901. * @param maxSteps the maximum number of steps by the physics engine per frame
  119902. */
  119903. setMaxSteps(maxSteps: number): void;
  119904. /**
  119905. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  119906. * @returns the current timestep in seconds
  119907. */
  119908. getTimeStep(): number;
  119909. private _isImpostorInContact;
  119910. private _isImpostorPairInContact;
  119911. private _stepSimulation;
  119912. /**
  119913. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  119914. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  119915. * After the step the babylon meshes are set to the position of the physics imposters
  119916. * @param delta amount of time to step forward
  119917. * @param impostors array of imposters to update before/after the step
  119918. */
  119919. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  119920. /**
  119921. * Update babylon mesh to match physics world object
  119922. * @param impostor imposter to match
  119923. */
  119924. private _afterSoftStep;
  119925. /**
  119926. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  119927. * @param impostor imposter to match
  119928. */
  119929. private _ropeStep;
  119930. /**
  119931. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  119932. * @param impostor imposter to match
  119933. */
  119934. private _softbodyOrClothStep;
  119935. private _tmpVector;
  119936. private _tmpMatrix;
  119937. /**
  119938. * Applies an impulse on the imposter
  119939. * @param impostor imposter to apply impulse to
  119940. * @param force amount of force to be applied to the imposter
  119941. * @param contactPoint the location to apply the impulse on the imposter
  119942. */
  119943. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119944. /**
  119945. * Applies a force on the imposter
  119946. * @param impostor imposter to apply force
  119947. * @param force amount of force to be applied to the imposter
  119948. * @param contactPoint the location to apply the force on the imposter
  119949. */
  119950. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119951. /**
  119952. * Creates a physics body using the plugin
  119953. * @param impostor the imposter to create the physics body on
  119954. */
  119955. generatePhysicsBody(impostor: PhysicsImpostor): void;
  119956. /**
  119957. * Removes the physics body from the imposter and disposes of the body's memory
  119958. * @param impostor imposter to remove the physics body from
  119959. */
  119960. removePhysicsBody(impostor: PhysicsImpostor): void;
  119961. /**
  119962. * Generates a joint
  119963. * @param impostorJoint the imposter joint to create the joint with
  119964. */
  119965. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  119966. /**
  119967. * Removes a joint
  119968. * @param impostorJoint the imposter joint to remove the joint from
  119969. */
  119970. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  119971. private _addMeshVerts;
  119972. /**
  119973. * Initialise the soft body vertices to match its object's (mesh) vertices
  119974. * Softbody vertices (nodes) are in world space and to match this
  119975. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  119976. * @param impostor to create the softbody for
  119977. */
  119978. private _softVertexData;
  119979. /**
  119980. * Create an impostor's soft body
  119981. * @param impostor to create the softbody for
  119982. */
  119983. private _createSoftbody;
  119984. /**
  119985. * Create cloth for an impostor
  119986. * @param impostor to create the softbody for
  119987. */
  119988. private _createCloth;
  119989. /**
  119990. * Create rope for an impostor
  119991. * @param impostor to create the softbody for
  119992. */
  119993. private _createRope;
  119994. private _addHullVerts;
  119995. private _createShape;
  119996. /**
  119997. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  119998. * @param impostor imposter containing the physics body and babylon object
  119999. */
  120000. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120001. /**
  120002. * Sets the babylon object's position/rotation from the physics body's position/rotation
  120003. * @param impostor imposter containing the physics body and babylon object
  120004. * @param newPosition new position
  120005. * @param newRotation new rotation
  120006. */
  120007. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120008. /**
  120009. * If this plugin is supported
  120010. * @returns true if its supported
  120011. */
  120012. isSupported(): boolean;
  120013. /**
  120014. * Sets the linear velocity of the physics body
  120015. * @param impostor imposter to set the velocity on
  120016. * @param velocity velocity to set
  120017. */
  120018. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120019. /**
  120020. * Sets the angular velocity of the physics body
  120021. * @param impostor imposter to set the velocity on
  120022. * @param velocity velocity to set
  120023. */
  120024. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120025. /**
  120026. * gets the linear velocity
  120027. * @param impostor imposter to get linear velocity from
  120028. * @returns linear velocity
  120029. */
  120030. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120031. /**
  120032. * gets the angular velocity
  120033. * @param impostor imposter to get angular velocity from
  120034. * @returns angular velocity
  120035. */
  120036. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120037. /**
  120038. * Sets the mass of physics body
  120039. * @param impostor imposter to set the mass on
  120040. * @param mass mass to set
  120041. */
  120042. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120043. /**
  120044. * Gets the mass of the physics body
  120045. * @param impostor imposter to get the mass from
  120046. * @returns mass
  120047. */
  120048. getBodyMass(impostor: PhysicsImpostor): number;
  120049. /**
  120050. * Gets friction of the impostor
  120051. * @param impostor impostor to get friction from
  120052. * @returns friction value
  120053. */
  120054. getBodyFriction(impostor: PhysicsImpostor): number;
  120055. /**
  120056. * Sets friction of the impostor
  120057. * @param impostor impostor to set friction on
  120058. * @param friction friction value
  120059. */
  120060. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120061. /**
  120062. * Gets restitution of the impostor
  120063. * @param impostor impostor to get restitution from
  120064. * @returns restitution value
  120065. */
  120066. getBodyRestitution(impostor: PhysicsImpostor): number;
  120067. /**
  120068. * Sets resitution of the impostor
  120069. * @param impostor impostor to set resitution on
  120070. * @param restitution resitution value
  120071. */
  120072. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120073. /**
  120074. * Gets pressure inside the impostor
  120075. * @param impostor impostor to get pressure from
  120076. * @returns pressure value
  120077. */
  120078. getBodyPressure(impostor: PhysicsImpostor): number;
  120079. /**
  120080. * Sets pressure inside a soft body impostor
  120081. * Cloth and rope must remain 0 pressure
  120082. * @param impostor impostor to set pressure on
  120083. * @param pressure pressure value
  120084. */
  120085. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  120086. /**
  120087. * Gets stiffness of the impostor
  120088. * @param impostor impostor to get stiffness from
  120089. * @returns pressure value
  120090. */
  120091. getBodyStiffness(impostor: PhysicsImpostor): number;
  120092. /**
  120093. * Sets stiffness of the impostor
  120094. * @param impostor impostor to set stiffness on
  120095. * @param stiffness stiffness value from 0 to 1
  120096. */
  120097. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  120098. /**
  120099. * Gets velocityIterations of the impostor
  120100. * @param impostor impostor to get velocity iterations from
  120101. * @returns velocityIterations value
  120102. */
  120103. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  120104. /**
  120105. * Sets velocityIterations of the impostor
  120106. * @param impostor impostor to set velocity iterations on
  120107. * @param velocityIterations velocityIterations value
  120108. */
  120109. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  120110. /**
  120111. * Gets positionIterations of the impostor
  120112. * @param impostor impostor to get position iterations from
  120113. * @returns positionIterations value
  120114. */
  120115. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  120116. /**
  120117. * Sets positionIterations of the impostor
  120118. * @param impostor impostor to set position on
  120119. * @param positionIterations positionIterations value
  120120. */
  120121. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  120122. /**
  120123. * Append an anchor to a cloth object
  120124. * @param impostor is the cloth impostor to add anchor to
  120125. * @param otherImpostor is the rigid impostor to anchor to
  120126. * @param width ratio across width from 0 to 1
  120127. * @param height ratio up height from 0 to 1
  120128. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  120129. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  120130. */
  120131. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  120132. /**
  120133. * Append an hook to a rope object
  120134. * @param impostor is the rope impostor to add hook to
  120135. * @param otherImpostor is the rigid impostor to hook to
  120136. * @param length ratio along the rope from 0 to 1
  120137. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  120138. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  120139. */
  120140. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  120141. /**
  120142. * Sleeps the physics body and stops it from being active
  120143. * @param impostor impostor to sleep
  120144. */
  120145. sleepBody(impostor: PhysicsImpostor): void;
  120146. /**
  120147. * Activates the physics body
  120148. * @param impostor impostor to activate
  120149. */
  120150. wakeUpBody(impostor: PhysicsImpostor): void;
  120151. /**
  120152. * Updates the distance parameters of the joint
  120153. * @param joint joint to update
  120154. * @param maxDistance maximum distance of the joint
  120155. * @param minDistance minimum distance of the joint
  120156. */
  120157. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  120158. /**
  120159. * Sets a motor on the joint
  120160. * @param joint joint to set motor on
  120161. * @param speed speed of the motor
  120162. * @param maxForce maximum force of the motor
  120163. * @param motorIndex index of the motor
  120164. */
  120165. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  120166. /**
  120167. * Sets the motors limit
  120168. * @param joint joint to set limit on
  120169. * @param upperLimit upper limit
  120170. * @param lowerLimit lower limit
  120171. */
  120172. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  120173. /**
  120174. * Syncs the position and rotation of a mesh with the impostor
  120175. * @param mesh mesh to sync
  120176. * @param impostor impostor to update the mesh with
  120177. */
  120178. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120179. /**
  120180. * Gets the radius of the impostor
  120181. * @param impostor impostor to get radius from
  120182. * @returns the radius
  120183. */
  120184. getRadius(impostor: PhysicsImpostor): number;
  120185. /**
  120186. * Gets the box size of the impostor
  120187. * @param impostor impostor to get box size from
  120188. * @param result the resulting box size
  120189. */
  120190. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120191. /**
  120192. * Disposes of the impostor
  120193. */
  120194. dispose(): void;
  120195. /**
  120196. * Does a raycast in the physics world
  120197. * @param from when should the ray start?
  120198. * @param to when should the ray end?
  120199. * @returns PhysicsRaycastResult
  120200. */
  120201. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120202. }
  120203. }
  120204. declare module BABYLON {
  120205. interface AbstractScene {
  120206. /**
  120207. * The list of reflection probes added to the scene
  120208. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  120209. */
  120210. reflectionProbes: Array<ReflectionProbe>;
  120211. /**
  120212. * Removes the given reflection probe from this scene.
  120213. * @param toRemove The reflection probe to remove
  120214. * @returns The index of the removed reflection probe
  120215. */
  120216. removeReflectionProbe(toRemove: ReflectionProbe): number;
  120217. /**
  120218. * Adds the given reflection probe to this scene.
  120219. * @param newReflectionProbe The reflection probe to add
  120220. */
  120221. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  120222. }
  120223. /**
  120224. * Class used to generate realtime reflection / refraction cube textures
  120225. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  120226. */
  120227. export class ReflectionProbe {
  120228. /** defines the name of the probe */
  120229. name: string;
  120230. private _scene;
  120231. private _renderTargetTexture;
  120232. private _projectionMatrix;
  120233. private _viewMatrix;
  120234. private _target;
  120235. private _add;
  120236. private _attachedMesh;
  120237. private _invertYAxis;
  120238. /** Gets or sets probe position (center of the cube map) */
  120239. position: Vector3;
  120240. /**
  120241. * Creates a new reflection probe
  120242. * @param name defines the name of the probe
  120243. * @param size defines the texture resolution (for each face)
  120244. * @param scene defines the hosting scene
  120245. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  120246. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  120247. */
  120248. constructor(
  120249. /** defines the name of the probe */
  120250. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  120251. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  120252. samples: number;
  120253. /** Gets or sets the refresh rate to use (on every frame by default) */
  120254. refreshRate: number;
  120255. /**
  120256. * Gets the hosting scene
  120257. * @returns a Scene
  120258. */
  120259. getScene(): Scene;
  120260. /** Gets the internal CubeTexture used to render to */
  120261. readonly cubeTexture: RenderTargetTexture;
  120262. /** Gets the list of meshes to render */
  120263. readonly renderList: Nullable<AbstractMesh[]>;
  120264. /**
  120265. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  120266. * @param mesh defines the mesh to attach to
  120267. */
  120268. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  120269. /**
  120270. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  120271. * @param renderingGroupId The rendering group id corresponding to its index
  120272. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  120273. */
  120274. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  120275. /**
  120276. * Clean all associated resources
  120277. */
  120278. dispose(): void;
  120279. /**
  120280. * Converts the reflection probe information to a readable string for debug purpose.
  120281. * @param fullDetails Supports for multiple levels of logging within scene loading
  120282. * @returns the human readable reflection probe info
  120283. */
  120284. toString(fullDetails?: boolean): string;
  120285. /**
  120286. * Get the class name of the relfection probe.
  120287. * @returns "ReflectionProbe"
  120288. */
  120289. getClassName(): string;
  120290. /**
  120291. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  120292. * @returns The JSON representation of the texture
  120293. */
  120294. serialize(): any;
  120295. /**
  120296. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  120297. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  120298. * @param scene Define the scene the parsed reflection probe should be instantiated in
  120299. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  120300. * @returns The parsed reflection probe if successful
  120301. */
  120302. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  120303. }
  120304. }
  120305. declare module BABYLON {
  120306. /** @hidden */
  120307. export var _BabylonLoaderRegistered: boolean;
  120308. /**
  120309. * Helps setting up some configuration for the babylon file loader.
  120310. */
  120311. export class BabylonFileLoaderConfiguration {
  120312. /**
  120313. * The loader does not allow injecting custom physix engine into the plugins.
  120314. * Unfortunately in ES6, we need to manually inject them into the plugin.
  120315. * So you could set this variable to your engine import to make it work.
  120316. */
  120317. static LoaderInjectedPhysicsEngine: any;
  120318. }
  120319. }
  120320. declare module BABYLON {
  120321. /**
  120322. * The Physically based simple base material of BJS.
  120323. *
  120324. * This enables better naming and convention enforcements on top of the pbrMaterial.
  120325. * It is used as the base class for both the specGloss and metalRough conventions.
  120326. */
  120327. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  120328. /**
  120329. * Number of Simultaneous lights allowed on the material.
  120330. */
  120331. maxSimultaneousLights: number;
  120332. /**
  120333. * If sets to true, disables all the lights affecting the material.
  120334. */
  120335. disableLighting: boolean;
  120336. /**
  120337. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  120338. */
  120339. environmentTexture: BaseTexture;
  120340. /**
  120341. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  120342. */
  120343. invertNormalMapX: boolean;
  120344. /**
  120345. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  120346. */
  120347. invertNormalMapY: boolean;
  120348. /**
  120349. * Normal map used in the model.
  120350. */
  120351. normalTexture: BaseTexture;
  120352. /**
  120353. * Emissivie color used to self-illuminate the model.
  120354. */
  120355. emissiveColor: Color3;
  120356. /**
  120357. * Emissivie texture used to self-illuminate the model.
  120358. */
  120359. emissiveTexture: BaseTexture;
  120360. /**
  120361. * Occlusion Channel Strenght.
  120362. */
  120363. occlusionStrength: number;
  120364. /**
  120365. * Occlusion Texture of the material (adding extra occlusion effects).
  120366. */
  120367. occlusionTexture: BaseTexture;
  120368. /**
  120369. * Defines the alpha limits in alpha test mode.
  120370. */
  120371. alphaCutOff: number;
  120372. /**
  120373. * Gets the current double sided mode.
  120374. */
  120375. /**
  120376. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  120377. */
  120378. doubleSided: boolean;
  120379. /**
  120380. * Stores the pre-calculated light information of a mesh in a texture.
  120381. */
  120382. lightmapTexture: BaseTexture;
  120383. /**
  120384. * If true, the light map contains occlusion information instead of lighting info.
  120385. */
  120386. useLightmapAsShadowmap: boolean;
  120387. /**
  120388. * Instantiates a new PBRMaterial instance.
  120389. *
  120390. * @param name The material name
  120391. * @param scene The scene the material will be use in.
  120392. */
  120393. constructor(name: string, scene: Scene);
  120394. getClassName(): string;
  120395. }
  120396. }
  120397. declare module BABYLON {
  120398. /**
  120399. * The PBR material of BJS following the metal roughness convention.
  120400. *
  120401. * This fits to the PBR convention in the GLTF definition:
  120402. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  120403. */
  120404. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  120405. /**
  120406. * The base color has two different interpretations depending on the value of metalness.
  120407. * When the material is a metal, the base color is the specific measured reflectance value
  120408. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  120409. * of the material.
  120410. */
  120411. baseColor: Color3;
  120412. /**
  120413. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  120414. * well as opacity information in the alpha channel.
  120415. */
  120416. baseTexture: BaseTexture;
  120417. /**
  120418. * Specifies the metallic scalar value of the material.
  120419. * Can also be used to scale the metalness values of the metallic texture.
  120420. */
  120421. metallic: number;
  120422. /**
  120423. * Specifies the roughness scalar value of the material.
  120424. * Can also be used to scale the roughness values of the metallic texture.
  120425. */
  120426. roughness: number;
  120427. /**
  120428. * Texture containing both the metallic value in the B channel and the
  120429. * roughness value in the G channel to keep better precision.
  120430. */
  120431. metallicRoughnessTexture: BaseTexture;
  120432. /**
  120433. * Instantiates a new PBRMetalRoughnessMaterial instance.
  120434. *
  120435. * @param name The material name
  120436. * @param scene The scene the material will be use in.
  120437. */
  120438. constructor(name: string, scene: Scene);
  120439. /**
  120440. * Return the currrent class name of the material.
  120441. */
  120442. getClassName(): string;
  120443. /**
  120444. * Makes a duplicate of the current material.
  120445. * @param name - name to use for the new material.
  120446. */
  120447. clone(name: string): PBRMetallicRoughnessMaterial;
  120448. /**
  120449. * Serialize the material to a parsable JSON object.
  120450. */
  120451. serialize(): any;
  120452. /**
  120453. * Parses a JSON object correponding to the serialize function.
  120454. */
  120455. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  120456. }
  120457. }
  120458. declare module BABYLON {
  120459. /**
  120460. * The PBR material of BJS following the specular glossiness convention.
  120461. *
  120462. * This fits to the PBR convention in the GLTF definition:
  120463. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  120464. */
  120465. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  120466. /**
  120467. * Specifies the diffuse color of the material.
  120468. */
  120469. diffuseColor: Color3;
  120470. /**
  120471. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  120472. * channel.
  120473. */
  120474. diffuseTexture: BaseTexture;
  120475. /**
  120476. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  120477. */
  120478. specularColor: Color3;
  120479. /**
  120480. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  120481. */
  120482. glossiness: number;
  120483. /**
  120484. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  120485. */
  120486. specularGlossinessTexture: BaseTexture;
  120487. /**
  120488. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  120489. *
  120490. * @param name The material name
  120491. * @param scene The scene the material will be use in.
  120492. */
  120493. constructor(name: string, scene: Scene);
  120494. /**
  120495. * Return the currrent class name of the material.
  120496. */
  120497. getClassName(): string;
  120498. /**
  120499. * Makes a duplicate of the current material.
  120500. * @param name - name to use for the new material.
  120501. */
  120502. clone(name: string): PBRSpecularGlossinessMaterial;
  120503. /**
  120504. * Serialize the material to a parsable JSON object.
  120505. */
  120506. serialize(): any;
  120507. /**
  120508. * Parses a JSON object correponding to the serialize function.
  120509. */
  120510. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  120511. }
  120512. }
  120513. declare module BABYLON {
  120514. /**
  120515. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  120516. * It can help converting any input color in a desired output one. This can then be used to create effects
  120517. * from sepia, black and white to sixties or futuristic rendering...
  120518. *
  120519. * The only supported format is currently 3dl.
  120520. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  120521. */
  120522. export class ColorGradingTexture extends BaseTexture {
  120523. /**
  120524. * The current texture matrix. (will always be identity in color grading texture)
  120525. */
  120526. private _textureMatrix;
  120527. /**
  120528. * The texture URL.
  120529. */
  120530. url: string;
  120531. /**
  120532. * Empty line regex stored for GC.
  120533. */
  120534. private static _noneEmptyLineRegex;
  120535. private _engine;
  120536. /**
  120537. * Instantiates a ColorGradingTexture from the following parameters.
  120538. *
  120539. * @param url The location of the color gradind data (currently only supporting 3dl)
  120540. * @param scene The scene the texture will be used in
  120541. */
  120542. constructor(url: string, scene: Scene);
  120543. /**
  120544. * Returns the texture matrix used in most of the material.
  120545. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  120546. */
  120547. getTextureMatrix(): Matrix;
  120548. /**
  120549. * Occurs when the file being loaded is a .3dl LUT file.
  120550. */
  120551. private load3dlTexture;
  120552. /**
  120553. * Starts the loading process of the texture.
  120554. */
  120555. private loadTexture;
  120556. /**
  120557. * Clones the color gradind texture.
  120558. */
  120559. clone(): ColorGradingTexture;
  120560. /**
  120561. * Called during delayed load for textures.
  120562. */
  120563. delayLoad(): void;
  120564. /**
  120565. * Parses a color grading texture serialized by Babylon.
  120566. * @param parsedTexture The texture information being parsedTexture
  120567. * @param scene The scene to load the texture in
  120568. * @param rootUrl The root url of the data assets to load
  120569. * @return A color gradind texture
  120570. */
  120571. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  120572. /**
  120573. * Serializes the LUT texture to json format.
  120574. */
  120575. serialize(): any;
  120576. }
  120577. }
  120578. declare module BABYLON {
  120579. /**
  120580. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  120581. */
  120582. export class EquiRectangularCubeTexture extends BaseTexture {
  120583. /** The six faces of the cube. */
  120584. private static _FacesMapping;
  120585. private _noMipmap;
  120586. private _onLoad;
  120587. private _onError;
  120588. /** The size of the cubemap. */
  120589. private _size;
  120590. /** The buffer of the image. */
  120591. private _buffer;
  120592. /** The width of the input image. */
  120593. private _width;
  120594. /** The height of the input image. */
  120595. private _height;
  120596. /** The URL to the image. */
  120597. url: string;
  120598. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  120599. coordinatesMode: number;
  120600. /**
  120601. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  120602. * @param url The location of the image
  120603. * @param scene The scene the texture will be used in
  120604. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  120605. * @param noMipmap Forces to not generate the mipmap if true
  120606. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  120607. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  120608. * @param onLoad — defines a callback called when texture is loaded
  120609. * @param onError — defines a callback called if there is an error
  120610. */
  120611. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  120612. /**
  120613. * Load the image data, by putting the image on a canvas and extracting its buffer.
  120614. */
  120615. private loadImage;
  120616. /**
  120617. * Convert the image buffer into a cubemap and create a CubeTexture.
  120618. */
  120619. private loadTexture;
  120620. /**
  120621. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  120622. * @param buffer The ArrayBuffer that should be converted.
  120623. * @returns The buffer as Float32Array.
  120624. */
  120625. private getFloat32ArrayFromArrayBuffer;
  120626. /**
  120627. * Get the current class name of the texture useful for serialization or dynamic coding.
  120628. * @returns "EquiRectangularCubeTexture"
  120629. */
  120630. getClassName(): string;
  120631. /**
  120632. * Create a clone of the current EquiRectangularCubeTexture and return it.
  120633. * @returns A clone of the current EquiRectangularCubeTexture.
  120634. */
  120635. clone(): EquiRectangularCubeTexture;
  120636. }
  120637. }
  120638. declare module BABYLON {
  120639. /**
  120640. * Based on jsTGALoader - Javascript loader for TGA file
  120641. * By Vincent Thibault
  120642. * @see http://blog.robrowser.com/javascript-tga-loader.html
  120643. */
  120644. export class TGATools {
  120645. private static _TYPE_INDEXED;
  120646. private static _TYPE_RGB;
  120647. private static _TYPE_GREY;
  120648. private static _TYPE_RLE_INDEXED;
  120649. private static _TYPE_RLE_RGB;
  120650. private static _TYPE_RLE_GREY;
  120651. private static _ORIGIN_MASK;
  120652. private static _ORIGIN_SHIFT;
  120653. private static _ORIGIN_BL;
  120654. private static _ORIGIN_BR;
  120655. private static _ORIGIN_UL;
  120656. private static _ORIGIN_UR;
  120657. /**
  120658. * Gets the header of a TGA file
  120659. * @param data defines the TGA data
  120660. * @returns the header
  120661. */
  120662. static GetTGAHeader(data: Uint8Array): any;
  120663. /**
  120664. * Uploads TGA content to a Babylon Texture
  120665. * @hidden
  120666. */
  120667. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  120668. /** @hidden */
  120669. 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;
  120670. /** @hidden */
  120671. 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;
  120672. /** @hidden */
  120673. 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;
  120674. /** @hidden */
  120675. 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;
  120676. /** @hidden */
  120677. 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;
  120678. /** @hidden */
  120679. 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;
  120680. }
  120681. }
  120682. declare module BABYLON {
  120683. /**
  120684. * Implementation of the TGA Texture Loader.
  120685. * @hidden
  120686. */
  120687. export class _TGATextureLoader implements IInternalTextureLoader {
  120688. /**
  120689. * Defines wether the loader supports cascade loading the different faces.
  120690. */
  120691. readonly supportCascades: boolean;
  120692. /**
  120693. * This returns if the loader support the current file information.
  120694. * @param extension defines the file extension of the file being loaded
  120695. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120696. * @param fallback defines the fallback internal texture if any
  120697. * @param isBase64 defines whether the texture is encoded as a base64
  120698. * @param isBuffer defines whether the texture data are stored as a buffer
  120699. * @returns true if the loader can load the specified file
  120700. */
  120701. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  120702. /**
  120703. * Transform the url before loading if required.
  120704. * @param rootUrl the url of the texture
  120705. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120706. * @returns the transformed texture
  120707. */
  120708. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  120709. /**
  120710. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  120711. * @param rootUrl the url of the texture
  120712. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120713. * @returns the fallback texture
  120714. */
  120715. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  120716. /**
  120717. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  120718. * @param data contains the texture data
  120719. * @param texture defines the BabylonJS internal texture
  120720. * @param createPolynomials will be true if polynomials have been requested
  120721. * @param onLoad defines the callback to trigger once the texture is ready
  120722. * @param onError defines the callback to trigger in case of error
  120723. */
  120724. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  120725. /**
  120726. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  120727. * @param data contains the texture data
  120728. * @param texture defines the BabylonJS internal texture
  120729. * @param callback defines the method to call once ready to upload
  120730. */
  120731. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  120732. }
  120733. }
  120734. declare module BABYLON {
  120735. /**
  120736. * Info about the .basis files
  120737. */
  120738. class BasisFileInfo {
  120739. /**
  120740. * If the file has alpha
  120741. */
  120742. hasAlpha: boolean;
  120743. /**
  120744. * Info about each image of the basis file
  120745. */
  120746. images: Array<{
  120747. levels: Array<{
  120748. width: number;
  120749. height: number;
  120750. transcodedPixels: ArrayBufferView;
  120751. }>;
  120752. }>;
  120753. }
  120754. /**
  120755. * Result of transcoding a basis file
  120756. */
  120757. class TranscodeResult {
  120758. /**
  120759. * Info about the .basis file
  120760. */
  120761. fileInfo: BasisFileInfo;
  120762. /**
  120763. * Format to use when loading the file
  120764. */
  120765. format: number;
  120766. }
  120767. /**
  120768. * Configuration options for the Basis transcoder
  120769. */
  120770. export class BasisTranscodeConfiguration {
  120771. /**
  120772. * Supported compression formats used to determine the supported output format of the transcoder
  120773. */
  120774. supportedCompressionFormats?: {
  120775. /**
  120776. * etc1 compression format
  120777. */
  120778. etc1?: boolean;
  120779. /**
  120780. * s3tc compression format
  120781. */
  120782. s3tc?: boolean;
  120783. /**
  120784. * pvrtc compression format
  120785. */
  120786. pvrtc?: boolean;
  120787. /**
  120788. * etc2 compression format
  120789. */
  120790. etc2?: boolean;
  120791. };
  120792. /**
  120793. * If mipmap levels should be loaded for transcoded images (Default: true)
  120794. */
  120795. loadMipmapLevels?: boolean;
  120796. /**
  120797. * Index of a single image to load (Default: all images)
  120798. */
  120799. loadSingleImage?: number;
  120800. }
  120801. /**
  120802. * Used to load .Basis files
  120803. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  120804. */
  120805. export class BasisTools {
  120806. private static _IgnoreSupportedFormats;
  120807. /**
  120808. * URL to use when loading the basis transcoder
  120809. */
  120810. static JSModuleURL: string;
  120811. /**
  120812. * URL to use when loading the wasm module for the transcoder
  120813. */
  120814. static WasmModuleURL: string;
  120815. /**
  120816. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  120817. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  120818. * @returns internal format corresponding to the Basis format
  120819. */
  120820. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  120821. private static _WorkerPromise;
  120822. private static _Worker;
  120823. private static _actionId;
  120824. private static _CreateWorkerAsync;
  120825. /**
  120826. * Transcodes a loaded image file to compressed pixel data
  120827. * @param imageData image data to transcode
  120828. * @param config configuration options for the transcoding
  120829. * @returns a promise resulting in the transcoded image
  120830. */
  120831. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  120832. /**
  120833. * Loads a texture from the transcode result
  120834. * @param texture texture load to
  120835. * @param transcodeResult the result of transcoding the basis file to load from
  120836. */
  120837. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  120838. }
  120839. }
  120840. declare module BABYLON {
  120841. /**
  120842. * Loader for .basis file format
  120843. */
  120844. export class _BasisTextureLoader implements IInternalTextureLoader {
  120845. /**
  120846. * Defines whether the loader supports cascade loading the different faces.
  120847. */
  120848. readonly supportCascades: boolean;
  120849. /**
  120850. * This returns if the loader support the current file information.
  120851. * @param extension defines the file extension of the file being loaded
  120852. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120853. * @param fallback defines the fallback internal texture if any
  120854. * @param isBase64 defines whether the texture is encoded as a base64
  120855. * @param isBuffer defines whether the texture data are stored as a buffer
  120856. * @returns true if the loader can load the specified file
  120857. */
  120858. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  120859. /**
  120860. * Transform the url before loading if required.
  120861. * @param rootUrl the url of the texture
  120862. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120863. * @returns the transformed texture
  120864. */
  120865. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  120866. /**
  120867. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  120868. * @param rootUrl the url of the texture
  120869. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120870. * @returns the fallback texture
  120871. */
  120872. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  120873. /**
  120874. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  120875. * @param data contains the texture data
  120876. * @param texture defines the BabylonJS internal texture
  120877. * @param createPolynomials will be true if polynomials have been requested
  120878. * @param onLoad defines the callback to trigger once the texture is ready
  120879. * @param onError defines the callback to trigger in case of error
  120880. */
  120881. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  120882. /**
  120883. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  120884. * @param data contains the texture data
  120885. * @param texture defines the BabylonJS internal texture
  120886. * @param callback defines the method to call once ready to upload
  120887. */
  120888. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  120889. }
  120890. }
  120891. declare module BABYLON {
  120892. /**
  120893. * 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.
  120894. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  120895. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  120896. */
  120897. export class CustomProceduralTexture extends ProceduralTexture {
  120898. private _animate;
  120899. private _time;
  120900. private _config;
  120901. private _texturePath;
  120902. /**
  120903. * Instantiates a new Custom Procedural Texture.
  120904. * 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.
  120905. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  120906. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  120907. * @param name Define the name of the texture
  120908. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  120909. * @param size Define the size of the texture to create
  120910. * @param scene Define the scene the texture belongs to
  120911. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  120912. * @param generateMipMaps Define if the texture should creates mip maps or not
  120913. */
  120914. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  120915. private _loadJson;
  120916. /**
  120917. * Is the texture ready to be used ? (rendered at least once)
  120918. * @returns true if ready, otherwise, false.
  120919. */
  120920. isReady(): boolean;
  120921. /**
  120922. * Render the texture to its associated render target.
  120923. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  120924. */
  120925. render(useCameraPostProcess?: boolean): void;
  120926. /**
  120927. * Update the list of dependant textures samplers in the shader.
  120928. */
  120929. updateTextures(): void;
  120930. /**
  120931. * Update the uniform values of the procedural texture in the shader.
  120932. */
  120933. updateShaderUniforms(): void;
  120934. /**
  120935. * Define if the texture animates or not.
  120936. */
  120937. animate: boolean;
  120938. }
  120939. }
  120940. declare module BABYLON {
  120941. /** @hidden */
  120942. export var noisePixelShader: {
  120943. name: string;
  120944. shader: string;
  120945. };
  120946. }
  120947. declare module BABYLON {
  120948. /**
  120949. * Class used to generate noise procedural textures
  120950. */
  120951. export class NoiseProceduralTexture extends ProceduralTexture {
  120952. private _time;
  120953. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  120954. brightness: number;
  120955. /** Defines the number of octaves to process */
  120956. octaves: number;
  120957. /** Defines the level of persistence (0.8 by default) */
  120958. persistence: number;
  120959. /** Gets or sets animation speed factor (default is 1) */
  120960. animationSpeedFactor: number;
  120961. /**
  120962. * Creates a new NoiseProceduralTexture
  120963. * @param name defines the name fo the texture
  120964. * @param size defines the size of the texture (default is 256)
  120965. * @param scene defines the hosting scene
  120966. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  120967. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  120968. */
  120969. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  120970. private _updateShaderUniforms;
  120971. protected _getDefines(): string;
  120972. /** Generate the current state of the procedural texture */
  120973. render(useCameraPostProcess?: boolean): void;
  120974. /**
  120975. * Serializes this noise procedural texture
  120976. * @returns a serialized noise procedural texture object
  120977. */
  120978. serialize(): any;
  120979. /**
  120980. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  120981. * @param parsedTexture defines parsed texture data
  120982. * @param scene defines the current scene
  120983. * @param rootUrl defines the root URL containing noise procedural texture information
  120984. * @returns a parsed NoiseProceduralTexture
  120985. */
  120986. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  120987. }
  120988. }
  120989. declare module BABYLON {
  120990. /**
  120991. * Raw cube texture where the raw buffers are passed in
  120992. */
  120993. export class RawCubeTexture extends CubeTexture {
  120994. /**
  120995. * Creates a cube texture where the raw buffers are passed in.
  120996. * @param scene defines the scene the texture is attached to
  120997. * @param data defines the array of data to use to create each face
  120998. * @param size defines the size of the textures
  120999. * @param format defines the format of the data
  121000. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  121001. * @param generateMipMaps defines if the engine should generate the mip levels
  121002. * @param invertY defines if data must be stored with Y axis inverted
  121003. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  121004. * @param compression defines the compression used (null by default)
  121005. */
  121006. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  121007. /**
  121008. * Updates the raw cube texture.
  121009. * @param data defines the data to store
  121010. * @param format defines the data format
  121011. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  121012. * @param invertY defines if data must be stored with Y axis inverted
  121013. * @param compression defines the compression used (null by default)
  121014. * @param level defines which level of the texture to update
  121015. */
  121016. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  121017. /**
  121018. * Updates a raw cube texture with RGBD encoded data.
  121019. * @param data defines the array of data [mipmap][face] to use to create each face
  121020. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  121021. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  121022. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  121023. * @returns a promsie that resolves when the operation is complete
  121024. */
  121025. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  121026. /**
  121027. * Clones the raw cube texture.
  121028. * @return a new cube texture
  121029. */
  121030. clone(): CubeTexture;
  121031. /** @hidden */
  121032. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  121033. }
  121034. }
  121035. declare module BABYLON {
  121036. /**
  121037. * Class used to store 3D textures containing user data
  121038. */
  121039. export class RawTexture3D extends Texture {
  121040. /** Gets or sets the texture format to use */
  121041. format: number;
  121042. private _engine;
  121043. /**
  121044. * Create a new RawTexture3D
  121045. * @param data defines the data of the texture
  121046. * @param width defines the width of the texture
  121047. * @param height defines the height of the texture
  121048. * @param depth defines the depth of the texture
  121049. * @param format defines the texture format to use
  121050. * @param scene defines the hosting scene
  121051. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  121052. * @param invertY defines if texture must be stored with Y axis inverted
  121053. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  121054. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  121055. */
  121056. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  121057. /** Gets or sets the texture format to use */
  121058. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  121059. /**
  121060. * Update the texture with new data
  121061. * @param data defines the data to store in the texture
  121062. */
  121063. update(data: ArrayBufferView): void;
  121064. }
  121065. }
  121066. declare module BABYLON {
  121067. /**
  121068. * Class used to store 2D array textures containing user data
  121069. */
  121070. export class RawTexture2DArray extends Texture {
  121071. /** Gets or sets the texture format to use */
  121072. format: number;
  121073. private _engine;
  121074. /**
  121075. * Create a new RawTexture2DArray
  121076. * @param data defines the data of the texture
  121077. * @param width defines the width of the texture
  121078. * @param height defines the height of the texture
  121079. * @param depth defines the number of layers of the texture
  121080. * @param format defines the texture format to use
  121081. * @param scene defines the hosting scene
  121082. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  121083. * @param invertY defines if texture must be stored with Y axis inverted
  121084. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  121085. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  121086. */
  121087. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  121088. /** Gets or sets the texture format to use */
  121089. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  121090. /**
  121091. * Update the texture with new data
  121092. * @param data defines the data to store in the texture
  121093. */
  121094. update(data: ArrayBufferView): void;
  121095. }
  121096. }
  121097. declare module BABYLON {
  121098. /**
  121099. * Creates a refraction texture used by refraction channel of the standard material.
  121100. * It is like a mirror but to see through a material.
  121101. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121102. */
  121103. export class RefractionTexture extends RenderTargetTexture {
  121104. /**
  121105. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  121106. * 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.
  121107. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121108. */
  121109. refractionPlane: Plane;
  121110. /**
  121111. * Define how deep under the surface we should see.
  121112. */
  121113. depth: number;
  121114. /**
  121115. * Creates a refraction texture used by refraction channel of the standard material.
  121116. * It is like a mirror but to see through a material.
  121117. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121118. * @param name Define the texture name
  121119. * @param size Define the size of the underlying texture
  121120. * @param scene Define the scene the refraction belongs to
  121121. * @param generateMipMaps Define if we need to generate mips level for the refraction
  121122. */
  121123. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  121124. /**
  121125. * Clone the refraction texture.
  121126. * @returns the cloned texture
  121127. */
  121128. clone(): RefractionTexture;
  121129. /**
  121130. * Serialize the texture to a JSON representation you could use in Parse later on
  121131. * @returns the serialized JSON representation
  121132. */
  121133. serialize(): any;
  121134. }
  121135. }
  121136. declare module BABYLON {
  121137. /**
  121138. * Defines the options related to the creation of an HtmlElementTexture
  121139. */
  121140. export interface IHtmlElementTextureOptions {
  121141. /**
  121142. * Defines wether mip maps should be created or not.
  121143. */
  121144. generateMipMaps?: boolean;
  121145. /**
  121146. * Defines the sampling mode of the texture.
  121147. */
  121148. samplingMode?: number;
  121149. /**
  121150. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  121151. */
  121152. engine: Nullable<ThinEngine>;
  121153. /**
  121154. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  121155. */
  121156. scene: Nullable<Scene>;
  121157. }
  121158. /**
  121159. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  121160. * To be as efficient as possible depending on your constraints nothing aside the first upload
  121161. * is automatically managed.
  121162. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  121163. * in your application.
  121164. *
  121165. * As the update is not automatic, you need to call them manually.
  121166. */
  121167. export class HtmlElementTexture extends BaseTexture {
  121168. /**
  121169. * The texture URL.
  121170. */
  121171. element: HTMLVideoElement | HTMLCanvasElement;
  121172. private static readonly DefaultOptions;
  121173. private _textureMatrix;
  121174. private _engine;
  121175. private _isVideo;
  121176. private _generateMipMaps;
  121177. private _samplingMode;
  121178. /**
  121179. * Instantiates a HtmlElementTexture from the following parameters.
  121180. *
  121181. * @param name Defines the name of the texture
  121182. * @param element Defines the video or canvas the texture is filled with
  121183. * @param options Defines the other none mandatory texture creation options
  121184. */
  121185. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  121186. private _createInternalTexture;
  121187. /**
  121188. * Returns the texture matrix used in most of the material.
  121189. */
  121190. getTextureMatrix(): Matrix;
  121191. /**
  121192. * Updates the content of the texture.
  121193. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  121194. */
  121195. update(invertY?: Nullable<boolean>): void;
  121196. }
  121197. }
  121198. declare module BABYLON {
  121199. /**
  121200. * Enum used to define the target of a block
  121201. */
  121202. export enum NodeMaterialBlockTargets {
  121203. /** Vertex shader */
  121204. Vertex = 1,
  121205. /** Fragment shader */
  121206. Fragment = 2,
  121207. /** Neutral */
  121208. Neutral = 4,
  121209. /** Vertex and Fragment */
  121210. VertexAndFragment = 3
  121211. }
  121212. }
  121213. declare module BABYLON {
  121214. /**
  121215. * Defines the kind of connection point for node based material
  121216. */
  121217. export enum NodeMaterialBlockConnectionPointTypes {
  121218. /** Float */
  121219. Float = 1,
  121220. /** Int */
  121221. Int = 2,
  121222. /** Vector2 */
  121223. Vector2 = 4,
  121224. /** Vector3 */
  121225. Vector3 = 8,
  121226. /** Vector4 */
  121227. Vector4 = 16,
  121228. /** Color3 */
  121229. Color3 = 32,
  121230. /** Color4 */
  121231. Color4 = 64,
  121232. /** Matrix */
  121233. Matrix = 128,
  121234. /** Detect type based on connection */
  121235. AutoDetect = 1024,
  121236. /** Output type that will be defined by input type */
  121237. BasedOnInput = 2048
  121238. }
  121239. }
  121240. declare module BABYLON {
  121241. /**
  121242. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  121243. */
  121244. export enum NodeMaterialBlockConnectionPointMode {
  121245. /** Value is an uniform */
  121246. Uniform = 0,
  121247. /** Value is a mesh attribute */
  121248. Attribute = 1,
  121249. /** Value is a varying between vertex and fragment shaders */
  121250. Varying = 2,
  121251. /** Mode is undefined */
  121252. Undefined = 3
  121253. }
  121254. }
  121255. declare module BABYLON {
  121256. /**
  121257. * Enum used to define system values e.g. values automatically provided by the system
  121258. */
  121259. export enum NodeMaterialSystemValues {
  121260. /** World */
  121261. World = 1,
  121262. /** View */
  121263. View = 2,
  121264. /** Projection */
  121265. Projection = 3,
  121266. /** ViewProjection */
  121267. ViewProjection = 4,
  121268. /** WorldView */
  121269. WorldView = 5,
  121270. /** WorldViewProjection */
  121271. WorldViewProjection = 6,
  121272. /** CameraPosition */
  121273. CameraPosition = 7,
  121274. /** Fog Color */
  121275. FogColor = 8,
  121276. /** Delta time */
  121277. DeltaTime = 9
  121278. }
  121279. }
  121280. declare module BABYLON {
  121281. /**
  121282. * Root class for all node material optimizers
  121283. */
  121284. export class NodeMaterialOptimizer {
  121285. /**
  121286. * Function used to optimize a NodeMaterial graph
  121287. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  121288. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  121289. */
  121290. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  121291. }
  121292. }
  121293. declare module BABYLON {
  121294. /**
  121295. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  121296. */
  121297. export class TransformBlock extends NodeMaterialBlock {
  121298. /**
  121299. * Defines the value to use to complement W value to transform it to a Vector4
  121300. */
  121301. complementW: number;
  121302. /**
  121303. * Defines the value to use to complement z value to transform it to a Vector4
  121304. */
  121305. complementZ: number;
  121306. /**
  121307. * Creates a new TransformBlock
  121308. * @param name defines the block name
  121309. */
  121310. constructor(name: string);
  121311. /**
  121312. * Gets the current class name
  121313. * @returns the class name
  121314. */
  121315. getClassName(): string;
  121316. /**
  121317. * Gets the vector input
  121318. */
  121319. readonly vector: NodeMaterialConnectionPoint;
  121320. /**
  121321. * Gets the output component
  121322. */
  121323. readonly output: NodeMaterialConnectionPoint;
  121324. /**
  121325. * Gets the matrix transform input
  121326. */
  121327. readonly transform: NodeMaterialConnectionPoint;
  121328. protected _buildBlock(state: NodeMaterialBuildState): this;
  121329. serialize(): any;
  121330. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121331. protected _dumpPropertiesCode(): string;
  121332. }
  121333. }
  121334. declare module BABYLON {
  121335. /**
  121336. * Block used to output the vertex position
  121337. */
  121338. export class VertexOutputBlock extends NodeMaterialBlock {
  121339. /**
  121340. * Creates a new VertexOutputBlock
  121341. * @param name defines the block name
  121342. */
  121343. constructor(name: string);
  121344. /**
  121345. * Gets the current class name
  121346. * @returns the class name
  121347. */
  121348. getClassName(): string;
  121349. /**
  121350. * Gets the vector input component
  121351. */
  121352. readonly vector: NodeMaterialConnectionPoint;
  121353. protected _buildBlock(state: NodeMaterialBuildState): this;
  121354. }
  121355. }
  121356. declare module BABYLON {
  121357. /**
  121358. * Block used to output the final color
  121359. */
  121360. export class FragmentOutputBlock extends NodeMaterialBlock {
  121361. /**
  121362. * Create a new FragmentOutputBlock
  121363. * @param name defines the block name
  121364. */
  121365. constructor(name: string);
  121366. /**
  121367. * Gets the current class name
  121368. * @returns the class name
  121369. */
  121370. getClassName(): string;
  121371. /**
  121372. * Gets the rgba input component
  121373. */
  121374. readonly rgba: NodeMaterialConnectionPoint;
  121375. /**
  121376. * Gets the rgb input component
  121377. */
  121378. readonly rgb: NodeMaterialConnectionPoint;
  121379. /**
  121380. * Gets the a input component
  121381. */
  121382. readonly a: NodeMaterialConnectionPoint;
  121383. protected _buildBlock(state: NodeMaterialBuildState): this;
  121384. }
  121385. }
  121386. declare module BABYLON {
  121387. /**
  121388. * Block used to read a reflection texture from a sampler
  121389. */
  121390. export class ReflectionTextureBlock extends NodeMaterialBlock {
  121391. private _define3DName;
  121392. private _defineCubicName;
  121393. private _defineExplicitName;
  121394. private _defineProjectionName;
  121395. private _defineLocalCubicName;
  121396. private _defineSphericalName;
  121397. private _definePlanarName;
  121398. private _defineEquirectangularName;
  121399. private _defineMirroredEquirectangularFixedName;
  121400. private _defineEquirectangularFixedName;
  121401. private _defineSkyboxName;
  121402. private _cubeSamplerName;
  121403. private _2DSamplerName;
  121404. private _positionUVWName;
  121405. private _directionWName;
  121406. private _reflectionCoordsName;
  121407. private _reflection2DCoordsName;
  121408. private _reflectionColorName;
  121409. private _reflectionMatrixName;
  121410. /**
  121411. * Gets or sets the texture associated with the node
  121412. */
  121413. texture: Nullable<BaseTexture>;
  121414. /**
  121415. * Create a new TextureBlock
  121416. * @param name defines the block name
  121417. */
  121418. constructor(name: string);
  121419. /**
  121420. * Gets the current class name
  121421. * @returns the class name
  121422. */
  121423. getClassName(): string;
  121424. /**
  121425. * Gets the world position input component
  121426. */
  121427. readonly position: NodeMaterialConnectionPoint;
  121428. /**
  121429. * Gets the world position input component
  121430. */
  121431. readonly worldPosition: NodeMaterialConnectionPoint;
  121432. /**
  121433. * Gets the world normal input component
  121434. */
  121435. readonly worldNormal: NodeMaterialConnectionPoint;
  121436. /**
  121437. * Gets the world input component
  121438. */
  121439. readonly world: NodeMaterialConnectionPoint;
  121440. /**
  121441. * Gets the camera (or eye) position component
  121442. */
  121443. readonly cameraPosition: NodeMaterialConnectionPoint;
  121444. /**
  121445. * Gets the view input component
  121446. */
  121447. readonly view: NodeMaterialConnectionPoint;
  121448. /**
  121449. * Gets the rgb output component
  121450. */
  121451. readonly rgb: NodeMaterialConnectionPoint;
  121452. /**
  121453. * Gets the r output component
  121454. */
  121455. readonly r: NodeMaterialConnectionPoint;
  121456. /**
  121457. * Gets the g output component
  121458. */
  121459. readonly g: NodeMaterialConnectionPoint;
  121460. /**
  121461. * Gets the b output component
  121462. */
  121463. readonly b: NodeMaterialConnectionPoint;
  121464. autoConfigure(material: NodeMaterial): void;
  121465. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121466. isReady(): boolean;
  121467. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121468. private _injectVertexCode;
  121469. private _writeOutput;
  121470. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  121471. protected _dumpPropertiesCode(): string;
  121472. serialize(): any;
  121473. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121474. }
  121475. }
  121476. declare module BABYLON {
  121477. /**
  121478. * Interface used to configure the node material editor
  121479. */
  121480. export interface INodeMaterialEditorOptions {
  121481. /** Define the URl to load node editor script */
  121482. editorURL?: string;
  121483. }
  121484. /** @hidden */
  121485. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  121486. /** BONES */
  121487. NUM_BONE_INFLUENCERS: number;
  121488. BonesPerMesh: number;
  121489. BONETEXTURE: boolean;
  121490. /** MORPH TARGETS */
  121491. MORPHTARGETS: boolean;
  121492. MORPHTARGETS_NORMAL: boolean;
  121493. MORPHTARGETS_TANGENT: boolean;
  121494. MORPHTARGETS_UV: boolean;
  121495. NUM_MORPH_INFLUENCERS: number;
  121496. /** IMAGE PROCESSING */
  121497. IMAGEPROCESSING: boolean;
  121498. VIGNETTE: boolean;
  121499. VIGNETTEBLENDMODEMULTIPLY: boolean;
  121500. VIGNETTEBLENDMODEOPAQUE: boolean;
  121501. TONEMAPPING: boolean;
  121502. TONEMAPPING_ACES: boolean;
  121503. CONTRAST: boolean;
  121504. EXPOSURE: boolean;
  121505. COLORCURVES: boolean;
  121506. COLORGRADING: boolean;
  121507. COLORGRADING3D: boolean;
  121508. SAMPLER3DGREENDEPTH: boolean;
  121509. SAMPLER3DBGRMAP: boolean;
  121510. IMAGEPROCESSINGPOSTPROCESS: boolean;
  121511. /** MISC. */
  121512. BUMPDIRECTUV: number;
  121513. constructor();
  121514. setValue(name: string, value: boolean): void;
  121515. }
  121516. /**
  121517. * Class used to configure NodeMaterial
  121518. */
  121519. export interface INodeMaterialOptions {
  121520. /**
  121521. * Defines if blocks should emit comments
  121522. */
  121523. emitComments: boolean;
  121524. }
  121525. /**
  121526. * Class used to create a node based material built by assembling shader blocks
  121527. */
  121528. export class NodeMaterial extends PushMaterial {
  121529. private static _BuildIdGenerator;
  121530. private _options;
  121531. private _vertexCompilationState;
  121532. private _fragmentCompilationState;
  121533. private _sharedData;
  121534. private _buildId;
  121535. private _buildWasSuccessful;
  121536. private _cachedWorldViewMatrix;
  121537. private _cachedWorldViewProjectionMatrix;
  121538. private _optimizers;
  121539. private _animationFrame;
  121540. /** Define the URl to load node editor script */
  121541. static EditorURL: string;
  121542. private BJSNODEMATERIALEDITOR;
  121543. /** Get the inspector from bundle or global */
  121544. private _getGlobalNodeMaterialEditor;
  121545. /**
  121546. * 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)
  121547. */
  121548. ignoreAlpha: boolean;
  121549. /**
  121550. * Defines the maximum number of lights that can be used in the material
  121551. */
  121552. maxSimultaneousLights: number;
  121553. /**
  121554. * Observable raised when the material is built
  121555. */
  121556. onBuildObservable: Observable<NodeMaterial>;
  121557. /**
  121558. * Gets or sets the root nodes of the material vertex shader
  121559. */
  121560. _vertexOutputNodes: NodeMaterialBlock[];
  121561. /**
  121562. * Gets or sets the root nodes of the material fragment (pixel) shader
  121563. */
  121564. _fragmentOutputNodes: NodeMaterialBlock[];
  121565. /** Gets or sets options to control the node material overall behavior */
  121566. options: INodeMaterialOptions;
  121567. /**
  121568. * Default configuration related to image processing available in the standard Material.
  121569. */
  121570. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  121571. /**
  121572. * Gets the image processing configuration used either in this material.
  121573. */
  121574. /**
  121575. * Sets the Default image processing configuration used either in the this material.
  121576. *
  121577. * If sets to null, the scene one is in use.
  121578. */
  121579. imageProcessingConfiguration: ImageProcessingConfiguration;
  121580. /**
  121581. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  121582. */
  121583. attachedBlocks: NodeMaterialBlock[];
  121584. /**
  121585. * Create a new node based material
  121586. * @param name defines the material name
  121587. * @param scene defines the hosting scene
  121588. * @param options defines creation option
  121589. */
  121590. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  121591. /**
  121592. * Gets the current class name of the material e.g. "NodeMaterial"
  121593. * @returns the class name
  121594. */
  121595. getClassName(): string;
  121596. /**
  121597. * Keep track of the image processing observer to allow dispose and replace.
  121598. */
  121599. private _imageProcessingObserver;
  121600. /**
  121601. * Attaches a new image processing configuration to the Standard Material.
  121602. * @param configuration
  121603. */
  121604. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  121605. /**
  121606. * Get a block by its name
  121607. * @param name defines the name of the block to retrieve
  121608. * @returns the required block or null if not found
  121609. */
  121610. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  121611. /**
  121612. * Get a block by its name
  121613. * @param predicate defines the predicate used to find the good candidate
  121614. * @returns the required block or null if not found
  121615. */
  121616. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  121617. /**
  121618. * Get an input block by its name
  121619. * @param predicate defines the predicate used to find the good candidate
  121620. * @returns the required input block or null if not found
  121621. */
  121622. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  121623. /**
  121624. * Gets the list of input blocks attached to this material
  121625. * @returns an array of InputBlocks
  121626. */
  121627. getInputBlocks(): InputBlock[];
  121628. /**
  121629. * Adds a new optimizer to the list of optimizers
  121630. * @param optimizer defines the optimizers to add
  121631. * @returns the current material
  121632. */
  121633. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  121634. /**
  121635. * Remove an optimizer from the list of optimizers
  121636. * @param optimizer defines the optimizers to remove
  121637. * @returns the current material
  121638. */
  121639. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  121640. /**
  121641. * Add a new block to the list of output nodes
  121642. * @param node defines the node to add
  121643. * @returns the current material
  121644. */
  121645. addOutputNode(node: NodeMaterialBlock): this;
  121646. /**
  121647. * Remove a block from the list of root nodes
  121648. * @param node defines the node to remove
  121649. * @returns the current material
  121650. */
  121651. removeOutputNode(node: NodeMaterialBlock): this;
  121652. private _addVertexOutputNode;
  121653. private _removeVertexOutputNode;
  121654. private _addFragmentOutputNode;
  121655. private _removeFragmentOutputNode;
  121656. /**
  121657. * Specifies if the material will require alpha blending
  121658. * @returns a boolean specifying if alpha blending is needed
  121659. */
  121660. needAlphaBlending(): boolean;
  121661. /**
  121662. * Specifies if this material should be rendered in alpha test mode
  121663. * @returns a boolean specifying if an alpha test is needed.
  121664. */
  121665. needAlphaTesting(): boolean;
  121666. private _initializeBlock;
  121667. private _resetDualBlocks;
  121668. /**
  121669. * Build the material and generates the inner effect
  121670. * @param verbose defines if the build should log activity
  121671. */
  121672. build(verbose?: boolean): void;
  121673. /**
  121674. * Runs an otpimization phase to try to improve the shader code
  121675. */
  121676. optimize(): void;
  121677. private _prepareDefinesForAttributes;
  121678. /**
  121679. * Get if the submesh is ready to be used and all its information available.
  121680. * Child classes can use it to update shaders
  121681. * @param mesh defines the mesh to check
  121682. * @param subMesh defines which submesh to check
  121683. * @param useInstances specifies that instances should be used
  121684. * @returns a boolean indicating that the submesh is ready or not
  121685. */
  121686. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  121687. /**
  121688. * Get a string representing the shaders built by the current node graph
  121689. */
  121690. readonly compiledShaders: string;
  121691. /**
  121692. * Binds the world matrix to the material
  121693. * @param world defines the world transformation matrix
  121694. */
  121695. bindOnlyWorldMatrix(world: Matrix): void;
  121696. /**
  121697. * Binds the submesh to this material by preparing the effect and shader to draw
  121698. * @param world defines the world transformation matrix
  121699. * @param mesh defines the mesh containing the submesh
  121700. * @param subMesh defines the submesh to bind the material to
  121701. */
  121702. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  121703. /**
  121704. * Gets the active textures from the material
  121705. * @returns an array of textures
  121706. */
  121707. getActiveTextures(): BaseTexture[];
  121708. /**
  121709. * Gets the list of texture blocks
  121710. * @returns an array of texture blocks
  121711. */
  121712. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  121713. /**
  121714. * Specifies if the material uses a texture
  121715. * @param texture defines the texture to check against the material
  121716. * @returns a boolean specifying if the material uses the texture
  121717. */
  121718. hasTexture(texture: BaseTexture): boolean;
  121719. /**
  121720. * Disposes the material
  121721. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  121722. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  121723. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  121724. */
  121725. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  121726. /** Creates the node editor window. */
  121727. private _createNodeEditor;
  121728. /**
  121729. * Launch the node material editor
  121730. * @param config Define the configuration of the editor
  121731. * @return a promise fulfilled when the node editor is visible
  121732. */
  121733. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  121734. /**
  121735. * Clear the current material
  121736. */
  121737. clear(): void;
  121738. /**
  121739. * Clear the current material and set it to a default state
  121740. */
  121741. setToDefault(): void;
  121742. /**
  121743. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  121744. * @param url defines the url to load from
  121745. * @returns a promise that will fullfil when the material is fully loaded
  121746. */
  121747. loadAsync(url: string): Promise<void>;
  121748. private _gatherBlocks;
  121749. /**
  121750. * Generate a string containing the code declaration required to create an equivalent of this material
  121751. * @returns a string
  121752. */
  121753. generateCode(): string;
  121754. /**
  121755. * Serializes this material in a JSON representation
  121756. * @returns the serialized material object
  121757. */
  121758. serialize(): any;
  121759. private _restoreConnections;
  121760. /**
  121761. * Clear the current graph and load a new one from a serialization object
  121762. * @param source defines the JSON representation of the material
  121763. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  121764. */
  121765. loadFromSerialization(source: any, rootUrl?: string): void;
  121766. /**
  121767. * Creates a node material from parsed material data
  121768. * @param source defines the JSON representation of the material
  121769. * @param scene defines the hosting scene
  121770. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  121771. * @returns a new node material
  121772. */
  121773. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  121774. /**
  121775. * Creates a new node material set to default basic configuration
  121776. * @param name defines the name of the material
  121777. * @param scene defines the hosting scene
  121778. * @returns a new NodeMaterial
  121779. */
  121780. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  121781. }
  121782. }
  121783. declare module BABYLON {
  121784. /**
  121785. * Block used to read a texture from a sampler
  121786. */
  121787. export class TextureBlock extends NodeMaterialBlock {
  121788. private _defineName;
  121789. private _linearDefineName;
  121790. private _samplerName;
  121791. private _transformedUVName;
  121792. private _textureTransformName;
  121793. private _textureInfoName;
  121794. private _mainUVName;
  121795. private _mainUVDefineName;
  121796. /**
  121797. * Gets or sets the texture associated with the node
  121798. */
  121799. texture: Nullable<Texture>;
  121800. /**
  121801. * Create a new TextureBlock
  121802. * @param name defines the block name
  121803. */
  121804. constructor(name: string);
  121805. /**
  121806. * Gets the current class name
  121807. * @returns the class name
  121808. */
  121809. getClassName(): string;
  121810. /**
  121811. * Gets the uv input component
  121812. */
  121813. readonly uv: NodeMaterialConnectionPoint;
  121814. /**
  121815. * Gets the rgba output component
  121816. */
  121817. readonly rgba: NodeMaterialConnectionPoint;
  121818. /**
  121819. * Gets the rgb output component
  121820. */
  121821. readonly rgb: NodeMaterialConnectionPoint;
  121822. /**
  121823. * Gets the r output component
  121824. */
  121825. readonly r: NodeMaterialConnectionPoint;
  121826. /**
  121827. * Gets the g output component
  121828. */
  121829. readonly g: NodeMaterialConnectionPoint;
  121830. /**
  121831. * Gets the b output component
  121832. */
  121833. readonly b: NodeMaterialConnectionPoint;
  121834. /**
  121835. * Gets the a output component
  121836. */
  121837. readonly a: NodeMaterialConnectionPoint;
  121838. readonly target: NodeMaterialBlockTargets;
  121839. autoConfigure(material: NodeMaterial): void;
  121840. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121841. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121842. isReady(): boolean;
  121843. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121844. private readonly _isMixed;
  121845. private _injectVertexCode;
  121846. private _writeOutput;
  121847. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  121848. protected _dumpPropertiesCode(): string;
  121849. serialize(): any;
  121850. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121851. }
  121852. }
  121853. declare module BABYLON {
  121854. /**
  121855. * Class used to store shared data between 2 NodeMaterialBuildState
  121856. */
  121857. export class NodeMaterialBuildStateSharedData {
  121858. /**
  121859. * Gets the list of emitted varyings
  121860. */
  121861. temps: string[];
  121862. /**
  121863. * Gets the list of emitted varyings
  121864. */
  121865. varyings: string[];
  121866. /**
  121867. * Gets the varying declaration string
  121868. */
  121869. varyingDeclaration: string;
  121870. /**
  121871. * Input blocks
  121872. */
  121873. inputBlocks: InputBlock[];
  121874. /**
  121875. * Input blocks
  121876. */
  121877. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  121878. /**
  121879. * Bindable blocks (Blocks that need to set data to the effect)
  121880. */
  121881. bindableBlocks: NodeMaterialBlock[];
  121882. /**
  121883. * List of blocks that can provide a compilation fallback
  121884. */
  121885. blocksWithFallbacks: NodeMaterialBlock[];
  121886. /**
  121887. * List of blocks that can provide a define update
  121888. */
  121889. blocksWithDefines: NodeMaterialBlock[];
  121890. /**
  121891. * List of blocks that can provide a repeatable content
  121892. */
  121893. repeatableContentBlocks: NodeMaterialBlock[];
  121894. /**
  121895. * List of blocks that can provide a dynamic list of uniforms
  121896. */
  121897. dynamicUniformBlocks: NodeMaterialBlock[];
  121898. /**
  121899. * List of blocks that can block the isReady function for the material
  121900. */
  121901. blockingBlocks: NodeMaterialBlock[];
  121902. /**
  121903. * Gets the list of animated inputs
  121904. */
  121905. animatedInputs: InputBlock[];
  121906. /**
  121907. * Build Id used to avoid multiple recompilations
  121908. */
  121909. buildId: number;
  121910. /** List of emitted variables */
  121911. variableNames: {
  121912. [key: string]: number;
  121913. };
  121914. /** List of emitted defines */
  121915. defineNames: {
  121916. [key: string]: number;
  121917. };
  121918. /** Should emit comments? */
  121919. emitComments: boolean;
  121920. /** Emit build activity */
  121921. verbose: boolean;
  121922. /** Gets or sets the hosting scene */
  121923. scene: Scene;
  121924. /**
  121925. * Gets the compilation hints emitted at compilation time
  121926. */
  121927. hints: {
  121928. needWorldViewMatrix: boolean;
  121929. needWorldViewProjectionMatrix: boolean;
  121930. needAlphaBlending: boolean;
  121931. needAlphaTesting: boolean;
  121932. };
  121933. /**
  121934. * List of compilation checks
  121935. */
  121936. checks: {
  121937. emitVertex: boolean;
  121938. emitFragment: boolean;
  121939. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  121940. };
  121941. /** Creates a new shared data */
  121942. constructor();
  121943. /**
  121944. * Emits console errors and exceptions if there is a failing check
  121945. */
  121946. emitErrors(): void;
  121947. }
  121948. }
  121949. declare module BABYLON {
  121950. /**
  121951. * Class used to store node based material build state
  121952. */
  121953. export class NodeMaterialBuildState {
  121954. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  121955. supportUniformBuffers: boolean;
  121956. /**
  121957. * Gets the list of emitted attributes
  121958. */
  121959. attributes: string[];
  121960. /**
  121961. * Gets the list of emitted uniforms
  121962. */
  121963. uniforms: string[];
  121964. /**
  121965. * Gets the list of emitted constants
  121966. */
  121967. constants: string[];
  121968. /**
  121969. * Gets the list of emitted samplers
  121970. */
  121971. samplers: string[];
  121972. /**
  121973. * Gets the list of emitted functions
  121974. */
  121975. functions: {
  121976. [key: string]: string;
  121977. };
  121978. /**
  121979. * Gets the list of emitted extensions
  121980. */
  121981. extensions: {
  121982. [key: string]: string;
  121983. };
  121984. /**
  121985. * Gets the target of the compilation state
  121986. */
  121987. target: NodeMaterialBlockTargets;
  121988. /**
  121989. * Gets the list of emitted counters
  121990. */
  121991. counters: {
  121992. [key: string]: number;
  121993. };
  121994. /**
  121995. * Shared data between multiple NodeMaterialBuildState instances
  121996. */
  121997. sharedData: NodeMaterialBuildStateSharedData;
  121998. /** @hidden */
  121999. _vertexState: NodeMaterialBuildState;
  122000. /** @hidden */
  122001. _attributeDeclaration: string;
  122002. /** @hidden */
  122003. _uniformDeclaration: string;
  122004. /** @hidden */
  122005. _constantDeclaration: string;
  122006. /** @hidden */
  122007. _samplerDeclaration: string;
  122008. /** @hidden */
  122009. _varyingTransfer: string;
  122010. private _repeatableContentAnchorIndex;
  122011. /** @hidden */
  122012. _builtCompilationString: string;
  122013. /**
  122014. * Gets the emitted compilation strings
  122015. */
  122016. compilationString: string;
  122017. /**
  122018. * Finalize the compilation strings
  122019. * @param state defines the current compilation state
  122020. */
  122021. finalize(state: NodeMaterialBuildState): void;
  122022. /** @hidden */
  122023. readonly _repeatableContentAnchor: string;
  122024. /** @hidden */
  122025. _getFreeVariableName(prefix: string): string;
  122026. /** @hidden */
  122027. _getFreeDefineName(prefix: string): string;
  122028. /** @hidden */
  122029. _excludeVariableName(name: string): void;
  122030. /** @hidden */
  122031. _emit2DSampler(name: string): void;
  122032. /** @hidden */
  122033. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  122034. /** @hidden */
  122035. _emitExtension(name: string, extension: string): void;
  122036. /** @hidden */
  122037. _emitFunction(name: string, code: string, comments: string): void;
  122038. /** @hidden */
  122039. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  122040. replaceStrings?: {
  122041. search: RegExp;
  122042. replace: string;
  122043. }[];
  122044. repeatKey?: string;
  122045. }): string;
  122046. /** @hidden */
  122047. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  122048. repeatKey?: string;
  122049. removeAttributes?: boolean;
  122050. removeUniforms?: boolean;
  122051. removeVaryings?: boolean;
  122052. removeIfDef?: boolean;
  122053. replaceStrings?: {
  122054. search: RegExp;
  122055. replace: string;
  122056. }[];
  122057. }, storeKey?: string): void;
  122058. /** @hidden */
  122059. _registerTempVariable(name: string): boolean;
  122060. /** @hidden */
  122061. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  122062. /** @hidden */
  122063. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  122064. /** @hidden */
  122065. _emitFloat(value: number): string;
  122066. }
  122067. }
  122068. declare module BABYLON {
  122069. /**
  122070. * Defines a block that can be used inside a node based material
  122071. */
  122072. export class NodeMaterialBlock {
  122073. private _buildId;
  122074. private _buildTarget;
  122075. private _target;
  122076. private _isFinalMerger;
  122077. private _isInput;
  122078. /** @hidden */
  122079. _codeVariableName: string;
  122080. /** @hidden */
  122081. _inputs: NodeMaterialConnectionPoint[];
  122082. /** @hidden */
  122083. _outputs: NodeMaterialConnectionPoint[];
  122084. /** @hidden */
  122085. _preparationId: number;
  122086. /**
  122087. * Gets or sets the name of the block
  122088. */
  122089. name: string;
  122090. /**
  122091. * Gets or sets the unique id of the node
  122092. */
  122093. uniqueId: number;
  122094. /**
  122095. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  122096. */
  122097. readonly isFinalMerger: boolean;
  122098. /**
  122099. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  122100. */
  122101. readonly isInput: boolean;
  122102. /**
  122103. * Gets or sets the build Id
  122104. */
  122105. buildId: number;
  122106. /**
  122107. * Gets or sets the target of the block
  122108. */
  122109. target: NodeMaterialBlockTargets;
  122110. /**
  122111. * Gets the list of input points
  122112. */
  122113. readonly inputs: NodeMaterialConnectionPoint[];
  122114. /** Gets the list of output points */
  122115. readonly outputs: NodeMaterialConnectionPoint[];
  122116. /**
  122117. * Find an input by its name
  122118. * @param name defines the name of the input to look for
  122119. * @returns the input or null if not found
  122120. */
  122121. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  122122. /**
  122123. * Find an output by its name
  122124. * @param name defines the name of the outputto look for
  122125. * @returns the output or null if not found
  122126. */
  122127. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  122128. /**
  122129. * Creates a new NodeMaterialBlock
  122130. * @param name defines the block name
  122131. * @param target defines the target of that block (Vertex by default)
  122132. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  122133. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  122134. */
  122135. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  122136. /**
  122137. * Initialize the block and prepare the context for build
  122138. * @param state defines the state that will be used for the build
  122139. */
  122140. initialize(state: NodeMaterialBuildState): void;
  122141. /**
  122142. * Bind data to effect. Will only be called for blocks with isBindable === true
  122143. * @param effect defines the effect to bind data to
  122144. * @param nodeMaterial defines the hosting NodeMaterial
  122145. * @param mesh defines the mesh that will be rendered
  122146. */
  122147. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122148. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  122149. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  122150. protected _writeFloat(value: number): string;
  122151. /**
  122152. * Gets the current class name e.g. "NodeMaterialBlock"
  122153. * @returns the class name
  122154. */
  122155. getClassName(): string;
  122156. /**
  122157. * Register a new input. Must be called inside a block constructor
  122158. * @param name defines the connection point name
  122159. * @param type defines the connection point type
  122160. * @param isOptional defines a boolean indicating that this input can be omitted
  122161. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  122162. * @returns the current block
  122163. */
  122164. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  122165. /**
  122166. * Register a new output. Must be called inside a block constructor
  122167. * @param name defines the connection point name
  122168. * @param type defines the connection point type
  122169. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  122170. * @returns the current block
  122171. */
  122172. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  122173. /**
  122174. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  122175. * @param forOutput defines an optional connection point to check compatibility with
  122176. * @returns the first available input or null
  122177. */
  122178. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  122179. /**
  122180. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  122181. * @param forBlock defines an optional block to check compatibility with
  122182. * @returns the first available input or null
  122183. */
  122184. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  122185. /**
  122186. * Gets the sibling of the given output
  122187. * @param current defines the current output
  122188. * @returns the next output in the list or null
  122189. */
  122190. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  122191. /**
  122192. * Connect current block with another block
  122193. * @param other defines the block to connect with
  122194. * @param options define the various options to help pick the right connections
  122195. * @returns the current block
  122196. */
  122197. connectTo(other: NodeMaterialBlock, options?: {
  122198. input?: string;
  122199. output?: string;
  122200. outputSwizzle?: string;
  122201. }): this | undefined;
  122202. protected _buildBlock(state: NodeMaterialBuildState): void;
  122203. /**
  122204. * Add uniforms, samplers and uniform buffers at compilation time
  122205. * @param state defines the state to update
  122206. * @param nodeMaterial defines the node material requesting the update
  122207. * @param defines defines the material defines to update
  122208. * @param uniformBuffers defines the list of uniform buffer names
  122209. */
  122210. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  122211. /**
  122212. * Add potential fallbacks if shader compilation fails
  122213. * @param mesh defines the mesh to be rendered
  122214. * @param fallbacks defines the current prioritized list of fallbacks
  122215. */
  122216. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  122217. /**
  122218. * Initialize defines for shader compilation
  122219. * @param mesh defines the mesh to be rendered
  122220. * @param nodeMaterial defines the node material requesting the update
  122221. * @param defines defines the material defines to update
  122222. * @param useInstances specifies that instances should be used
  122223. */
  122224. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122225. /**
  122226. * Update defines for shader compilation
  122227. * @param mesh defines the mesh to be rendered
  122228. * @param nodeMaterial defines the node material requesting the update
  122229. * @param defines defines the material defines to update
  122230. * @param useInstances specifies that instances should be used
  122231. */
  122232. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122233. /**
  122234. * Lets the block try to connect some inputs automatically
  122235. * @param material defines the hosting NodeMaterial
  122236. */
  122237. autoConfigure(material: NodeMaterial): void;
  122238. /**
  122239. * Function called when a block is declared as repeatable content generator
  122240. * @param vertexShaderState defines the current compilation state for the vertex shader
  122241. * @param fragmentShaderState defines the current compilation state for the fragment shader
  122242. * @param mesh defines the mesh to be rendered
  122243. * @param defines defines the material defines to update
  122244. */
  122245. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  122246. /**
  122247. * Checks if the block is ready
  122248. * @param mesh defines the mesh to be rendered
  122249. * @param nodeMaterial defines the node material requesting the update
  122250. * @param defines defines the material defines to update
  122251. * @param useInstances specifies that instances should be used
  122252. * @returns true if the block is ready
  122253. */
  122254. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  122255. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  122256. private _processBuild;
  122257. /**
  122258. * Compile the current node and generate the shader code
  122259. * @param state defines the current compilation state (uniforms, samplers, current string)
  122260. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  122261. * @returns true if already built
  122262. */
  122263. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  122264. protected _inputRename(name: string): string;
  122265. protected _outputRename(name: string): string;
  122266. protected _dumpPropertiesCode(): string;
  122267. /** @hidden */
  122268. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  122269. /** @hidden */
  122270. _dumpCodeForOutputConnections(): string;
  122271. /**
  122272. * Clone the current block to a new identical block
  122273. * @param scene defines the hosting scene
  122274. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122275. * @returns a copy of the current block
  122276. */
  122277. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  122278. /**
  122279. * Serializes this block in a JSON representation
  122280. * @returns the serialized block object
  122281. */
  122282. serialize(): any;
  122283. /** @hidden */
  122284. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122285. /**
  122286. * Release resources
  122287. */
  122288. dispose(): void;
  122289. }
  122290. }
  122291. declare module BABYLON {
  122292. /**
  122293. * Enum defining the type of animations supported by InputBlock
  122294. */
  122295. export enum AnimatedInputBlockTypes {
  122296. /** No animation */
  122297. None = 0,
  122298. /** Time based animation. Will only work for floats */
  122299. Time = 1
  122300. }
  122301. }
  122302. declare module BABYLON {
  122303. /**
  122304. * Block used to expose an input value
  122305. */
  122306. export class InputBlock extends NodeMaterialBlock {
  122307. private _mode;
  122308. private _associatedVariableName;
  122309. private _storedValue;
  122310. private _valueCallback;
  122311. private _type;
  122312. private _animationType;
  122313. /** Gets or set a value used to limit the range of float values */
  122314. min: number;
  122315. /** Gets or set a value used to limit the range of float values */
  122316. max: number;
  122317. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  122318. matrixMode: number;
  122319. /** @hidden */
  122320. _systemValue: Nullable<NodeMaterialSystemValues>;
  122321. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  122322. visibleInInspector: boolean;
  122323. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  122324. isConstant: boolean;
  122325. /**
  122326. * Gets or sets the connection point type (default is float)
  122327. */
  122328. readonly type: NodeMaterialBlockConnectionPointTypes;
  122329. /**
  122330. * Creates a new InputBlock
  122331. * @param name defines the block name
  122332. * @param target defines the target of that block (Vertex by default)
  122333. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  122334. */
  122335. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  122336. /**
  122337. * Gets the output component
  122338. */
  122339. readonly output: NodeMaterialConnectionPoint;
  122340. /**
  122341. * Set the source of this connection point to a vertex attribute
  122342. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  122343. * @returns the current connection point
  122344. */
  122345. setAsAttribute(attributeName?: string): InputBlock;
  122346. /**
  122347. * Set the source of this connection point to a system value
  122348. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  122349. * @returns the current connection point
  122350. */
  122351. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  122352. /**
  122353. * Gets or sets the value of that point.
  122354. * Please note that this value will be ignored if valueCallback is defined
  122355. */
  122356. value: any;
  122357. /**
  122358. * Gets or sets a callback used to get the value of that point.
  122359. * Please note that setting this value will force the connection point to ignore the value property
  122360. */
  122361. valueCallback: () => any;
  122362. /**
  122363. * Gets or sets the associated variable name in the shader
  122364. */
  122365. associatedVariableName: string;
  122366. /** Gets or sets the type of animation applied to the input */
  122367. animationType: AnimatedInputBlockTypes;
  122368. /**
  122369. * Gets a boolean indicating that this connection point not defined yet
  122370. */
  122371. readonly isUndefined: boolean;
  122372. /**
  122373. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  122374. * In this case the connection point name must be the name of the uniform to use.
  122375. * Can only be set on inputs
  122376. */
  122377. isUniform: boolean;
  122378. /**
  122379. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  122380. * In this case the connection point name must be the name of the attribute to use
  122381. * Can only be set on inputs
  122382. */
  122383. isAttribute: boolean;
  122384. /**
  122385. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  122386. * Can only be set on exit points
  122387. */
  122388. isVarying: boolean;
  122389. /**
  122390. * Gets a boolean indicating that the current connection point is a system value
  122391. */
  122392. readonly isSystemValue: boolean;
  122393. /**
  122394. * Gets or sets the current well known value or null if not defined as a system value
  122395. */
  122396. systemValue: Nullable<NodeMaterialSystemValues>;
  122397. /**
  122398. * Gets the current class name
  122399. * @returns the class name
  122400. */
  122401. getClassName(): string;
  122402. /**
  122403. * Animate the input if animationType !== None
  122404. * @param scene defines the rendering scene
  122405. */
  122406. animate(scene: Scene): void;
  122407. private _emitDefine;
  122408. initialize(state: NodeMaterialBuildState): void;
  122409. /**
  122410. * Set the input block to its default value (based on its type)
  122411. */
  122412. setDefaultValue(): void;
  122413. private _emitConstant;
  122414. private _emit;
  122415. /** @hidden */
  122416. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  122417. /** @hidden */
  122418. _transmit(effect: Effect, scene: Scene): void;
  122419. protected _buildBlock(state: NodeMaterialBuildState): void;
  122420. protected _dumpPropertiesCode(): string;
  122421. serialize(): any;
  122422. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122423. }
  122424. }
  122425. declare module BABYLON {
  122426. /**
  122427. * Enum used to define the compatibility state between two connection points
  122428. */
  122429. export enum NodeMaterialConnectionPointCompatibilityStates {
  122430. /** Points are compatibles */
  122431. Compatible = 0,
  122432. /** Points are incompatible because of their types */
  122433. TypeIncompatible = 1,
  122434. /** Points are incompatible because of their targets (vertex vs fragment) */
  122435. TargetIncompatible = 2
  122436. }
  122437. /**
  122438. * Defines a connection point for a block
  122439. */
  122440. export class NodeMaterialConnectionPoint {
  122441. /** @hidden */
  122442. _ownerBlock: NodeMaterialBlock;
  122443. /** @hidden */
  122444. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  122445. private _endpoints;
  122446. private _associatedVariableName;
  122447. /** @hidden */
  122448. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  122449. /** @hidden */
  122450. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  122451. private _type;
  122452. /** @hidden */
  122453. _enforceAssociatedVariableName: boolean;
  122454. /**
  122455. * Gets or sets the additional types supported by this connection point
  122456. */
  122457. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  122458. /**
  122459. * Gets or sets the additional types excluded by this connection point
  122460. */
  122461. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  122462. /**
  122463. * Observable triggered when this point is connected
  122464. */
  122465. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  122466. /**
  122467. * Gets or sets the associated variable name in the shader
  122468. */
  122469. associatedVariableName: string;
  122470. /**
  122471. * Gets or sets the connection point type (default is float)
  122472. */
  122473. type: NodeMaterialBlockConnectionPointTypes;
  122474. /**
  122475. * Gets or sets the connection point name
  122476. */
  122477. name: string;
  122478. /**
  122479. * Gets or sets a boolean indicating that this connection point can be omitted
  122480. */
  122481. isOptional: boolean;
  122482. /**
  122483. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  122484. */
  122485. define: string;
  122486. /** @hidden */
  122487. _prioritizeVertex: boolean;
  122488. private _target;
  122489. /** Gets or sets the target of that connection point */
  122490. target: NodeMaterialBlockTargets;
  122491. /**
  122492. * Gets a boolean indicating that the current point is connected
  122493. */
  122494. readonly isConnected: boolean;
  122495. /**
  122496. * Gets a boolean indicating that the current point is connected to an input block
  122497. */
  122498. readonly isConnectedToInputBlock: boolean;
  122499. /**
  122500. * Gets a the connected input block (if any)
  122501. */
  122502. readonly connectInputBlock: Nullable<InputBlock>;
  122503. /** Get the other side of the connection (if any) */
  122504. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  122505. /** Get the block that owns this connection point */
  122506. readonly ownerBlock: NodeMaterialBlock;
  122507. /** Get the block connected on the other side of this connection (if any) */
  122508. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  122509. /** Get the block connected on the endpoints of this connection (if any) */
  122510. readonly connectedBlocks: Array<NodeMaterialBlock>;
  122511. /** Gets the list of connected endpoints */
  122512. readonly endpoints: NodeMaterialConnectionPoint[];
  122513. /** Gets a boolean indicating if that output point is connected to at least one input */
  122514. readonly hasEndpoints: boolean;
  122515. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  122516. readonly isConnectedInVertexShader: boolean;
  122517. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  122518. readonly isConnectedInFragmentShader: boolean;
  122519. /**
  122520. * Creates a new connection point
  122521. * @param name defines the connection point name
  122522. * @param ownerBlock defines the block hosting this connection point
  122523. */
  122524. constructor(name: string, ownerBlock: NodeMaterialBlock);
  122525. /**
  122526. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  122527. * @returns the class name
  122528. */
  122529. getClassName(): string;
  122530. /**
  122531. * Gets a boolean indicating if the current point can be connected to another point
  122532. * @param connectionPoint defines the other connection point
  122533. * @returns a boolean
  122534. */
  122535. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  122536. /**
  122537. * Gets a number indicating if the current point can be connected to another point
  122538. * @param connectionPoint defines the other connection point
  122539. * @returns a number defining the compatibility state
  122540. */
  122541. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  122542. /**
  122543. * Connect this point to another connection point
  122544. * @param connectionPoint defines the other connection point
  122545. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  122546. * @returns the current connection point
  122547. */
  122548. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  122549. /**
  122550. * Disconnect this point from one of his endpoint
  122551. * @param endpoint defines the other connection point
  122552. * @returns the current connection point
  122553. */
  122554. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  122555. /**
  122556. * Serializes this point in a JSON representation
  122557. * @returns the serialized point object
  122558. */
  122559. serialize(): any;
  122560. /**
  122561. * Release resources
  122562. */
  122563. dispose(): void;
  122564. }
  122565. }
  122566. declare module BABYLON {
  122567. /**
  122568. * Block used to add support for vertex skinning (bones)
  122569. */
  122570. export class BonesBlock extends NodeMaterialBlock {
  122571. /**
  122572. * Creates a new BonesBlock
  122573. * @param name defines the block name
  122574. */
  122575. constructor(name: string);
  122576. /**
  122577. * Initialize the block and prepare the context for build
  122578. * @param state defines the state that will be used for the build
  122579. */
  122580. initialize(state: NodeMaterialBuildState): void;
  122581. /**
  122582. * Gets the current class name
  122583. * @returns the class name
  122584. */
  122585. getClassName(): string;
  122586. /**
  122587. * Gets the matrix indices input component
  122588. */
  122589. readonly matricesIndices: NodeMaterialConnectionPoint;
  122590. /**
  122591. * Gets the matrix weights input component
  122592. */
  122593. readonly matricesWeights: NodeMaterialConnectionPoint;
  122594. /**
  122595. * Gets the extra matrix indices input component
  122596. */
  122597. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  122598. /**
  122599. * Gets the extra matrix weights input component
  122600. */
  122601. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  122602. /**
  122603. * Gets the world input component
  122604. */
  122605. readonly world: NodeMaterialConnectionPoint;
  122606. /**
  122607. * Gets the output component
  122608. */
  122609. readonly output: NodeMaterialConnectionPoint;
  122610. autoConfigure(material: NodeMaterial): void;
  122611. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  122612. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122613. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122614. protected _buildBlock(state: NodeMaterialBuildState): this;
  122615. }
  122616. }
  122617. declare module BABYLON {
  122618. /**
  122619. * Block used to add support for instances
  122620. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  122621. */
  122622. export class InstancesBlock extends NodeMaterialBlock {
  122623. /**
  122624. * Creates a new InstancesBlock
  122625. * @param name defines the block name
  122626. */
  122627. constructor(name: string);
  122628. /**
  122629. * Gets the current class name
  122630. * @returns the class name
  122631. */
  122632. getClassName(): string;
  122633. /**
  122634. * Gets the first world row input component
  122635. */
  122636. readonly world0: NodeMaterialConnectionPoint;
  122637. /**
  122638. * Gets the second world row input component
  122639. */
  122640. readonly world1: NodeMaterialConnectionPoint;
  122641. /**
  122642. * Gets the third world row input component
  122643. */
  122644. readonly world2: NodeMaterialConnectionPoint;
  122645. /**
  122646. * Gets the forth world row input component
  122647. */
  122648. readonly world3: NodeMaterialConnectionPoint;
  122649. /**
  122650. * Gets the world input component
  122651. */
  122652. readonly world: NodeMaterialConnectionPoint;
  122653. /**
  122654. * Gets the output component
  122655. */
  122656. readonly output: NodeMaterialConnectionPoint;
  122657. autoConfigure(material: NodeMaterial): void;
  122658. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122659. protected _buildBlock(state: NodeMaterialBuildState): this;
  122660. }
  122661. }
  122662. declare module BABYLON {
  122663. /**
  122664. * Block used to add morph targets support to vertex shader
  122665. */
  122666. export class MorphTargetsBlock extends NodeMaterialBlock {
  122667. private _repeatableContentAnchor;
  122668. private _repeatebleContentGenerated;
  122669. /**
  122670. * Create a new MorphTargetsBlock
  122671. * @param name defines the block name
  122672. */
  122673. constructor(name: string);
  122674. /**
  122675. * Gets the current class name
  122676. * @returns the class name
  122677. */
  122678. getClassName(): string;
  122679. /**
  122680. * Gets the position input component
  122681. */
  122682. readonly position: NodeMaterialConnectionPoint;
  122683. /**
  122684. * Gets the normal input component
  122685. */
  122686. readonly normal: NodeMaterialConnectionPoint;
  122687. /**
  122688. * Gets the tangent input component
  122689. */
  122690. readonly tangent: NodeMaterialConnectionPoint;
  122691. /**
  122692. * Gets the tangent input component
  122693. */
  122694. readonly uv: NodeMaterialConnectionPoint;
  122695. /**
  122696. * Gets the position output component
  122697. */
  122698. readonly positionOutput: NodeMaterialConnectionPoint;
  122699. /**
  122700. * Gets the normal output component
  122701. */
  122702. readonly normalOutput: NodeMaterialConnectionPoint;
  122703. /**
  122704. * Gets the tangent output component
  122705. */
  122706. readonly tangentOutput: NodeMaterialConnectionPoint;
  122707. /**
  122708. * Gets the tangent output component
  122709. */
  122710. readonly uvOutput: NodeMaterialConnectionPoint;
  122711. initialize(state: NodeMaterialBuildState): void;
  122712. autoConfigure(material: NodeMaterial): void;
  122713. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122714. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122715. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  122716. protected _buildBlock(state: NodeMaterialBuildState): this;
  122717. }
  122718. }
  122719. declare module BABYLON {
  122720. /**
  122721. * Block used to get data information from a light
  122722. */
  122723. export class LightInformationBlock extends NodeMaterialBlock {
  122724. private _lightDataUniformName;
  122725. private _lightColorUniformName;
  122726. private _lightTypeDefineName;
  122727. /**
  122728. * Gets or sets the light associated with this block
  122729. */
  122730. light: Nullable<Light>;
  122731. /**
  122732. * Creates a new LightInformationBlock
  122733. * @param name defines the block name
  122734. */
  122735. constructor(name: string);
  122736. /**
  122737. * Gets the current class name
  122738. * @returns the class name
  122739. */
  122740. getClassName(): string;
  122741. /**
  122742. * Gets the world position input component
  122743. */
  122744. readonly worldPosition: NodeMaterialConnectionPoint;
  122745. /**
  122746. * Gets the direction output component
  122747. */
  122748. readonly direction: NodeMaterialConnectionPoint;
  122749. /**
  122750. * Gets the direction output component
  122751. */
  122752. readonly color: NodeMaterialConnectionPoint;
  122753. /**
  122754. * Gets the direction output component
  122755. */
  122756. readonly intensity: NodeMaterialConnectionPoint;
  122757. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122758. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122759. protected _buildBlock(state: NodeMaterialBuildState): this;
  122760. serialize(): any;
  122761. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122762. }
  122763. }
  122764. declare module BABYLON {
  122765. /**
  122766. * Block used to add image processing support to fragment shader
  122767. */
  122768. export class ImageProcessingBlock extends NodeMaterialBlock {
  122769. /**
  122770. * Create a new ImageProcessingBlock
  122771. * @param name defines the block name
  122772. */
  122773. constructor(name: string);
  122774. /**
  122775. * Gets the current class name
  122776. * @returns the class name
  122777. */
  122778. getClassName(): string;
  122779. /**
  122780. * Gets the color input component
  122781. */
  122782. readonly color: NodeMaterialConnectionPoint;
  122783. /**
  122784. * Gets the output component
  122785. */
  122786. readonly output: NodeMaterialConnectionPoint;
  122787. /**
  122788. * Initialize the block and prepare the context for build
  122789. * @param state defines the state that will be used for the build
  122790. */
  122791. initialize(state: NodeMaterialBuildState): void;
  122792. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  122793. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122794. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122795. protected _buildBlock(state: NodeMaterialBuildState): this;
  122796. }
  122797. }
  122798. declare module BABYLON {
  122799. /**
  122800. * Block used to pertub normals based on a normal map
  122801. */
  122802. export class PerturbNormalBlock extends NodeMaterialBlock {
  122803. private _tangentSpaceParameterName;
  122804. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  122805. invertX: boolean;
  122806. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  122807. invertY: boolean;
  122808. /**
  122809. * Create a new PerturbNormalBlock
  122810. * @param name defines the block name
  122811. */
  122812. constructor(name: string);
  122813. /**
  122814. * Gets the current class name
  122815. * @returns the class name
  122816. */
  122817. getClassName(): string;
  122818. /**
  122819. * Gets the world position input component
  122820. */
  122821. readonly worldPosition: NodeMaterialConnectionPoint;
  122822. /**
  122823. * Gets the world normal input component
  122824. */
  122825. readonly worldNormal: NodeMaterialConnectionPoint;
  122826. /**
  122827. * Gets the uv input component
  122828. */
  122829. readonly uv: NodeMaterialConnectionPoint;
  122830. /**
  122831. * Gets the normal map color input component
  122832. */
  122833. readonly normalMapColor: NodeMaterialConnectionPoint;
  122834. /**
  122835. * Gets the strength input component
  122836. */
  122837. readonly strength: NodeMaterialConnectionPoint;
  122838. /**
  122839. * Gets the output component
  122840. */
  122841. readonly output: NodeMaterialConnectionPoint;
  122842. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122843. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122844. autoConfigure(material: NodeMaterial): void;
  122845. protected _buildBlock(state: NodeMaterialBuildState): this;
  122846. protected _dumpPropertiesCode(): string;
  122847. serialize(): any;
  122848. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122849. }
  122850. }
  122851. declare module BABYLON {
  122852. /**
  122853. * Block used to discard a pixel if a value is smaller than a cutoff
  122854. */
  122855. export class DiscardBlock extends NodeMaterialBlock {
  122856. /**
  122857. * Create a new DiscardBlock
  122858. * @param name defines the block name
  122859. */
  122860. constructor(name: string);
  122861. /**
  122862. * Gets the current class name
  122863. * @returns the class name
  122864. */
  122865. getClassName(): string;
  122866. /**
  122867. * Gets the color input component
  122868. */
  122869. readonly value: NodeMaterialConnectionPoint;
  122870. /**
  122871. * Gets the cutoff input component
  122872. */
  122873. readonly cutoff: NodeMaterialConnectionPoint;
  122874. protected _buildBlock(state: NodeMaterialBuildState): this;
  122875. }
  122876. }
  122877. declare module BABYLON {
  122878. /**
  122879. * Block used to test if the fragment shader is front facing
  122880. */
  122881. export class FrontFacingBlock extends NodeMaterialBlock {
  122882. /**
  122883. * Creates a new FrontFacingBlock
  122884. * @param name defines the block name
  122885. */
  122886. constructor(name: string);
  122887. /**
  122888. * Gets the current class name
  122889. * @returns the class name
  122890. */
  122891. getClassName(): string;
  122892. /**
  122893. * Gets the output component
  122894. */
  122895. readonly output: NodeMaterialConnectionPoint;
  122896. protected _buildBlock(state: NodeMaterialBuildState): this;
  122897. }
  122898. }
  122899. declare module BABYLON {
  122900. /**
  122901. * Block used to add support for scene fog
  122902. */
  122903. export class FogBlock extends NodeMaterialBlock {
  122904. private _fogDistanceName;
  122905. private _fogParameters;
  122906. /**
  122907. * Create a new FogBlock
  122908. * @param name defines the block name
  122909. */
  122910. constructor(name: string);
  122911. /**
  122912. * Gets the current class name
  122913. * @returns the class name
  122914. */
  122915. getClassName(): string;
  122916. /**
  122917. * Gets the world position input component
  122918. */
  122919. readonly worldPosition: NodeMaterialConnectionPoint;
  122920. /**
  122921. * Gets the view input component
  122922. */
  122923. readonly view: NodeMaterialConnectionPoint;
  122924. /**
  122925. * Gets the color input component
  122926. */
  122927. readonly input: NodeMaterialConnectionPoint;
  122928. /**
  122929. * Gets the fog color input component
  122930. */
  122931. readonly fogColor: NodeMaterialConnectionPoint;
  122932. /**
  122933. * Gets the output component
  122934. */
  122935. readonly output: NodeMaterialConnectionPoint;
  122936. autoConfigure(material: NodeMaterial): void;
  122937. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122938. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122939. protected _buildBlock(state: NodeMaterialBuildState): this;
  122940. }
  122941. }
  122942. declare module BABYLON {
  122943. /**
  122944. * Block used to add light in the fragment shader
  122945. */
  122946. export class LightBlock extends NodeMaterialBlock {
  122947. private _lightId;
  122948. /**
  122949. * Gets or sets the light associated with this block
  122950. */
  122951. light: Nullable<Light>;
  122952. /**
  122953. * Create a new LightBlock
  122954. * @param name defines the block name
  122955. */
  122956. constructor(name: string);
  122957. /**
  122958. * Gets the current class name
  122959. * @returns the class name
  122960. */
  122961. getClassName(): string;
  122962. /**
  122963. * Gets the world position input component
  122964. */
  122965. readonly worldPosition: NodeMaterialConnectionPoint;
  122966. /**
  122967. * Gets the world normal input component
  122968. */
  122969. readonly worldNormal: NodeMaterialConnectionPoint;
  122970. /**
  122971. * Gets the camera (or eye) position component
  122972. */
  122973. readonly cameraPosition: NodeMaterialConnectionPoint;
  122974. /**
  122975. * Gets the glossiness component
  122976. */
  122977. readonly glossiness: NodeMaterialConnectionPoint;
  122978. /**
  122979. * Gets the glossinness power component
  122980. */
  122981. readonly glossPower: NodeMaterialConnectionPoint;
  122982. /**
  122983. * Gets the diffuse color component
  122984. */
  122985. readonly diffuseColor: NodeMaterialConnectionPoint;
  122986. /**
  122987. * Gets the specular color component
  122988. */
  122989. readonly specularColor: NodeMaterialConnectionPoint;
  122990. /**
  122991. * Gets the diffuse output component
  122992. */
  122993. readonly diffuseOutput: NodeMaterialConnectionPoint;
  122994. /**
  122995. * Gets the specular output component
  122996. */
  122997. readonly specularOutput: NodeMaterialConnectionPoint;
  122998. autoConfigure(material: NodeMaterial): void;
  122999. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123000. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  123001. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123002. private _injectVertexCode;
  123003. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123004. serialize(): any;
  123005. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123006. }
  123007. }
  123008. declare module BABYLON {
  123009. /**
  123010. * Block used to multiply 2 values
  123011. */
  123012. export class MultiplyBlock extends NodeMaterialBlock {
  123013. /**
  123014. * Creates a new MultiplyBlock
  123015. * @param name defines the block name
  123016. */
  123017. constructor(name: string);
  123018. /**
  123019. * Gets the current class name
  123020. * @returns the class name
  123021. */
  123022. getClassName(): string;
  123023. /**
  123024. * Gets the left operand input component
  123025. */
  123026. readonly left: NodeMaterialConnectionPoint;
  123027. /**
  123028. * Gets the right operand input component
  123029. */
  123030. readonly right: NodeMaterialConnectionPoint;
  123031. /**
  123032. * Gets the output component
  123033. */
  123034. readonly output: NodeMaterialConnectionPoint;
  123035. protected _buildBlock(state: NodeMaterialBuildState): this;
  123036. }
  123037. }
  123038. declare module BABYLON {
  123039. /**
  123040. * Block used to add 2 vectors
  123041. */
  123042. export class AddBlock extends NodeMaterialBlock {
  123043. /**
  123044. * Creates a new AddBlock
  123045. * @param name defines the block name
  123046. */
  123047. constructor(name: string);
  123048. /**
  123049. * Gets the current class name
  123050. * @returns the class name
  123051. */
  123052. getClassName(): string;
  123053. /**
  123054. * Gets the left operand input component
  123055. */
  123056. readonly left: NodeMaterialConnectionPoint;
  123057. /**
  123058. * Gets the right operand input component
  123059. */
  123060. readonly right: NodeMaterialConnectionPoint;
  123061. /**
  123062. * Gets the output component
  123063. */
  123064. readonly output: NodeMaterialConnectionPoint;
  123065. protected _buildBlock(state: NodeMaterialBuildState): this;
  123066. }
  123067. }
  123068. declare module BABYLON {
  123069. /**
  123070. * Block used to scale a vector by a float
  123071. */
  123072. export class ScaleBlock extends NodeMaterialBlock {
  123073. /**
  123074. * Creates a new ScaleBlock
  123075. * @param name defines the block name
  123076. */
  123077. constructor(name: string);
  123078. /**
  123079. * Gets the current class name
  123080. * @returns the class name
  123081. */
  123082. getClassName(): string;
  123083. /**
  123084. * Gets the input component
  123085. */
  123086. readonly input: NodeMaterialConnectionPoint;
  123087. /**
  123088. * Gets the factor input component
  123089. */
  123090. readonly factor: NodeMaterialConnectionPoint;
  123091. /**
  123092. * Gets the output component
  123093. */
  123094. readonly output: NodeMaterialConnectionPoint;
  123095. protected _buildBlock(state: NodeMaterialBuildState): this;
  123096. }
  123097. }
  123098. declare module BABYLON {
  123099. /**
  123100. * Block used to clamp a float
  123101. */
  123102. export class ClampBlock extends NodeMaterialBlock {
  123103. /** Gets or sets the minimum range */
  123104. minimum: number;
  123105. /** Gets or sets the maximum range */
  123106. maximum: number;
  123107. /**
  123108. * Creates a new ClampBlock
  123109. * @param name defines the block name
  123110. */
  123111. constructor(name: string);
  123112. /**
  123113. * Gets the current class name
  123114. * @returns the class name
  123115. */
  123116. getClassName(): string;
  123117. /**
  123118. * Gets the value input component
  123119. */
  123120. readonly value: NodeMaterialConnectionPoint;
  123121. /**
  123122. * Gets the output component
  123123. */
  123124. readonly output: NodeMaterialConnectionPoint;
  123125. protected _buildBlock(state: NodeMaterialBuildState): this;
  123126. protected _dumpPropertiesCode(): string;
  123127. serialize(): any;
  123128. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123129. }
  123130. }
  123131. declare module BABYLON {
  123132. /**
  123133. * Block used to apply a cross product between 2 vectors
  123134. */
  123135. export class CrossBlock extends NodeMaterialBlock {
  123136. /**
  123137. * Creates a new CrossBlock
  123138. * @param name defines the block name
  123139. */
  123140. constructor(name: string);
  123141. /**
  123142. * Gets the current class name
  123143. * @returns the class name
  123144. */
  123145. getClassName(): string;
  123146. /**
  123147. * Gets the left operand input component
  123148. */
  123149. readonly left: NodeMaterialConnectionPoint;
  123150. /**
  123151. * Gets the right operand input component
  123152. */
  123153. readonly right: NodeMaterialConnectionPoint;
  123154. /**
  123155. * Gets the output component
  123156. */
  123157. readonly output: NodeMaterialConnectionPoint;
  123158. protected _buildBlock(state: NodeMaterialBuildState): this;
  123159. }
  123160. }
  123161. declare module BABYLON {
  123162. /**
  123163. * Block used to apply a dot product between 2 vectors
  123164. */
  123165. export class DotBlock extends NodeMaterialBlock {
  123166. /**
  123167. * Creates a new DotBlock
  123168. * @param name defines the block name
  123169. */
  123170. constructor(name: string);
  123171. /**
  123172. * Gets the current class name
  123173. * @returns the class name
  123174. */
  123175. getClassName(): string;
  123176. /**
  123177. * Gets the left operand input component
  123178. */
  123179. readonly left: NodeMaterialConnectionPoint;
  123180. /**
  123181. * Gets the right operand input component
  123182. */
  123183. readonly right: NodeMaterialConnectionPoint;
  123184. /**
  123185. * Gets the output component
  123186. */
  123187. readonly output: NodeMaterialConnectionPoint;
  123188. protected _buildBlock(state: NodeMaterialBuildState): this;
  123189. }
  123190. }
  123191. declare module BABYLON {
  123192. /**
  123193. * Block used to remap a float from a range to a new one
  123194. */
  123195. export class RemapBlock extends NodeMaterialBlock {
  123196. /**
  123197. * Gets or sets the source range
  123198. */
  123199. sourceRange: Vector2;
  123200. /**
  123201. * Gets or sets the target range
  123202. */
  123203. targetRange: Vector2;
  123204. /**
  123205. * Creates a new RemapBlock
  123206. * @param name defines the block name
  123207. */
  123208. constructor(name: string);
  123209. /**
  123210. * Gets the current class name
  123211. * @returns the class name
  123212. */
  123213. getClassName(): string;
  123214. /**
  123215. * Gets the input component
  123216. */
  123217. readonly input: NodeMaterialConnectionPoint;
  123218. /**
  123219. * Gets the source min input component
  123220. */
  123221. readonly sourceMin: NodeMaterialConnectionPoint;
  123222. /**
  123223. * Gets the source max input component
  123224. */
  123225. readonly sourceMax: NodeMaterialConnectionPoint;
  123226. /**
  123227. * Gets the target min input component
  123228. */
  123229. readonly targetMin: NodeMaterialConnectionPoint;
  123230. /**
  123231. * Gets the target max input component
  123232. */
  123233. readonly targetMax: NodeMaterialConnectionPoint;
  123234. /**
  123235. * Gets the output component
  123236. */
  123237. readonly output: NodeMaterialConnectionPoint;
  123238. protected _buildBlock(state: NodeMaterialBuildState): this;
  123239. protected _dumpPropertiesCode(): string;
  123240. serialize(): any;
  123241. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123242. }
  123243. }
  123244. declare module BABYLON {
  123245. /**
  123246. * Block used to normalize a vector
  123247. */
  123248. export class NormalizeBlock extends NodeMaterialBlock {
  123249. /**
  123250. * Creates a new NormalizeBlock
  123251. * @param name defines the block name
  123252. */
  123253. constructor(name: string);
  123254. /**
  123255. * Gets the current class name
  123256. * @returns the class name
  123257. */
  123258. getClassName(): string;
  123259. /**
  123260. * Gets the input component
  123261. */
  123262. readonly input: NodeMaterialConnectionPoint;
  123263. /**
  123264. * Gets the output component
  123265. */
  123266. readonly output: NodeMaterialConnectionPoint;
  123267. protected _buildBlock(state: NodeMaterialBuildState): this;
  123268. }
  123269. }
  123270. declare module BABYLON {
  123271. /**
  123272. * Operations supported by the Trigonometry block
  123273. */
  123274. export enum TrigonometryBlockOperations {
  123275. /** Cos */
  123276. Cos = 0,
  123277. /** Sin */
  123278. Sin = 1,
  123279. /** Abs */
  123280. Abs = 2,
  123281. /** Exp */
  123282. Exp = 3,
  123283. /** Exp2 */
  123284. Exp2 = 4,
  123285. /** Round */
  123286. Round = 5,
  123287. /** Floor */
  123288. Floor = 6,
  123289. /** Ceiling */
  123290. Ceiling = 7,
  123291. /** Square root */
  123292. Sqrt = 8,
  123293. /** Log */
  123294. Log = 9,
  123295. /** Tangent */
  123296. Tan = 10,
  123297. /** Arc tangent */
  123298. ArcTan = 11,
  123299. /** Arc cosinus */
  123300. ArcCos = 12,
  123301. /** Arc sinus */
  123302. ArcSin = 13,
  123303. /** Fraction */
  123304. Fract = 14,
  123305. /** Sign */
  123306. Sign = 15,
  123307. /** To radians (from degrees) */
  123308. Radians = 16,
  123309. /** To degrees (from radians) */
  123310. Degrees = 17
  123311. }
  123312. /**
  123313. * Block used to apply trigonometry operation to floats
  123314. */
  123315. export class TrigonometryBlock extends NodeMaterialBlock {
  123316. /**
  123317. * Gets or sets the operation applied by the block
  123318. */
  123319. operation: TrigonometryBlockOperations;
  123320. /**
  123321. * Creates a new TrigonometryBlock
  123322. * @param name defines the block name
  123323. */
  123324. constructor(name: string);
  123325. /**
  123326. * Gets the current class name
  123327. * @returns the class name
  123328. */
  123329. getClassName(): string;
  123330. /**
  123331. * Gets the input component
  123332. */
  123333. readonly input: NodeMaterialConnectionPoint;
  123334. /**
  123335. * Gets the output component
  123336. */
  123337. readonly output: NodeMaterialConnectionPoint;
  123338. protected _buildBlock(state: NodeMaterialBuildState): this;
  123339. serialize(): any;
  123340. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123341. }
  123342. }
  123343. declare module BABYLON {
  123344. /**
  123345. * Block used to create a Color3/4 out of individual inputs (one for each component)
  123346. */
  123347. export class ColorMergerBlock extends NodeMaterialBlock {
  123348. /**
  123349. * Create a new ColorMergerBlock
  123350. * @param name defines the block name
  123351. */
  123352. constructor(name: string);
  123353. /**
  123354. * Gets the current class name
  123355. * @returns the class name
  123356. */
  123357. getClassName(): string;
  123358. /**
  123359. * Gets the r component (input)
  123360. */
  123361. readonly r: NodeMaterialConnectionPoint;
  123362. /**
  123363. * Gets the g component (input)
  123364. */
  123365. readonly g: NodeMaterialConnectionPoint;
  123366. /**
  123367. * Gets the b component (input)
  123368. */
  123369. readonly b: NodeMaterialConnectionPoint;
  123370. /**
  123371. * Gets the a component (input)
  123372. */
  123373. readonly a: NodeMaterialConnectionPoint;
  123374. /**
  123375. * Gets the rgba component (output)
  123376. */
  123377. readonly rgba: NodeMaterialConnectionPoint;
  123378. /**
  123379. * Gets the rgb component (output)
  123380. */
  123381. readonly rgb: NodeMaterialConnectionPoint;
  123382. protected _buildBlock(state: NodeMaterialBuildState): this;
  123383. }
  123384. }
  123385. declare module BABYLON {
  123386. /**
  123387. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  123388. */
  123389. export class VectorMergerBlock extends NodeMaterialBlock {
  123390. /**
  123391. * Create a new VectorMergerBlock
  123392. * @param name defines the block name
  123393. */
  123394. constructor(name: string);
  123395. /**
  123396. * Gets the current class name
  123397. * @returns the class name
  123398. */
  123399. getClassName(): string;
  123400. /**
  123401. * Gets the x component (input)
  123402. */
  123403. readonly x: NodeMaterialConnectionPoint;
  123404. /**
  123405. * Gets the y component (input)
  123406. */
  123407. readonly y: NodeMaterialConnectionPoint;
  123408. /**
  123409. * Gets the z component (input)
  123410. */
  123411. readonly z: NodeMaterialConnectionPoint;
  123412. /**
  123413. * Gets the w component (input)
  123414. */
  123415. readonly w: NodeMaterialConnectionPoint;
  123416. /**
  123417. * Gets the xyzw component (output)
  123418. */
  123419. readonly xyzw: NodeMaterialConnectionPoint;
  123420. /**
  123421. * Gets the xyz component (output)
  123422. */
  123423. readonly xyz: NodeMaterialConnectionPoint;
  123424. /**
  123425. * Gets the xy component (output)
  123426. */
  123427. readonly xy: NodeMaterialConnectionPoint;
  123428. protected _buildBlock(state: NodeMaterialBuildState): this;
  123429. }
  123430. }
  123431. declare module BABYLON {
  123432. /**
  123433. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  123434. */
  123435. export class ColorSplitterBlock extends NodeMaterialBlock {
  123436. /**
  123437. * Create a new ColorSplitterBlock
  123438. * @param name defines the block name
  123439. */
  123440. constructor(name: string);
  123441. /**
  123442. * Gets the current class name
  123443. * @returns the class name
  123444. */
  123445. getClassName(): string;
  123446. /**
  123447. * Gets the rgba component (input)
  123448. */
  123449. readonly rgba: NodeMaterialConnectionPoint;
  123450. /**
  123451. * Gets the rgb component (input)
  123452. */
  123453. readonly rgbIn: NodeMaterialConnectionPoint;
  123454. /**
  123455. * Gets the rgb component (output)
  123456. */
  123457. readonly rgbOut: NodeMaterialConnectionPoint;
  123458. /**
  123459. * Gets the r component (output)
  123460. */
  123461. readonly r: NodeMaterialConnectionPoint;
  123462. /**
  123463. * Gets the g component (output)
  123464. */
  123465. readonly g: NodeMaterialConnectionPoint;
  123466. /**
  123467. * Gets the b component (output)
  123468. */
  123469. readonly b: NodeMaterialConnectionPoint;
  123470. /**
  123471. * Gets the a component (output)
  123472. */
  123473. readonly a: NodeMaterialConnectionPoint;
  123474. protected _inputRename(name: string): string;
  123475. protected _outputRename(name: string): string;
  123476. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123477. }
  123478. }
  123479. declare module BABYLON {
  123480. /**
  123481. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  123482. */
  123483. export class VectorSplitterBlock extends NodeMaterialBlock {
  123484. /**
  123485. * Create a new VectorSplitterBlock
  123486. * @param name defines the block name
  123487. */
  123488. constructor(name: string);
  123489. /**
  123490. * Gets the current class name
  123491. * @returns the class name
  123492. */
  123493. getClassName(): string;
  123494. /**
  123495. * Gets the xyzw component (input)
  123496. */
  123497. readonly xyzw: NodeMaterialConnectionPoint;
  123498. /**
  123499. * Gets the xyz component (input)
  123500. */
  123501. readonly xyzIn: NodeMaterialConnectionPoint;
  123502. /**
  123503. * Gets the xy component (input)
  123504. */
  123505. readonly xyIn: NodeMaterialConnectionPoint;
  123506. /**
  123507. * Gets the xyz component (output)
  123508. */
  123509. readonly xyzOut: NodeMaterialConnectionPoint;
  123510. /**
  123511. * Gets the xy component (output)
  123512. */
  123513. readonly xyOut: NodeMaterialConnectionPoint;
  123514. /**
  123515. * Gets the x component (output)
  123516. */
  123517. readonly x: NodeMaterialConnectionPoint;
  123518. /**
  123519. * Gets the y component (output)
  123520. */
  123521. readonly y: NodeMaterialConnectionPoint;
  123522. /**
  123523. * Gets the z component (output)
  123524. */
  123525. readonly z: NodeMaterialConnectionPoint;
  123526. /**
  123527. * Gets the w component (output)
  123528. */
  123529. readonly w: NodeMaterialConnectionPoint;
  123530. protected _inputRename(name: string): string;
  123531. protected _outputRename(name: string): string;
  123532. protected _buildBlock(state: NodeMaterialBuildState): this;
  123533. }
  123534. }
  123535. declare module BABYLON {
  123536. /**
  123537. * Block used to lerp between 2 values
  123538. */
  123539. export class LerpBlock extends NodeMaterialBlock {
  123540. /**
  123541. * Creates a new LerpBlock
  123542. * @param name defines the block name
  123543. */
  123544. constructor(name: string);
  123545. /**
  123546. * Gets the current class name
  123547. * @returns the class name
  123548. */
  123549. getClassName(): string;
  123550. /**
  123551. * Gets the left operand input component
  123552. */
  123553. readonly left: NodeMaterialConnectionPoint;
  123554. /**
  123555. * Gets the right operand input component
  123556. */
  123557. readonly right: NodeMaterialConnectionPoint;
  123558. /**
  123559. * Gets the gradient operand input component
  123560. */
  123561. readonly gradient: NodeMaterialConnectionPoint;
  123562. /**
  123563. * Gets the output component
  123564. */
  123565. readonly output: NodeMaterialConnectionPoint;
  123566. protected _buildBlock(state: NodeMaterialBuildState): this;
  123567. }
  123568. }
  123569. declare module BABYLON {
  123570. /**
  123571. * Block used to divide 2 vectors
  123572. */
  123573. export class DivideBlock extends NodeMaterialBlock {
  123574. /**
  123575. * Creates a new DivideBlock
  123576. * @param name defines the block name
  123577. */
  123578. constructor(name: string);
  123579. /**
  123580. * Gets the current class name
  123581. * @returns the class name
  123582. */
  123583. getClassName(): string;
  123584. /**
  123585. * Gets the left operand input component
  123586. */
  123587. readonly left: NodeMaterialConnectionPoint;
  123588. /**
  123589. * Gets the right operand input component
  123590. */
  123591. readonly right: NodeMaterialConnectionPoint;
  123592. /**
  123593. * Gets the output component
  123594. */
  123595. readonly output: NodeMaterialConnectionPoint;
  123596. protected _buildBlock(state: NodeMaterialBuildState): this;
  123597. }
  123598. }
  123599. declare module BABYLON {
  123600. /**
  123601. * Block used to subtract 2 vectors
  123602. */
  123603. export class SubtractBlock extends NodeMaterialBlock {
  123604. /**
  123605. * Creates a new SubtractBlock
  123606. * @param name defines the block name
  123607. */
  123608. constructor(name: string);
  123609. /**
  123610. * Gets the current class name
  123611. * @returns the class name
  123612. */
  123613. getClassName(): string;
  123614. /**
  123615. * Gets the left operand input component
  123616. */
  123617. readonly left: NodeMaterialConnectionPoint;
  123618. /**
  123619. * Gets the right operand input component
  123620. */
  123621. readonly right: NodeMaterialConnectionPoint;
  123622. /**
  123623. * Gets the output component
  123624. */
  123625. readonly output: NodeMaterialConnectionPoint;
  123626. protected _buildBlock(state: NodeMaterialBuildState): this;
  123627. }
  123628. }
  123629. declare module BABYLON {
  123630. /**
  123631. * Block used to step a value
  123632. */
  123633. export class StepBlock extends NodeMaterialBlock {
  123634. /**
  123635. * Creates a new StepBlock
  123636. * @param name defines the block name
  123637. */
  123638. constructor(name: string);
  123639. /**
  123640. * Gets the current class name
  123641. * @returns the class name
  123642. */
  123643. getClassName(): string;
  123644. /**
  123645. * Gets the value operand input component
  123646. */
  123647. readonly value: NodeMaterialConnectionPoint;
  123648. /**
  123649. * Gets the edge operand input component
  123650. */
  123651. readonly edge: NodeMaterialConnectionPoint;
  123652. /**
  123653. * Gets the output component
  123654. */
  123655. readonly output: NodeMaterialConnectionPoint;
  123656. protected _buildBlock(state: NodeMaterialBuildState): this;
  123657. }
  123658. }
  123659. declare module BABYLON {
  123660. /**
  123661. * Block used to get the opposite (1 - x) of a value
  123662. */
  123663. export class OneMinusBlock extends NodeMaterialBlock {
  123664. /**
  123665. * Creates a new OneMinusBlock
  123666. * @param name defines the block name
  123667. */
  123668. constructor(name: string);
  123669. /**
  123670. * Gets the current class name
  123671. * @returns the class name
  123672. */
  123673. getClassName(): string;
  123674. /**
  123675. * Gets the input component
  123676. */
  123677. readonly input: NodeMaterialConnectionPoint;
  123678. /**
  123679. * Gets the output component
  123680. */
  123681. readonly output: NodeMaterialConnectionPoint;
  123682. protected _buildBlock(state: NodeMaterialBuildState): this;
  123683. }
  123684. }
  123685. declare module BABYLON {
  123686. /**
  123687. * Block used to get the view direction
  123688. */
  123689. export class ViewDirectionBlock extends NodeMaterialBlock {
  123690. /**
  123691. * Creates a new ViewDirectionBlock
  123692. * @param name defines the block name
  123693. */
  123694. constructor(name: string);
  123695. /**
  123696. * Gets the current class name
  123697. * @returns the class name
  123698. */
  123699. getClassName(): string;
  123700. /**
  123701. * Gets the world position component
  123702. */
  123703. readonly worldPosition: NodeMaterialConnectionPoint;
  123704. /**
  123705. * Gets the camera position component
  123706. */
  123707. readonly cameraPosition: NodeMaterialConnectionPoint;
  123708. /**
  123709. * Gets the output component
  123710. */
  123711. readonly output: NodeMaterialConnectionPoint;
  123712. autoConfigure(material: NodeMaterial): void;
  123713. protected _buildBlock(state: NodeMaterialBuildState): this;
  123714. }
  123715. }
  123716. declare module BABYLON {
  123717. /**
  123718. * Block used to compute fresnel value
  123719. */
  123720. export class FresnelBlock extends NodeMaterialBlock {
  123721. /**
  123722. * Create a new FresnelBlock
  123723. * @param name defines the block name
  123724. */
  123725. constructor(name: string);
  123726. /**
  123727. * Gets the current class name
  123728. * @returns the class name
  123729. */
  123730. getClassName(): string;
  123731. /**
  123732. * Gets the world normal input component
  123733. */
  123734. readonly worldNormal: NodeMaterialConnectionPoint;
  123735. /**
  123736. * Gets the view direction input component
  123737. */
  123738. readonly viewDirection: NodeMaterialConnectionPoint;
  123739. /**
  123740. * Gets the bias input component
  123741. */
  123742. readonly bias: NodeMaterialConnectionPoint;
  123743. /**
  123744. * Gets the camera (or eye) position component
  123745. */
  123746. readonly power: NodeMaterialConnectionPoint;
  123747. /**
  123748. * Gets the fresnel output component
  123749. */
  123750. readonly fresnel: NodeMaterialConnectionPoint;
  123751. autoConfigure(material: NodeMaterial): void;
  123752. protected _buildBlock(state: NodeMaterialBuildState): this;
  123753. }
  123754. }
  123755. declare module BABYLON {
  123756. /**
  123757. * Block used to get the max of 2 values
  123758. */
  123759. export class MaxBlock extends NodeMaterialBlock {
  123760. /**
  123761. * Creates a new MaxBlock
  123762. * @param name defines the block name
  123763. */
  123764. constructor(name: string);
  123765. /**
  123766. * Gets the current class name
  123767. * @returns the class name
  123768. */
  123769. getClassName(): string;
  123770. /**
  123771. * Gets the left operand input component
  123772. */
  123773. readonly left: NodeMaterialConnectionPoint;
  123774. /**
  123775. * Gets the right operand input component
  123776. */
  123777. readonly right: NodeMaterialConnectionPoint;
  123778. /**
  123779. * Gets the output component
  123780. */
  123781. readonly output: NodeMaterialConnectionPoint;
  123782. protected _buildBlock(state: NodeMaterialBuildState): this;
  123783. }
  123784. }
  123785. declare module BABYLON {
  123786. /**
  123787. * Block used to get the min of 2 values
  123788. */
  123789. export class MinBlock extends NodeMaterialBlock {
  123790. /**
  123791. * Creates a new MinBlock
  123792. * @param name defines the block name
  123793. */
  123794. constructor(name: string);
  123795. /**
  123796. * Gets the current class name
  123797. * @returns the class name
  123798. */
  123799. getClassName(): string;
  123800. /**
  123801. * Gets the left operand input component
  123802. */
  123803. readonly left: NodeMaterialConnectionPoint;
  123804. /**
  123805. * Gets the right operand input component
  123806. */
  123807. readonly right: NodeMaterialConnectionPoint;
  123808. /**
  123809. * Gets the output component
  123810. */
  123811. readonly output: NodeMaterialConnectionPoint;
  123812. protected _buildBlock(state: NodeMaterialBuildState): this;
  123813. }
  123814. }
  123815. declare module BABYLON {
  123816. /**
  123817. * Block used to get the distance between 2 values
  123818. */
  123819. export class DistanceBlock extends NodeMaterialBlock {
  123820. /**
  123821. * Creates a new DistanceBlock
  123822. * @param name defines the block name
  123823. */
  123824. constructor(name: string);
  123825. /**
  123826. * Gets the current class name
  123827. * @returns the class name
  123828. */
  123829. getClassName(): string;
  123830. /**
  123831. * Gets the left operand input component
  123832. */
  123833. readonly left: NodeMaterialConnectionPoint;
  123834. /**
  123835. * Gets the right operand input component
  123836. */
  123837. readonly right: NodeMaterialConnectionPoint;
  123838. /**
  123839. * Gets the output component
  123840. */
  123841. readonly output: NodeMaterialConnectionPoint;
  123842. protected _buildBlock(state: NodeMaterialBuildState): this;
  123843. }
  123844. }
  123845. declare module BABYLON {
  123846. /**
  123847. * Block used to get the length of a vector
  123848. */
  123849. export class LengthBlock extends NodeMaterialBlock {
  123850. /**
  123851. * Creates a new LengthBlock
  123852. * @param name defines the block name
  123853. */
  123854. constructor(name: string);
  123855. /**
  123856. * Gets the current class name
  123857. * @returns the class name
  123858. */
  123859. getClassName(): string;
  123860. /**
  123861. * Gets the value input component
  123862. */
  123863. readonly value: NodeMaterialConnectionPoint;
  123864. /**
  123865. * Gets the output component
  123866. */
  123867. readonly output: NodeMaterialConnectionPoint;
  123868. protected _buildBlock(state: NodeMaterialBuildState): this;
  123869. }
  123870. }
  123871. declare module BABYLON {
  123872. /**
  123873. * Block used to get negative version of a value (i.e. x * -1)
  123874. */
  123875. export class NegateBlock extends NodeMaterialBlock {
  123876. /**
  123877. * Creates a new NegateBlock
  123878. * @param name defines the block name
  123879. */
  123880. constructor(name: string);
  123881. /**
  123882. * Gets the current class name
  123883. * @returns the class name
  123884. */
  123885. getClassName(): string;
  123886. /**
  123887. * Gets the value input component
  123888. */
  123889. readonly value: NodeMaterialConnectionPoint;
  123890. /**
  123891. * Gets the output component
  123892. */
  123893. readonly output: NodeMaterialConnectionPoint;
  123894. protected _buildBlock(state: NodeMaterialBuildState): this;
  123895. }
  123896. }
  123897. declare module BABYLON {
  123898. /**
  123899. * Block used to get the value of the first parameter raised to the power of the second
  123900. */
  123901. export class PowBlock extends NodeMaterialBlock {
  123902. /**
  123903. * Creates a new PowBlock
  123904. * @param name defines the block name
  123905. */
  123906. constructor(name: string);
  123907. /**
  123908. * Gets the current class name
  123909. * @returns the class name
  123910. */
  123911. getClassName(): string;
  123912. /**
  123913. * Gets the value operand input component
  123914. */
  123915. readonly value: NodeMaterialConnectionPoint;
  123916. /**
  123917. * Gets the power operand input component
  123918. */
  123919. readonly power: NodeMaterialConnectionPoint;
  123920. /**
  123921. * Gets the output component
  123922. */
  123923. readonly output: NodeMaterialConnectionPoint;
  123924. protected _buildBlock(state: NodeMaterialBuildState): this;
  123925. }
  123926. }
  123927. declare module BABYLON {
  123928. /**
  123929. * Block used to get a random number
  123930. */
  123931. export class RandomNumberBlock extends NodeMaterialBlock {
  123932. /**
  123933. * Creates a new RandomNumberBlock
  123934. * @param name defines the block name
  123935. */
  123936. constructor(name: string);
  123937. /**
  123938. * Gets the current class name
  123939. * @returns the class name
  123940. */
  123941. getClassName(): string;
  123942. /**
  123943. * Gets the seed input component
  123944. */
  123945. readonly seed: NodeMaterialConnectionPoint;
  123946. /**
  123947. * Gets the output component
  123948. */
  123949. readonly output: NodeMaterialConnectionPoint;
  123950. protected _buildBlock(state: NodeMaterialBuildState): this;
  123951. }
  123952. }
  123953. declare module BABYLON {
  123954. /**
  123955. * Block used to compute arc tangent of 2 values
  123956. */
  123957. export class ArcTan2Block extends NodeMaterialBlock {
  123958. /**
  123959. * Creates a new ArcTan2Block
  123960. * @param name defines the block name
  123961. */
  123962. constructor(name: string);
  123963. /**
  123964. * Gets the current class name
  123965. * @returns the class name
  123966. */
  123967. getClassName(): string;
  123968. /**
  123969. * Gets the x operand input component
  123970. */
  123971. readonly x: NodeMaterialConnectionPoint;
  123972. /**
  123973. * Gets the y operand input component
  123974. */
  123975. readonly y: NodeMaterialConnectionPoint;
  123976. /**
  123977. * Gets the output component
  123978. */
  123979. readonly output: NodeMaterialConnectionPoint;
  123980. protected _buildBlock(state: NodeMaterialBuildState): this;
  123981. }
  123982. }
  123983. declare module BABYLON {
  123984. /**
  123985. * Block used to smooth step a value
  123986. */
  123987. export class SmoothStepBlock extends NodeMaterialBlock {
  123988. /**
  123989. * Creates a new SmoothStepBlock
  123990. * @param name defines the block name
  123991. */
  123992. constructor(name: string);
  123993. /**
  123994. * Gets the current class name
  123995. * @returns the class name
  123996. */
  123997. getClassName(): string;
  123998. /**
  123999. * Gets the value operand input component
  124000. */
  124001. readonly value: NodeMaterialConnectionPoint;
  124002. /**
  124003. * Gets the first edge operand input component
  124004. */
  124005. readonly edge0: NodeMaterialConnectionPoint;
  124006. /**
  124007. * Gets the second edge operand input component
  124008. */
  124009. readonly edge1: NodeMaterialConnectionPoint;
  124010. /**
  124011. * Gets the output component
  124012. */
  124013. readonly output: NodeMaterialConnectionPoint;
  124014. protected _buildBlock(state: NodeMaterialBuildState): this;
  124015. }
  124016. }
  124017. declare module BABYLON {
  124018. /**
  124019. * Block used to get the reciprocal (1 / x) of a value
  124020. */
  124021. export class ReciprocalBlock extends NodeMaterialBlock {
  124022. /**
  124023. * Creates a new ReciprocalBlock
  124024. * @param name defines the block name
  124025. */
  124026. constructor(name: string);
  124027. /**
  124028. * Gets the current class name
  124029. * @returns the class name
  124030. */
  124031. getClassName(): string;
  124032. /**
  124033. * Gets the input component
  124034. */
  124035. readonly input: NodeMaterialConnectionPoint;
  124036. /**
  124037. * Gets the output component
  124038. */
  124039. readonly output: NodeMaterialConnectionPoint;
  124040. protected _buildBlock(state: NodeMaterialBuildState): this;
  124041. }
  124042. }
  124043. declare module BABYLON {
  124044. /**
  124045. * Block used to replace a color by another one
  124046. */
  124047. export class ReplaceColorBlock extends NodeMaterialBlock {
  124048. /**
  124049. * Creates a new ReplaceColorBlock
  124050. * @param name defines the block name
  124051. */
  124052. constructor(name: string);
  124053. /**
  124054. * Gets the current class name
  124055. * @returns the class name
  124056. */
  124057. getClassName(): string;
  124058. /**
  124059. * Gets the value input component
  124060. */
  124061. readonly value: NodeMaterialConnectionPoint;
  124062. /**
  124063. * Gets the reference input component
  124064. */
  124065. readonly reference: NodeMaterialConnectionPoint;
  124066. /**
  124067. * Gets the distance input component
  124068. */
  124069. readonly distance: NodeMaterialConnectionPoint;
  124070. /**
  124071. * Gets the replacement input component
  124072. */
  124073. readonly replacement: NodeMaterialConnectionPoint;
  124074. /**
  124075. * Gets the output component
  124076. */
  124077. readonly output: NodeMaterialConnectionPoint;
  124078. protected _buildBlock(state: NodeMaterialBuildState): this;
  124079. }
  124080. }
  124081. declare module BABYLON {
  124082. /**
  124083. * Block used to posterize a value
  124084. * @see https://en.wikipedia.org/wiki/Posterization
  124085. */
  124086. export class PosterizeBlock extends NodeMaterialBlock {
  124087. /**
  124088. * Creates a new PosterizeBlock
  124089. * @param name defines the block name
  124090. */
  124091. constructor(name: string);
  124092. /**
  124093. * Gets the current class name
  124094. * @returns the class name
  124095. */
  124096. getClassName(): string;
  124097. /**
  124098. * Gets the value input component
  124099. */
  124100. readonly value: NodeMaterialConnectionPoint;
  124101. /**
  124102. * Gets the steps input component
  124103. */
  124104. readonly steps: NodeMaterialConnectionPoint;
  124105. /**
  124106. * Gets the output component
  124107. */
  124108. readonly output: NodeMaterialConnectionPoint;
  124109. protected _buildBlock(state: NodeMaterialBuildState): this;
  124110. }
  124111. }
  124112. declare module BABYLON {
  124113. /**
  124114. * Operations supported by the Wave block
  124115. */
  124116. export enum WaveBlockKind {
  124117. /** SawTooth */
  124118. SawTooth = 0,
  124119. /** Square */
  124120. Square = 1,
  124121. /** Triangle */
  124122. Triangle = 2
  124123. }
  124124. /**
  124125. * Block used to apply wave operation to floats
  124126. */
  124127. export class WaveBlock extends NodeMaterialBlock {
  124128. /**
  124129. * Gets or sets the kibnd of wave to be applied by the block
  124130. */
  124131. kind: WaveBlockKind;
  124132. /**
  124133. * Creates a new WaveBlock
  124134. * @param name defines the block name
  124135. */
  124136. constructor(name: string);
  124137. /**
  124138. * Gets the current class name
  124139. * @returns the class name
  124140. */
  124141. getClassName(): string;
  124142. /**
  124143. * Gets the input component
  124144. */
  124145. readonly input: NodeMaterialConnectionPoint;
  124146. /**
  124147. * Gets the output component
  124148. */
  124149. readonly output: NodeMaterialConnectionPoint;
  124150. protected _buildBlock(state: NodeMaterialBuildState): this;
  124151. serialize(): any;
  124152. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124153. }
  124154. }
  124155. declare module BABYLON {
  124156. /**
  124157. * Class used to store a color step for the GradientBlock
  124158. */
  124159. export class GradientBlockColorStep {
  124160. /**
  124161. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  124162. */
  124163. step: number;
  124164. /**
  124165. * Gets or sets the color associated with this step
  124166. */
  124167. color: Color3;
  124168. /**
  124169. * Creates a new GradientBlockColorStep
  124170. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  124171. * @param color defines the color associated with this step
  124172. */
  124173. constructor(
  124174. /**
  124175. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  124176. */
  124177. step: number,
  124178. /**
  124179. * Gets or sets the color associated with this step
  124180. */
  124181. color: Color3);
  124182. }
  124183. /**
  124184. * Block used to return a color from a gradient based on an input value between 0 and 1
  124185. */
  124186. export class GradientBlock extends NodeMaterialBlock {
  124187. /**
  124188. * Gets or sets the list of color steps
  124189. */
  124190. colorSteps: GradientBlockColorStep[];
  124191. /**
  124192. * Creates a new GradientBlock
  124193. * @param name defines the block name
  124194. */
  124195. constructor(name: string);
  124196. /**
  124197. * Gets the current class name
  124198. * @returns the class name
  124199. */
  124200. getClassName(): string;
  124201. /**
  124202. * Gets the gradient input component
  124203. */
  124204. readonly gradient: NodeMaterialConnectionPoint;
  124205. /**
  124206. * Gets the output component
  124207. */
  124208. readonly output: NodeMaterialConnectionPoint;
  124209. private _writeColorConstant;
  124210. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  124211. serialize(): any;
  124212. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124213. protected _dumpPropertiesCode(): string;
  124214. }
  124215. }
  124216. declare module BABYLON {
  124217. /**
  124218. * Block used to normalize lerp between 2 values
  124219. */
  124220. export class NLerpBlock extends NodeMaterialBlock {
  124221. /**
  124222. * Creates a new NLerpBlock
  124223. * @param name defines the block name
  124224. */
  124225. constructor(name: string);
  124226. /**
  124227. * Gets the current class name
  124228. * @returns the class name
  124229. */
  124230. getClassName(): string;
  124231. /**
  124232. * Gets the left operand input component
  124233. */
  124234. readonly left: NodeMaterialConnectionPoint;
  124235. /**
  124236. * Gets the right operand input component
  124237. */
  124238. readonly right: NodeMaterialConnectionPoint;
  124239. /**
  124240. * Gets the gradient operand input component
  124241. */
  124242. readonly gradient: NodeMaterialConnectionPoint;
  124243. /**
  124244. * Gets the output component
  124245. */
  124246. readonly output: NodeMaterialConnectionPoint;
  124247. protected _buildBlock(state: NodeMaterialBuildState): this;
  124248. }
  124249. }
  124250. declare module BABYLON {
  124251. /**
  124252. * Effect Render Options
  124253. */
  124254. export interface IEffectRendererOptions {
  124255. /**
  124256. * Defines the vertices positions.
  124257. */
  124258. positions?: number[];
  124259. /**
  124260. * Defines the indices.
  124261. */
  124262. indices?: number[];
  124263. }
  124264. /**
  124265. * Helper class to render one or more effects
  124266. */
  124267. export class EffectRenderer {
  124268. private engine;
  124269. private static _DefaultOptions;
  124270. private _vertexBuffers;
  124271. private _indexBuffer;
  124272. private _ringBufferIndex;
  124273. private _ringScreenBuffer;
  124274. private _fullscreenViewport;
  124275. private _getNextFrameBuffer;
  124276. /**
  124277. * Creates an effect renderer
  124278. * @param engine the engine to use for rendering
  124279. * @param options defines the options of the effect renderer
  124280. */
  124281. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  124282. /**
  124283. * Sets the current viewport in normalized coordinates 0-1
  124284. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  124285. */
  124286. setViewport(viewport?: Viewport): void;
  124287. /**
  124288. * Binds the embedded attributes buffer to the effect.
  124289. * @param effect Defines the effect to bind the attributes for
  124290. */
  124291. bindBuffers(effect: Effect): void;
  124292. /**
  124293. * Sets the current effect wrapper to use during draw.
  124294. * The effect needs to be ready before calling this api.
  124295. * This also sets the default full screen position attribute.
  124296. * @param effectWrapper Defines the effect to draw with
  124297. */
  124298. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  124299. /**
  124300. * Draws a full screen quad.
  124301. */
  124302. draw(): void;
  124303. /**
  124304. * renders one or more effects to a specified texture
  124305. * @param effectWrappers list of effects to renderer
  124306. * @param outputTexture texture to draw to, if null it will render to the screen
  124307. */
  124308. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  124309. /**
  124310. * Disposes of the effect renderer
  124311. */
  124312. dispose(): void;
  124313. }
  124314. /**
  124315. * Options to create an EffectWrapper
  124316. */
  124317. interface EffectWrapperCreationOptions {
  124318. /**
  124319. * Engine to use to create the effect
  124320. */
  124321. engine: ThinEngine;
  124322. /**
  124323. * Fragment shader for the effect
  124324. */
  124325. fragmentShader: string;
  124326. /**
  124327. * Vertex shader for the effect
  124328. */
  124329. vertexShader?: string;
  124330. /**
  124331. * Attributes to use in the shader
  124332. */
  124333. attributeNames?: Array<string>;
  124334. /**
  124335. * Uniforms to use in the shader
  124336. */
  124337. uniformNames?: Array<string>;
  124338. /**
  124339. * Texture sampler names to use in the shader
  124340. */
  124341. samplerNames?: Array<string>;
  124342. /**
  124343. * The friendly name of the effect displayed in Spector.
  124344. */
  124345. name?: string;
  124346. }
  124347. /**
  124348. * Wraps an effect to be used for rendering
  124349. */
  124350. export class EffectWrapper {
  124351. /**
  124352. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  124353. */
  124354. onApplyObservable: Observable<{}>;
  124355. /**
  124356. * The underlying effect
  124357. */
  124358. effect: Effect;
  124359. /**
  124360. * Creates an effect to be renderer
  124361. * @param creationOptions options to create the effect
  124362. */
  124363. constructor(creationOptions: EffectWrapperCreationOptions);
  124364. /**
  124365. * Disposes of the effect wrapper
  124366. */
  124367. dispose(): void;
  124368. }
  124369. }
  124370. declare module BABYLON {
  124371. /**
  124372. * Helper class to push actions to a pool of workers.
  124373. */
  124374. export class WorkerPool implements IDisposable {
  124375. private _workerInfos;
  124376. private _pendingActions;
  124377. /**
  124378. * Constructor
  124379. * @param workers Array of workers to use for actions
  124380. */
  124381. constructor(workers: Array<Worker>);
  124382. /**
  124383. * Terminates all workers and clears any pending actions.
  124384. */
  124385. dispose(): void;
  124386. /**
  124387. * Pushes an action to the worker pool. If all the workers are active, the action will be
  124388. * pended until a worker has completed its action.
  124389. * @param action The action to perform. Call onComplete when the action is complete.
  124390. */
  124391. push(action: (worker: Worker, onComplete: () => void) => void): void;
  124392. private _execute;
  124393. }
  124394. }
  124395. declare module BABYLON {
  124396. /**
  124397. * Configuration for Draco compression
  124398. */
  124399. export interface IDracoCompressionConfiguration {
  124400. /**
  124401. * Configuration for the decoder.
  124402. */
  124403. decoder: {
  124404. /**
  124405. * The url to the WebAssembly module.
  124406. */
  124407. wasmUrl?: string;
  124408. /**
  124409. * The url to the WebAssembly binary.
  124410. */
  124411. wasmBinaryUrl?: string;
  124412. /**
  124413. * The url to the fallback JavaScript module.
  124414. */
  124415. fallbackUrl?: string;
  124416. };
  124417. }
  124418. /**
  124419. * Draco compression (https://google.github.io/draco/)
  124420. *
  124421. * This class wraps the Draco module.
  124422. *
  124423. * **Encoder**
  124424. *
  124425. * The encoder is not currently implemented.
  124426. *
  124427. * **Decoder**
  124428. *
  124429. * 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.
  124430. *
  124431. * To update the configuration, use the following code:
  124432. * ```javascript
  124433. * DracoCompression.Configuration = {
  124434. * decoder: {
  124435. * wasmUrl: "<url to the WebAssembly library>",
  124436. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  124437. * fallbackUrl: "<url to the fallback JavaScript library>",
  124438. * }
  124439. * };
  124440. * ```
  124441. *
  124442. * 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.
  124443. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  124444. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  124445. *
  124446. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  124447. * ```javascript
  124448. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  124449. * ```
  124450. *
  124451. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  124452. */
  124453. export class DracoCompression implements IDisposable {
  124454. private _workerPoolPromise?;
  124455. private _decoderModulePromise?;
  124456. /**
  124457. * The configuration. Defaults to the following urls:
  124458. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  124459. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  124460. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  124461. */
  124462. static Configuration: IDracoCompressionConfiguration;
  124463. /**
  124464. * Returns true if the decoder configuration is available.
  124465. */
  124466. static readonly DecoderAvailable: boolean;
  124467. /**
  124468. * Default number of workers to create when creating the draco compression object.
  124469. */
  124470. static DefaultNumWorkers: number;
  124471. private static GetDefaultNumWorkers;
  124472. private static _Default;
  124473. /**
  124474. * Default instance for the draco compression object.
  124475. */
  124476. static readonly Default: DracoCompression;
  124477. /**
  124478. * Constructor
  124479. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  124480. */
  124481. constructor(numWorkers?: number);
  124482. /**
  124483. * Stop all async operations and release resources.
  124484. */
  124485. dispose(): void;
  124486. /**
  124487. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  124488. * @returns a promise that resolves when ready
  124489. */
  124490. whenReadyAsync(): Promise<void>;
  124491. /**
  124492. * Decode Draco compressed mesh data to vertex data.
  124493. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  124494. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  124495. * @returns A promise that resolves with the decoded vertex data
  124496. */
  124497. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  124498. [kind: string]: number;
  124499. }): Promise<VertexData>;
  124500. }
  124501. }
  124502. declare module BABYLON {
  124503. /**
  124504. * Class for building Constructive Solid Geometry
  124505. */
  124506. export class CSG {
  124507. private polygons;
  124508. /**
  124509. * The world matrix
  124510. */
  124511. matrix: Matrix;
  124512. /**
  124513. * Stores the position
  124514. */
  124515. position: Vector3;
  124516. /**
  124517. * Stores the rotation
  124518. */
  124519. rotation: Vector3;
  124520. /**
  124521. * Stores the rotation quaternion
  124522. */
  124523. rotationQuaternion: Nullable<Quaternion>;
  124524. /**
  124525. * Stores the scaling vector
  124526. */
  124527. scaling: Vector3;
  124528. /**
  124529. * Convert the Mesh to CSG
  124530. * @param mesh The Mesh to convert to CSG
  124531. * @returns A new CSG from the Mesh
  124532. */
  124533. static FromMesh(mesh: Mesh): CSG;
  124534. /**
  124535. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  124536. * @param polygons Polygons used to construct a CSG solid
  124537. */
  124538. private static FromPolygons;
  124539. /**
  124540. * Clones, or makes a deep copy, of the CSG
  124541. * @returns A new CSG
  124542. */
  124543. clone(): CSG;
  124544. /**
  124545. * Unions this CSG with another CSG
  124546. * @param csg The CSG to union against this CSG
  124547. * @returns The unioned CSG
  124548. */
  124549. union(csg: CSG): CSG;
  124550. /**
  124551. * Unions this CSG with another CSG in place
  124552. * @param csg The CSG to union against this CSG
  124553. */
  124554. unionInPlace(csg: CSG): void;
  124555. /**
  124556. * Subtracts this CSG with another CSG
  124557. * @param csg The CSG to subtract against this CSG
  124558. * @returns A new CSG
  124559. */
  124560. subtract(csg: CSG): CSG;
  124561. /**
  124562. * Subtracts this CSG with another CSG in place
  124563. * @param csg The CSG to subtact against this CSG
  124564. */
  124565. subtractInPlace(csg: CSG): void;
  124566. /**
  124567. * Intersect this CSG with another CSG
  124568. * @param csg The CSG to intersect against this CSG
  124569. * @returns A new CSG
  124570. */
  124571. intersect(csg: CSG): CSG;
  124572. /**
  124573. * Intersects this CSG with another CSG in place
  124574. * @param csg The CSG to intersect against this CSG
  124575. */
  124576. intersectInPlace(csg: CSG): void;
  124577. /**
  124578. * Return a new CSG solid with solid and empty space switched. This solid is
  124579. * not modified.
  124580. * @returns A new CSG solid with solid and empty space switched
  124581. */
  124582. inverse(): CSG;
  124583. /**
  124584. * Inverses the CSG in place
  124585. */
  124586. inverseInPlace(): void;
  124587. /**
  124588. * This is used to keep meshes transformations so they can be restored
  124589. * when we build back a Babylon Mesh
  124590. * NB : All CSG operations are performed in world coordinates
  124591. * @param csg The CSG to copy the transform attributes from
  124592. * @returns This CSG
  124593. */
  124594. copyTransformAttributes(csg: CSG): CSG;
  124595. /**
  124596. * Build Raw mesh from CSG
  124597. * Coordinates here are in world space
  124598. * @param name The name of the mesh geometry
  124599. * @param scene The Scene
  124600. * @param keepSubMeshes Specifies if the submeshes should be kept
  124601. * @returns A new Mesh
  124602. */
  124603. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  124604. /**
  124605. * Build Mesh from CSG taking material and transforms into account
  124606. * @param name The name of the Mesh
  124607. * @param material The material of the Mesh
  124608. * @param scene The Scene
  124609. * @param keepSubMeshes Specifies if submeshes should be kept
  124610. * @returns The new Mesh
  124611. */
  124612. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  124613. }
  124614. }
  124615. declare module BABYLON {
  124616. /**
  124617. * Class used to create a trail following a mesh
  124618. */
  124619. export class TrailMesh extends Mesh {
  124620. private _generator;
  124621. private _autoStart;
  124622. private _running;
  124623. private _diameter;
  124624. private _length;
  124625. private _sectionPolygonPointsCount;
  124626. private _sectionVectors;
  124627. private _sectionNormalVectors;
  124628. private _beforeRenderObserver;
  124629. /**
  124630. * @constructor
  124631. * @param name The value used by scene.getMeshByName() to do a lookup.
  124632. * @param generator The mesh to generate a trail.
  124633. * @param scene The scene to add this mesh to.
  124634. * @param diameter Diameter of trailing mesh. Default is 1.
  124635. * @param length Length of trailing mesh. Default is 60.
  124636. * @param autoStart Automatically start trailing mesh. Default true.
  124637. */
  124638. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  124639. /**
  124640. * "TrailMesh"
  124641. * @returns "TrailMesh"
  124642. */
  124643. getClassName(): string;
  124644. private _createMesh;
  124645. /**
  124646. * Start trailing mesh.
  124647. */
  124648. start(): void;
  124649. /**
  124650. * Stop trailing mesh.
  124651. */
  124652. stop(): void;
  124653. /**
  124654. * Update trailing mesh geometry.
  124655. */
  124656. update(): void;
  124657. /**
  124658. * Returns a new TrailMesh object.
  124659. * @param name is a string, the name given to the new mesh
  124660. * @param newGenerator use new generator object for cloned trail mesh
  124661. * @returns a new mesh
  124662. */
  124663. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  124664. /**
  124665. * Serializes this trail mesh
  124666. * @param serializationObject object to write serialization to
  124667. */
  124668. serialize(serializationObject: any): void;
  124669. /**
  124670. * Parses a serialized trail mesh
  124671. * @param parsedMesh the serialized mesh
  124672. * @param scene the scene to create the trail mesh in
  124673. * @returns the created trail mesh
  124674. */
  124675. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  124676. }
  124677. }
  124678. declare module BABYLON {
  124679. /**
  124680. * Class containing static functions to help procedurally build meshes
  124681. */
  124682. export class TiledBoxBuilder {
  124683. /**
  124684. * Creates a box mesh
  124685. * 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)
  124686. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124687. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124688. * * If you create a double-sided mesh, you can choose what parts of 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
  124689. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124690. * @param name defines the name of the mesh
  124691. * @param options defines the options used to create the mesh
  124692. * @param scene defines the hosting scene
  124693. * @returns the box mesh
  124694. */
  124695. static CreateTiledBox(name: string, options: {
  124696. pattern?: number;
  124697. width?: number;
  124698. height?: number;
  124699. depth?: number;
  124700. tileSize?: number;
  124701. tileWidth?: number;
  124702. tileHeight?: number;
  124703. alignHorizontal?: number;
  124704. alignVertical?: number;
  124705. faceUV?: Vector4[];
  124706. faceColors?: Color4[];
  124707. sideOrientation?: number;
  124708. updatable?: boolean;
  124709. }, scene?: Nullable<Scene>): Mesh;
  124710. }
  124711. }
  124712. declare module BABYLON {
  124713. /**
  124714. * Class containing static functions to help procedurally build meshes
  124715. */
  124716. export class TorusKnotBuilder {
  124717. /**
  124718. * Creates a torus knot mesh
  124719. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  124720. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  124721. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  124722. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  124723. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124724. * * If you create a double-sided mesh, you can choose what parts of 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
  124725. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124726. * @param name defines the name of the mesh
  124727. * @param options defines the options used to create the mesh
  124728. * @param scene defines the hosting scene
  124729. * @returns the torus knot mesh
  124730. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  124731. */
  124732. static CreateTorusKnot(name: string, options: {
  124733. radius?: number;
  124734. tube?: number;
  124735. radialSegments?: number;
  124736. tubularSegments?: number;
  124737. p?: number;
  124738. q?: number;
  124739. updatable?: boolean;
  124740. sideOrientation?: number;
  124741. frontUVs?: Vector4;
  124742. backUVs?: Vector4;
  124743. }, scene: any): Mesh;
  124744. }
  124745. }
  124746. declare module BABYLON {
  124747. /**
  124748. * Polygon
  124749. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  124750. */
  124751. export class Polygon {
  124752. /**
  124753. * Creates a rectangle
  124754. * @param xmin bottom X coord
  124755. * @param ymin bottom Y coord
  124756. * @param xmax top X coord
  124757. * @param ymax top Y coord
  124758. * @returns points that make the resulting rectation
  124759. */
  124760. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  124761. /**
  124762. * Creates a circle
  124763. * @param radius radius of circle
  124764. * @param cx scale in x
  124765. * @param cy scale in y
  124766. * @param numberOfSides number of sides that make up the circle
  124767. * @returns points that make the resulting circle
  124768. */
  124769. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  124770. /**
  124771. * Creates a polygon from input string
  124772. * @param input Input polygon data
  124773. * @returns the parsed points
  124774. */
  124775. static Parse(input: string): Vector2[];
  124776. /**
  124777. * Starts building a polygon from x and y coordinates
  124778. * @param x x coordinate
  124779. * @param y y coordinate
  124780. * @returns the started path2
  124781. */
  124782. static StartingAt(x: number, y: number): Path2;
  124783. }
  124784. /**
  124785. * Builds a polygon
  124786. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  124787. */
  124788. export class PolygonMeshBuilder {
  124789. private _points;
  124790. private _outlinepoints;
  124791. private _holes;
  124792. private _name;
  124793. private _scene;
  124794. private _epoints;
  124795. private _eholes;
  124796. private _addToepoint;
  124797. /**
  124798. * Babylon reference to the earcut plugin.
  124799. */
  124800. bjsEarcut: any;
  124801. /**
  124802. * Creates a PolygonMeshBuilder
  124803. * @param name name of the builder
  124804. * @param contours Path of the polygon
  124805. * @param scene scene to add to when creating the mesh
  124806. * @param earcutInjection can be used to inject your own earcut reference
  124807. */
  124808. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  124809. /**
  124810. * Adds a whole within the polygon
  124811. * @param hole Array of points defining the hole
  124812. * @returns this
  124813. */
  124814. addHole(hole: Vector2[]): PolygonMeshBuilder;
  124815. /**
  124816. * Creates the polygon
  124817. * @param updatable If the mesh should be updatable
  124818. * @param depth The depth of the mesh created
  124819. * @returns the created mesh
  124820. */
  124821. build(updatable?: boolean, depth?: number): Mesh;
  124822. /**
  124823. * Creates the polygon
  124824. * @param depth The depth of the mesh created
  124825. * @returns the created VertexData
  124826. */
  124827. buildVertexData(depth?: number): VertexData;
  124828. /**
  124829. * Adds a side to the polygon
  124830. * @param positions points that make the polygon
  124831. * @param normals normals of the polygon
  124832. * @param uvs uvs of the polygon
  124833. * @param indices indices of the polygon
  124834. * @param bounds bounds of the polygon
  124835. * @param points points of the polygon
  124836. * @param depth depth of the polygon
  124837. * @param flip flip of the polygon
  124838. */
  124839. private addSide;
  124840. }
  124841. }
  124842. declare module BABYLON {
  124843. /**
  124844. * Class containing static functions to help procedurally build meshes
  124845. */
  124846. export class PolygonBuilder {
  124847. /**
  124848. * Creates a polygon mesh
  124849. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  124850. * * 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
  124851. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  124852. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124853. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  124854. * * Remember you can only change the shape positions, not their number when updating a polygon
  124855. * @param name defines the name of the mesh
  124856. * @param options defines the options used to create the mesh
  124857. * @param scene defines the hosting scene
  124858. * @param earcutInjection can be used to inject your own earcut reference
  124859. * @returns the polygon mesh
  124860. */
  124861. static CreatePolygon(name: string, options: {
  124862. shape: Vector3[];
  124863. holes?: Vector3[][];
  124864. depth?: number;
  124865. faceUV?: Vector4[];
  124866. faceColors?: Color4[];
  124867. updatable?: boolean;
  124868. sideOrientation?: number;
  124869. frontUVs?: Vector4;
  124870. backUVs?: Vector4;
  124871. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  124872. /**
  124873. * Creates an extruded polygon mesh, with depth in the Y direction.
  124874. * * 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)
  124875. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124876. * @param name defines the name of the mesh
  124877. * @param options defines the options used to create the mesh
  124878. * @param scene defines the hosting scene
  124879. * @param earcutInjection can be used to inject your own earcut reference
  124880. * @returns the polygon mesh
  124881. */
  124882. static ExtrudePolygon(name: string, options: {
  124883. shape: Vector3[];
  124884. holes?: Vector3[][];
  124885. depth?: number;
  124886. faceUV?: Vector4[];
  124887. faceColors?: Color4[];
  124888. updatable?: boolean;
  124889. sideOrientation?: number;
  124890. frontUVs?: Vector4;
  124891. backUVs?: Vector4;
  124892. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  124893. }
  124894. }
  124895. declare module BABYLON {
  124896. /**
  124897. * Class containing static functions to help procedurally build meshes
  124898. */
  124899. export class LatheBuilder {
  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. }
  124936. declare module BABYLON {
  124937. /**
  124938. * Class containing static functions to help procedurally build meshes
  124939. */
  124940. export class TiledPlaneBuilder {
  124941. /**
  124942. * Creates a tiled plane mesh
  124943. * * The parameter `pattern` will, depending on value, do nothing or
  124944. * * * flip (reflect about central vertical) alternate tiles across and up
  124945. * * * flip every tile on alternate rows
  124946. * * * rotate (180 degs) alternate tiles across and up
  124947. * * * rotate every tile on alternate rows
  124948. * * * flip and rotate alternate tiles across and up
  124949. * * * flip and rotate every tile on alternate rows
  124950. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  124951. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  124952. * * If you create a double-sided mesh, you can choose what parts of 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
  124953. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  124954. * * 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)
  124955. * * 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)
  124956. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  124957. * @param name defines the name of the mesh
  124958. * @param options defines the options used to create the mesh
  124959. * @param scene defines the hosting scene
  124960. * @returns the box mesh
  124961. */
  124962. static CreateTiledPlane(name: string, options: {
  124963. pattern?: number;
  124964. tileSize?: number;
  124965. tileWidth?: number;
  124966. tileHeight?: number;
  124967. size?: number;
  124968. width?: number;
  124969. height?: number;
  124970. alignHorizontal?: number;
  124971. alignVertical?: number;
  124972. sideOrientation?: number;
  124973. frontUVs?: Vector4;
  124974. backUVs?: Vector4;
  124975. updatable?: boolean;
  124976. }, scene?: Nullable<Scene>): Mesh;
  124977. }
  124978. }
  124979. declare module BABYLON {
  124980. /**
  124981. * Class containing static functions to help procedurally build meshes
  124982. */
  124983. export class TubeBuilder {
  124984. /**
  124985. * Creates a tube mesh.
  124986. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  124987. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  124988. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  124989. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  124990. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  124991. * * 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)
  124992. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  124993. * * 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
  124994. * * 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
  124995. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124996. * * If you create a double-sided mesh, you can choose what parts of 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
  124997. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124998. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124999. * @param name defines the name of the mesh
  125000. * @param options defines the options used to create the mesh
  125001. * @param scene defines the hosting scene
  125002. * @returns the tube mesh
  125003. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125004. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  125005. */
  125006. static CreateTube(name: string, options: {
  125007. path: Vector3[];
  125008. radius?: number;
  125009. tessellation?: number;
  125010. radiusFunction?: {
  125011. (i: number, distance: number): number;
  125012. };
  125013. cap?: number;
  125014. arc?: number;
  125015. updatable?: boolean;
  125016. sideOrientation?: number;
  125017. frontUVs?: Vector4;
  125018. backUVs?: Vector4;
  125019. instance?: Mesh;
  125020. invertUV?: boolean;
  125021. }, scene?: Nullable<Scene>): Mesh;
  125022. }
  125023. }
  125024. declare module BABYLON {
  125025. /**
  125026. * Class containing static functions to help procedurally build meshes
  125027. */
  125028. export class IcoSphereBuilder {
  125029. /**
  125030. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  125031. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  125032. * * 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`)
  125033. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  125034. * * 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
  125035. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125036. * * If you create a double-sided mesh, you can choose what parts of 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
  125037. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125038. * @param name defines the name of the mesh
  125039. * @param options defines the options used to create the mesh
  125040. * @param scene defines the hosting scene
  125041. * @returns the icosahedron mesh
  125042. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  125043. */
  125044. static CreateIcoSphere(name: string, options: {
  125045. radius?: number;
  125046. radiusX?: number;
  125047. radiusY?: number;
  125048. radiusZ?: number;
  125049. flat?: boolean;
  125050. subdivisions?: number;
  125051. sideOrientation?: number;
  125052. frontUVs?: Vector4;
  125053. backUVs?: Vector4;
  125054. updatable?: boolean;
  125055. }, scene?: Nullable<Scene>): Mesh;
  125056. }
  125057. }
  125058. declare module BABYLON {
  125059. /**
  125060. * Class containing static functions to help procedurally build meshes
  125061. */
  125062. export class DecalBuilder {
  125063. /**
  125064. * Creates a decal mesh.
  125065. * 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
  125066. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  125067. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  125068. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  125069. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  125070. * @param name defines the name of the mesh
  125071. * @param sourceMesh defines the mesh where the decal must be applied
  125072. * @param options defines the options used to create the mesh
  125073. * @param scene defines the hosting scene
  125074. * @returns the decal mesh
  125075. * @see https://doc.babylonjs.com/how_to/decals
  125076. */
  125077. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  125078. position?: Vector3;
  125079. normal?: Vector3;
  125080. size?: Vector3;
  125081. angle?: number;
  125082. }): Mesh;
  125083. }
  125084. }
  125085. declare module BABYLON {
  125086. /**
  125087. * Class containing static functions to help procedurally build meshes
  125088. */
  125089. export class MeshBuilder {
  125090. /**
  125091. * Creates a box mesh
  125092. * * The parameter `size` sets the size (float) of each box side (default 1)
  125093. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  125094. * * 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)
  125095. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125096. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125097. * * If you create a double-sided mesh, you can choose what parts of 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
  125098. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125099. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  125100. * @param name defines the name of the mesh
  125101. * @param options defines the options used to create the mesh
  125102. * @param scene defines the hosting scene
  125103. * @returns the box mesh
  125104. */
  125105. static CreateBox(name: string, options: {
  125106. size?: number;
  125107. width?: number;
  125108. height?: number;
  125109. depth?: number;
  125110. faceUV?: Vector4[];
  125111. faceColors?: Color4[];
  125112. sideOrientation?: number;
  125113. frontUVs?: Vector4;
  125114. backUVs?: Vector4;
  125115. updatable?: boolean;
  125116. }, scene?: Nullable<Scene>): Mesh;
  125117. /**
  125118. * Creates a tiled box mesh
  125119. * * faceTiles sets the pattern, tile size and number of tiles for a face
  125120. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125121. * @param name defines the name of the mesh
  125122. * @param options defines the options used to create the mesh
  125123. * @param scene defines the hosting scene
  125124. * @returns the tiled box mesh
  125125. */
  125126. static CreateTiledBox(name: string, options: {
  125127. pattern?: number;
  125128. size?: number;
  125129. width?: number;
  125130. height?: number;
  125131. depth: number;
  125132. tileSize?: number;
  125133. tileWidth?: number;
  125134. tileHeight?: number;
  125135. faceUV?: Vector4[];
  125136. faceColors?: Color4[];
  125137. alignHorizontal?: number;
  125138. alignVertical?: number;
  125139. sideOrientation?: number;
  125140. updatable?: boolean;
  125141. }, scene?: Nullable<Scene>): Mesh;
  125142. /**
  125143. * Creates a sphere mesh
  125144. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  125145. * * 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`)
  125146. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  125147. * * 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
  125148. * * 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)
  125149. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125150. * * If you create a double-sided mesh, you can choose what parts of 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
  125151. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125152. * @param name defines the name of the mesh
  125153. * @param options defines the options used to create the mesh
  125154. * @param scene defines the hosting scene
  125155. * @returns the sphere mesh
  125156. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  125157. */
  125158. static CreateSphere(name: string, options: {
  125159. segments?: number;
  125160. diameter?: number;
  125161. diameterX?: number;
  125162. diameterY?: number;
  125163. diameterZ?: number;
  125164. arc?: number;
  125165. slice?: number;
  125166. sideOrientation?: number;
  125167. frontUVs?: Vector4;
  125168. backUVs?: Vector4;
  125169. updatable?: boolean;
  125170. }, scene?: Nullable<Scene>): Mesh;
  125171. /**
  125172. * Creates a plane polygonal mesh. By default, this is a disc
  125173. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  125174. * * 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
  125175. * * 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
  125176. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125177. * * If you create a double-sided mesh, you can choose what parts of 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
  125178. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125179. * @param name defines the name of the mesh
  125180. * @param options defines the options used to create the mesh
  125181. * @param scene defines the hosting scene
  125182. * @returns the plane polygonal mesh
  125183. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  125184. */
  125185. static CreateDisc(name: string, options: {
  125186. radius?: number;
  125187. tessellation?: number;
  125188. arc?: number;
  125189. updatable?: boolean;
  125190. sideOrientation?: number;
  125191. frontUVs?: Vector4;
  125192. backUVs?: Vector4;
  125193. }, scene?: Nullable<Scene>): Mesh;
  125194. /**
  125195. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  125196. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  125197. * * 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`)
  125198. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  125199. * * 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
  125200. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125201. * * If you create a double-sided mesh, you can choose what parts of 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
  125202. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125203. * @param name defines the name of the mesh
  125204. * @param options defines the options used to create the mesh
  125205. * @param scene defines the hosting scene
  125206. * @returns the icosahedron mesh
  125207. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  125208. */
  125209. static CreateIcoSphere(name: string, options: {
  125210. radius?: number;
  125211. radiusX?: number;
  125212. radiusY?: number;
  125213. radiusZ?: number;
  125214. flat?: boolean;
  125215. subdivisions?: number;
  125216. sideOrientation?: number;
  125217. frontUVs?: Vector4;
  125218. backUVs?: Vector4;
  125219. updatable?: boolean;
  125220. }, scene?: Nullable<Scene>): Mesh;
  125221. /**
  125222. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  125223. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  125224. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  125225. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  125226. * * 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
  125227. * * 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
  125228. * * 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
  125229. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125230. * * If you create a double-sided mesh, you can choose what parts of 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
  125231. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125232. * * 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
  125233. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  125234. * * 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
  125235. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  125236. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125237. * @param name defines the name of the mesh
  125238. * @param options defines the options used to create the mesh
  125239. * @param scene defines the hosting scene
  125240. * @returns the ribbon mesh
  125241. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  125242. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125243. */
  125244. static CreateRibbon(name: string, options: {
  125245. pathArray: Vector3[][];
  125246. closeArray?: boolean;
  125247. closePath?: boolean;
  125248. offset?: number;
  125249. updatable?: boolean;
  125250. sideOrientation?: number;
  125251. frontUVs?: Vector4;
  125252. backUVs?: Vector4;
  125253. instance?: Mesh;
  125254. invertUV?: boolean;
  125255. uvs?: Vector2[];
  125256. colors?: Color4[];
  125257. }, scene?: Nullable<Scene>): Mesh;
  125258. /**
  125259. * Creates a cylinder or a cone mesh
  125260. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  125261. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  125262. * * 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.
  125263. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  125264. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  125265. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  125266. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  125267. * * 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).
  125268. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  125269. * * 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).
  125270. * * 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
  125271. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  125272. * * 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
  125273. * * 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.
  125274. * * If `enclose` is false, a ring surface is one element.
  125275. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  125276. * * 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
  125277. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125278. * * If you create a double-sided mesh, you can choose what parts of 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
  125279. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125280. * @param name defines the name of the mesh
  125281. * @param options defines the options used to create the mesh
  125282. * @param scene defines the hosting scene
  125283. * @returns the cylinder mesh
  125284. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  125285. */
  125286. static CreateCylinder(name: string, options: {
  125287. height?: number;
  125288. diameterTop?: number;
  125289. diameterBottom?: number;
  125290. diameter?: number;
  125291. tessellation?: number;
  125292. subdivisions?: number;
  125293. arc?: number;
  125294. faceColors?: Color4[];
  125295. faceUV?: Vector4[];
  125296. updatable?: boolean;
  125297. hasRings?: boolean;
  125298. enclose?: boolean;
  125299. cap?: number;
  125300. sideOrientation?: number;
  125301. frontUVs?: Vector4;
  125302. backUVs?: Vector4;
  125303. }, scene?: Nullable<Scene>): Mesh;
  125304. /**
  125305. * Creates a torus mesh
  125306. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  125307. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  125308. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  125309. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125310. * * If you create a double-sided mesh, you can choose what parts of 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
  125311. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125312. * @param name defines the name of the mesh
  125313. * @param options defines the options used to create the mesh
  125314. * @param scene defines the hosting scene
  125315. * @returns the torus mesh
  125316. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  125317. */
  125318. static CreateTorus(name: string, options: {
  125319. diameter?: number;
  125320. thickness?: number;
  125321. tessellation?: number;
  125322. updatable?: boolean;
  125323. sideOrientation?: number;
  125324. frontUVs?: Vector4;
  125325. backUVs?: Vector4;
  125326. }, scene?: Nullable<Scene>): Mesh;
  125327. /**
  125328. * Creates a torus knot mesh
  125329. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  125330. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  125331. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  125332. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  125333. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125334. * * If you create a double-sided mesh, you can choose what parts of 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
  125335. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125336. * @param name defines the name of the mesh
  125337. * @param options defines the options used to create the mesh
  125338. * @param scene defines the hosting scene
  125339. * @returns the torus knot mesh
  125340. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  125341. */
  125342. static CreateTorusKnot(name: string, options: {
  125343. radius?: number;
  125344. tube?: number;
  125345. radialSegments?: number;
  125346. tubularSegments?: number;
  125347. p?: number;
  125348. q?: number;
  125349. updatable?: boolean;
  125350. sideOrientation?: number;
  125351. frontUVs?: Vector4;
  125352. backUVs?: Vector4;
  125353. }, scene?: Nullable<Scene>): Mesh;
  125354. /**
  125355. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  125356. * * 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
  125357. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  125358. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  125359. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  125360. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  125361. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  125362. * * 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
  125363. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  125364. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125365. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  125366. * @param name defines the name of the new line system
  125367. * @param options defines the options used to create the line system
  125368. * @param scene defines the hosting scene
  125369. * @returns a new line system mesh
  125370. */
  125371. static CreateLineSystem(name: string, options: {
  125372. lines: Vector3[][];
  125373. updatable?: boolean;
  125374. instance?: Nullable<LinesMesh>;
  125375. colors?: Nullable<Color4[][]>;
  125376. useVertexAlpha?: boolean;
  125377. }, scene: Nullable<Scene>): LinesMesh;
  125378. /**
  125379. * Creates a line mesh
  125380. * 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
  125381. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  125382. * * The parameter `points` is an array successive Vector3
  125383. * * 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
  125384. * * The optional parameter `colors` is an array of successive Color4, one per line point
  125385. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  125386. * * When updating an instance, remember that only point positions can change, not the number of points
  125387. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125388. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  125389. * @param name defines the name of the new line system
  125390. * @param options defines the options used to create the line system
  125391. * @param scene defines the hosting scene
  125392. * @returns a new line mesh
  125393. */
  125394. static CreateLines(name: string, options: {
  125395. points: Vector3[];
  125396. updatable?: boolean;
  125397. instance?: Nullable<LinesMesh>;
  125398. colors?: Color4[];
  125399. useVertexAlpha?: boolean;
  125400. }, scene?: Nullable<Scene>): LinesMesh;
  125401. /**
  125402. * Creates a dashed line mesh
  125403. * * 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
  125404. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  125405. * * The parameter `points` is an array successive Vector3
  125406. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  125407. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  125408. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  125409. * * 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
  125410. * * When updating an instance, remember that only point positions can change, not the number of points
  125411. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125412. * @param name defines the name of the mesh
  125413. * @param options defines the options used to create the mesh
  125414. * @param scene defines the hosting scene
  125415. * @returns the dashed line mesh
  125416. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  125417. */
  125418. static CreateDashedLines(name: string, options: {
  125419. points: Vector3[];
  125420. dashSize?: number;
  125421. gapSize?: number;
  125422. dashNb?: number;
  125423. updatable?: boolean;
  125424. instance?: LinesMesh;
  125425. }, scene?: Nullable<Scene>): LinesMesh;
  125426. /**
  125427. * 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.
  125428. * * 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.
  125429. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  125430. * * 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.
  125431. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  125432. * * 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
  125433. * * 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
  125434. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  125435. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125436. * * If you create a double-sided mesh, you can choose what parts of 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
  125437. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  125438. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125439. * @param name defines the name of the mesh
  125440. * @param options defines the options used to create the mesh
  125441. * @param scene defines the hosting scene
  125442. * @returns the extruded shape mesh
  125443. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125444. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  125445. */
  125446. static ExtrudeShape(name: string, options: {
  125447. shape: Vector3[];
  125448. path: Vector3[];
  125449. scale?: number;
  125450. rotation?: number;
  125451. cap?: number;
  125452. updatable?: boolean;
  125453. sideOrientation?: number;
  125454. frontUVs?: Vector4;
  125455. backUVs?: Vector4;
  125456. instance?: Mesh;
  125457. invertUV?: boolean;
  125458. }, scene?: Nullable<Scene>): Mesh;
  125459. /**
  125460. * Creates an custom extruded shape mesh.
  125461. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  125462. * * 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.
  125463. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  125464. * * 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
  125465. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  125466. * * 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
  125467. * * It must returns a float value that will be the scale value applied to the shape on each path point
  125468. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  125469. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  125470. * * 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
  125471. * * 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
  125472. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  125473. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125474. * * If you create a double-sided mesh, you can choose what parts of 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
  125475. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125476. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125477. * @param name defines the name of the mesh
  125478. * @param options defines the options used to create the mesh
  125479. * @param scene defines the hosting scene
  125480. * @returns the custom extruded shape mesh
  125481. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  125482. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125483. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  125484. */
  125485. static ExtrudeShapeCustom(name: string, options: {
  125486. shape: Vector3[];
  125487. path: Vector3[];
  125488. scaleFunction?: any;
  125489. rotationFunction?: any;
  125490. ribbonCloseArray?: boolean;
  125491. ribbonClosePath?: boolean;
  125492. cap?: number;
  125493. updatable?: boolean;
  125494. sideOrientation?: number;
  125495. frontUVs?: Vector4;
  125496. backUVs?: Vector4;
  125497. instance?: Mesh;
  125498. invertUV?: boolean;
  125499. }, scene?: Nullable<Scene>): Mesh;
  125500. /**
  125501. * Creates lathe mesh.
  125502. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  125503. * * 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
  125504. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  125505. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  125506. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  125507. * * 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
  125508. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  125509. * * 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
  125510. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125511. * * If you create a double-sided mesh, you can choose what parts of 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
  125512. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125513. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125514. * @param name defines the name of the mesh
  125515. * @param options defines the options used to create the mesh
  125516. * @param scene defines the hosting scene
  125517. * @returns the lathe mesh
  125518. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  125519. */
  125520. static CreateLathe(name: string, options: {
  125521. shape: Vector3[];
  125522. radius?: number;
  125523. tessellation?: number;
  125524. clip?: number;
  125525. arc?: number;
  125526. closed?: boolean;
  125527. updatable?: boolean;
  125528. sideOrientation?: number;
  125529. frontUVs?: Vector4;
  125530. backUVs?: Vector4;
  125531. cap?: number;
  125532. invertUV?: boolean;
  125533. }, scene?: Nullable<Scene>): Mesh;
  125534. /**
  125535. * Creates a tiled plane mesh
  125536. * * You can set a limited pattern arrangement with the tiles
  125537. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125538. * * If you create a double-sided mesh, you can choose what parts of 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
  125539. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125540. * @param name defines the name of the mesh
  125541. * @param options defines the options used to create the mesh
  125542. * @param scene defines the hosting scene
  125543. * @returns the plane mesh
  125544. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  125545. */
  125546. static CreateTiledPlane(name: string, options: {
  125547. pattern?: number;
  125548. tileSize?: number;
  125549. tileWidth?: number;
  125550. tileHeight?: number;
  125551. size?: number;
  125552. width?: number;
  125553. height?: number;
  125554. alignHorizontal?: number;
  125555. alignVertical?: number;
  125556. sideOrientation?: number;
  125557. frontUVs?: Vector4;
  125558. backUVs?: Vector4;
  125559. updatable?: boolean;
  125560. }, scene?: Nullable<Scene>): Mesh;
  125561. /**
  125562. * Creates a plane mesh
  125563. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  125564. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  125565. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  125566. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125567. * * If you create a double-sided mesh, you can choose what parts of 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
  125568. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125569. * @param name defines the name of the mesh
  125570. * @param options defines the options used to create the mesh
  125571. * @param scene defines the hosting scene
  125572. * @returns the plane mesh
  125573. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  125574. */
  125575. static CreatePlane(name: string, options: {
  125576. size?: number;
  125577. width?: number;
  125578. height?: number;
  125579. sideOrientation?: number;
  125580. frontUVs?: Vector4;
  125581. backUVs?: Vector4;
  125582. updatable?: boolean;
  125583. sourcePlane?: Plane;
  125584. }, scene?: Nullable<Scene>): Mesh;
  125585. /**
  125586. * Creates a ground mesh
  125587. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  125588. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  125589. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125590. * @param name defines the name of the mesh
  125591. * @param options defines the options used to create the mesh
  125592. * @param scene defines the hosting scene
  125593. * @returns the ground mesh
  125594. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  125595. */
  125596. static CreateGround(name: string, options: {
  125597. width?: number;
  125598. height?: number;
  125599. subdivisions?: number;
  125600. subdivisionsX?: number;
  125601. subdivisionsY?: number;
  125602. updatable?: boolean;
  125603. }, scene?: Nullable<Scene>): Mesh;
  125604. /**
  125605. * Creates a tiled ground mesh
  125606. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  125607. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  125608. * * 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
  125609. * * 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
  125610. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125611. * @param name defines the name of the mesh
  125612. * @param options defines the options used to create the mesh
  125613. * @param scene defines the hosting scene
  125614. * @returns the tiled ground mesh
  125615. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  125616. */
  125617. static CreateTiledGround(name: string, options: {
  125618. xmin: number;
  125619. zmin: number;
  125620. xmax: number;
  125621. zmax: number;
  125622. subdivisions?: {
  125623. w: number;
  125624. h: number;
  125625. };
  125626. precision?: {
  125627. w: number;
  125628. h: number;
  125629. };
  125630. updatable?: boolean;
  125631. }, scene?: Nullable<Scene>): Mesh;
  125632. /**
  125633. * Creates a ground mesh from a height map
  125634. * * The parameter `url` sets the URL of the height map image resource.
  125635. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  125636. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  125637. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  125638. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  125639. * * 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.
  125640. * * 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).
  125641. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  125642. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125643. * @param name defines the name of the mesh
  125644. * @param url defines the url to the height map
  125645. * @param options defines the options used to create the mesh
  125646. * @param scene defines the hosting scene
  125647. * @returns the ground mesh
  125648. * @see https://doc.babylonjs.com/babylon101/height_map
  125649. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  125650. */
  125651. static CreateGroundFromHeightMap(name: string, url: string, options: {
  125652. width?: number;
  125653. height?: number;
  125654. subdivisions?: number;
  125655. minHeight?: number;
  125656. maxHeight?: number;
  125657. colorFilter?: Color3;
  125658. alphaFilter?: number;
  125659. updatable?: boolean;
  125660. onReady?: (mesh: GroundMesh) => void;
  125661. }, scene?: Nullable<Scene>): GroundMesh;
  125662. /**
  125663. * Creates a polygon mesh
  125664. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  125665. * * 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
  125666. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  125667. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125668. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  125669. * * Remember you can only change the shape positions, not their number when updating a polygon
  125670. * @param name defines the name of the mesh
  125671. * @param options defines the options used to create the mesh
  125672. * @param scene defines the hosting scene
  125673. * @param earcutInjection can be used to inject your own earcut reference
  125674. * @returns the polygon mesh
  125675. */
  125676. static CreatePolygon(name: string, options: {
  125677. shape: Vector3[];
  125678. holes?: Vector3[][];
  125679. depth?: number;
  125680. faceUV?: Vector4[];
  125681. faceColors?: Color4[];
  125682. updatable?: boolean;
  125683. sideOrientation?: number;
  125684. frontUVs?: Vector4;
  125685. backUVs?: Vector4;
  125686. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125687. /**
  125688. * Creates an extruded polygon mesh, with depth in the Y direction.
  125689. * * 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)
  125690. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125691. * @param name defines the name of the mesh
  125692. * @param options defines the options used to create the mesh
  125693. * @param scene defines the hosting scene
  125694. * @param earcutInjection can be used to inject your own earcut reference
  125695. * @returns the polygon mesh
  125696. */
  125697. static ExtrudePolygon(name: string, options: {
  125698. shape: Vector3[];
  125699. holes?: Vector3[][];
  125700. depth?: number;
  125701. faceUV?: Vector4[];
  125702. faceColors?: Color4[];
  125703. updatable?: boolean;
  125704. sideOrientation?: number;
  125705. frontUVs?: Vector4;
  125706. backUVs?: Vector4;
  125707. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125708. /**
  125709. * Creates a tube mesh.
  125710. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  125711. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  125712. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  125713. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  125714. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  125715. * * 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)
  125716. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  125717. * * 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
  125718. * * 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
  125719. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125720. * * If you create a double-sided mesh, you can choose what parts of 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
  125721. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125722. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125723. * @param name defines the name of the mesh
  125724. * @param options defines the options used to create the mesh
  125725. * @param scene defines the hosting scene
  125726. * @returns the tube mesh
  125727. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125728. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  125729. */
  125730. static CreateTube(name: string, options: {
  125731. path: Vector3[];
  125732. radius?: number;
  125733. tessellation?: number;
  125734. radiusFunction?: {
  125735. (i: number, distance: number): number;
  125736. };
  125737. cap?: number;
  125738. arc?: number;
  125739. updatable?: boolean;
  125740. sideOrientation?: number;
  125741. frontUVs?: Vector4;
  125742. backUVs?: Vector4;
  125743. instance?: Mesh;
  125744. invertUV?: boolean;
  125745. }, scene?: Nullable<Scene>): Mesh;
  125746. /**
  125747. * Creates a polyhedron mesh
  125748. * * 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
  125749. * * The parameter `size` (positive float, default 1) sets the polygon size
  125750. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  125751. * * 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`
  125752. * * 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
  125753. * * 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)`)
  125754. * * 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
  125755. * * 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
  125756. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125757. * * If you create a double-sided mesh, you can choose what parts of 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
  125758. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125759. * @param name defines the name of the mesh
  125760. * @param options defines the options used to create the mesh
  125761. * @param scene defines the hosting scene
  125762. * @returns the polyhedron mesh
  125763. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  125764. */
  125765. static CreatePolyhedron(name: string, options: {
  125766. type?: number;
  125767. size?: number;
  125768. sizeX?: number;
  125769. sizeY?: number;
  125770. sizeZ?: number;
  125771. custom?: any;
  125772. faceUV?: Vector4[];
  125773. faceColors?: Color4[];
  125774. flat?: boolean;
  125775. updatable?: boolean;
  125776. sideOrientation?: number;
  125777. frontUVs?: Vector4;
  125778. backUVs?: Vector4;
  125779. }, scene?: Nullable<Scene>): Mesh;
  125780. /**
  125781. * Creates a decal mesh.
  125782. * 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
  125783. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  125784. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  125785. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  125786. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  125787. * @param name defines the name of the mesh
  125788. * @param sourceMesh defines the mesh where the decal must be applied
  125789. * @param options defines the options used to create the mesh
  125790. * @param scene defines the hosting scene
  125791. * @returns the decal mesh
  125792. * @see https://doc.babylonjs.com/how_to/decals
  125793. */
  125794. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  125795. position?: Vector3;
  125796. normal?: Vector3;
  125797. size?: Vector3;
  125798. angle?: number;
  125799. }): Mesh;
  125800. }
  125801. }
  125802. declare module BABYLON {
  125803. /**
  125804. * A simplifier interface for future simplification implementations
  125805. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125806. */
  125807. export interface ISimplifier {
  125808. /**
  125809. * Simplification of a given mesh according to the given settings.
  125810. * Since this requires computation, it is assumed that the function runs async.
  125811. * @param settings The settings of the simplification, including quality and distance
  125812. * @param successCallback A callback that will be called after the mesh was simplified.
  125813. * @param errorCallback in case of an error, this callback will be called. optional.
  125814. */
  125815. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  125816. }
  125817. /**
  125818. * Expected simplification settings.
  125819. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  125820. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125821. */
  125822. export interface ISimplificationSettings {
  125823. /**
  125824. * Gets or sets the expected quality
  125825. */
  125826. quality: number;
  125827. /**
  125828. * Gets or sets the distance when this optimized version should be used
  125829. */
  125830. distance: number;
  125831. /**
  125832. * Gets an already optimized mesh
  125833. */
  125834. optimizeMesh?: boolean;
  125835. }
  125836. /**
  125837. * Class used to specify simplification options
  125838. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125839. */
  125840. export class SimplificationSettings implements ISimplificationSettings {
  125841. /** expected quality */
  125842. quality: number;
  125843. /** distance when this optimized version should be used */
  125844. distance: number;
  125845. /** already optimized mesh */
  125846. optimizeMesh?: boolean | undefined;
  125847. /**
  125848. * Creates a SimplificationSettings
  125849. * @param quality expected quality
  125850. * @param distance distance when this optimized version should be used
  125851. * @param optimizeMesh already optimized mesh
  125852. */
  125853. constructor(
  125854. /** expected quality */
  125855. quality: number,
  125856. /** distance when this optimized version should be used */
  125857. distance: number,
  125858. /** already optimized mesh */
  125859. optimizeMesh?: boolean | undefined);
  125860. }
  125861. /**
  125862. * Interface used to define a simplification task
  125863. */
  125864. export interface ISimplificationTask {
  125865. /**
  125866. * Array of settings
  125867. */
  125868. settings: Array<ISimplificationSettings>;
  125869. /**
  125870. * Simplification type
  125871. */
  125872. simplificationType: SimplificationType;
  125873. /**
  125874. * Mesh to simplify
  125875. */
  125876. mesh: Mesh;
  125877. /**
  125878. * Callback called on success
  125879. */
  125880. successCallback?: () => void;
  125881. /**
  125882. * Defines if parallel processing can be used
  125883. */
  125884. parallelProcessing: boolean;
  125885. }
  125886. /**
  125887. * Queue used to order the simplification tasks
  125888. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125889. */
  125890. export class SimplificationQueue {
  125891. private _simplificationArray;
  125892. /**
  125893. * Gets a boolean indicating that the process is still running
  125894. */
  125895. running: boolean;
  125896. /**
  125897. * Creates a new queue
  125898. */
  125899. constructor();
  125900. /**
  125901. * Adds a new simplification task
  125902. * @param task defines a task to add
  125903. */
  125904. addTask(task: ISimplificationTask): void;
  125905. /**
  125906. * Execute next task
  125907. */
  125908. executeNext(): void;
  125909. /**
  125910. * Execute a simplification task
  125911. * @param task defines the task to run
  125912. */
  125913. runSimplification(task: ISimplificationTask): void;
  125914. private getSimplifier;
  125915. }
  125916. /**
  125917. * The implemented types of simplification
  125918. * At the moment only Quadratic Error Decimation is implemented
  125919. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125920. */
  125921. export enum SimplificationType {
  125922. /** Quadratic error decimation */
  125923. QUADRATIC = 0
  125924. }
  125925. }
  125926. declare module BABYLON {
  125927. interface Scene {
  125928. /** @hidden (Backing field) */
  125929. _simplificationQueue: SimplificationQueue;
  125930. /**
  125931. * Gets or sets the simplification queue attached to the scene
  125932. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125933. */
  125934. simplificationQueue: SimplificationQueue;
  125935. }
  125936. interface Mesh {
  125937. /**
  125938. * Simplify the mesh according to the given array of settings.
  125939. * Function will return immediately and will simplify async
  125940. * @param settings a collection of simplification settings
  125941. * @param parallelProcessing should all levels calculate parallel or one after the other
  125942. * @param simplificationType the type of simplification to run
  125943. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  125944. * @returns the current mesh
  125945. */
  125946. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  125947. }
  125948. /**
  125949. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  125950. * created in a scene
  125951. */
  125952. export class SimplicationQueueSceneComponent implements ISceneComponent {
  125953. /**
  125954. * The component name helpfull to identify the component in the list of scene components.
  125955. */
  125956. readonly name: string;
  125957. /**
  125958. * The scene the component belongs to.
  125959. */
  125960. scene: Scene;
  125961. /**
  125962. * Creates a new instance of the component for the given scene
  125963. * @param scene Defines the scene to register the component in
  125964. */
  125965. constructor(scene: Scene);
  125966. /**
  125967. * Registers the component in a given scene
  125968. */
  125969. register(): void;
  125970. /**
  125971. * Rebuilds the elements related to this component in case of
  125972. * context lost for instance.
  125973. */
  125974. rebuild(): void;
  125975. /**
  125976. * Disposes the component and the associated ressources
  125977. */
  125978. dispose(): void;
  125979. private _beforeCameraUpdate;
  125980. }
  125981. }
  125982. declare module BABYLON {
  125983. /**
  125984. * Navigation plugin interface to add navigation constrained by a navigation mesh
  125985. */
  125986. export interface INavigationEnginePlugin {
  125987. /**
  125988. * plugin name
  125989. */
  125990. name: string;
  125991. /**
  125992. * Creates a navigation mesh
  125993. * @param meshes array of all the geometry used to compute the navigatio mesh
  125994. * @param parameters bunch of parameters used to filter geometry
  125995. */
  125996. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  125997. /**
  125998. * Create a navigation mesh debug mesh
  125999. * @param scene is where the mesh will be added
  126000. * @returns debug display mesh
  126001. */
  126002. createDebugNavMesh(scene: Scene): Mesh;
  126003. /**
  126004. * Get a navigation mesh constrained position, closest to the parameter position
  126005. * @param position world position
  126006. * @returns the closest point to position constrained by the navigation mesh
  126007. */
  126008. getClosestPoint(position: Vector3): Vector3;
  126009. /**
  126010. * Get a navigation mesh constrained position, within a particular radius
  126011. * @param position world position
  126012. * @param maxRadius the maximum distance to the constrained world position
  126013. * @returns the closest point to position constrained by the navigation mesh
  126014. */
  126015. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  126016. /**
  126017. * Compute the final position from a segment made of destination-position
  126018. * @param position world position
  126019. * @param destination world position
  126020. * @returns the resulting point along the navmesh
  126021. */
  126022. moveAlong(position: Vector3, destination: Vector3): Vector3;
  126023. /**
  126024. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  126025. * @param start world position
  126026. * @param end world position
  126027. * @returns array containing world position composing the path
  126028. */
  126029. computePath(start: Vector3, end: Vector3): Vector3[];
  126030. /**
  126031. * If this plugin is supported
  126032. * @returns true if plugin is supported
  126033. */
  126034. isSupported(): boolean;
  126035. /**
  126036. * Create a new Crowd so you can add agents
  126037. * @param maxAgents the maximum agent count in the crowd
  126038. * @param maxAgentRadius the maximum radius an agent can have
  126039. * @param scene to attach the crowd to
  126040. * @returns the crowd you can add agents to
  126041. */
  126042. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  126043. /**
  126044. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126045. * The queries will try to find a solution within those bounds
  126046. * default is (1,1,1)
  126047. * @param extent x,y,z value that define the extent around the queries point of reference
  126048. */
  126049. setDefaultQueryExtent(extent: Vector3): void;
  126050. /**
  126051. * Get the Bounding box extent specified by setDefaultQueryExtent
  126052. * @returns the box extent values
  126053. */
  126054. getDefaultQueryExtent(): Vector3;
  126055. /**
  126056. * Release all resources
  126057. */
  126058. dispose(): void;
  126059. }
  126060. /**
  126061. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  126062. */
  126063. export interface ICrowd {
  126064. /**
  126065. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  126066. * You can attach anything to that node. The node position is updated in the scene update tick.
  126067. * @param pos world position that will be constrained by the navigation mesh
  126068. * @param parameters agent parameters
  126069. * @param transform hooked to the agent that will be update by the scene
  126070. * @returns agent index
  126071. */
  126072. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  126073. /**
  126074. * Returns the agent position in world space
  126075. * @param index agent index returned by addAgent
  126076. * @returns world space position
  126077. */
  126078. getAgentPosition(index: number): Vector3;
  126079. /**
  126080. * Gets the agent velocity in world space
  126081. * @param index agent index returned by addAgent
  126082. * @returns world space velocity
  126083. */
  126084. getAgentVelocity(index: number): Vector3;
  126085. /**
  126086. * remove a particular agent previously created
  126087. * @param index agent index returned by addAgent
  126088. */
  126089. removeAgent(index: number): void;
  126090. /**
  126091. * get the list of all agents attached to this crowd
  126092. * @returns list of agent indices
  126093. */
  126094. getAgents(): number[];
  126095. /**
  126096. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  126097. * @param deltaTime in seconds
  126098. */
  126099. update(deltaTime: number): void;
  126100. /**
  126101. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  126102. * @param index agent index returned by addAgent
  126103. * @param destination targeted world position
  126104. */
  126105. agentGoto(index: number, destination: Vector3): void;
  126106. /**
  126107. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126108. * The queries will try to find a solution within those bounds
  126109. * default is (1,1,1)
  126110. * @param extent x,y,z value that define the extent around the queries point of reference
  126111. */
  126112. setDefaultQueryExtent(extent: Vector3): void;
  126113. /**
  126114. * Get the Bounding box extent specified by setDefaultQueryExtent
  126115. * @returns the box extent values
  126116. */
  126117. getDefaultQueryExtent(): Vector3;
  126118. /**
  126119. * Release all resources
  126120. */
  126121. dispose(): void;
  126122. }
  126123. /**
  126124. * Configures an agent
  126125. */
  126126. export interface IAgentParameters {
  126127. /**
  126128. * Agent radius. [Limit: >= 0]
  126129. */
  126130. radius: number;
  126131. /**
  126132. * Agent height. [Limit: > 0]
  126133. */
  126134. height: number;
  126135. /**
  126136. * Maximum allowed acceleration. [Limit: >= 0]
  126137. */
  126138. maxAcceleration: number;
  126139. /**
  126140. * Maximum allowed speed. [Limit: >= 0]
  126141. */
  126142. maxSpeed: number;
  126143. /**
  126144. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  126145. */
  126146. collisionQueryRange: number;
  126147. /**
  126148. * The path visibility optimization range. [Limit: > 0]
  126149. */
  126150. pathOptimizationRange: number;
  126151. /**
  126152. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  126153. */
  126154. separationWeight: number;
  126155. }
  126156. /**
  126157. * Configures the navigation mesh creation
  126158. */
  126159. export interface INavMeshParameters {
  126160. /**
  126161. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  126162. */
  126163. cs: number;
  126164. /**
  126165. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  126166. */
  126167. ch: number;
  126168. /**
  126169. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  126170. */
  126171. walkableSlopeAngle: number;
  126172. /**
  126173. * Minimum floor to 'ceiling' height that will still allow the floor area to
  126174. * be considered walkable. [Limit: >= 3] [Units: vx]
  126175. */
  126176. walkableHeight: number;
  126177. /**
  126178. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  126179. */
  126180. walkableClimb: number;
  126181. /**
  126182. * The distance to erode/shrink the walkable area of the heightfield away from
  126183. * obstructions. [Limit: >=0] [Units: vx]
  126184. */
  126185. walkableRadius: number;
  126186. /**
  126187. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  126188. */
  126189. maxEdgeLen: number;
  126190. /**
  126191. * The maximum distance a simplfied contour's border edges should deviate
  126192. * the original raw contour. [Limit: >=0] [Units: vx]
  126193. */
  126194. maxSimplificationError: number;
  126195. /**
  126196. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  126197. */
  126198. minRegionArea: number;
  126199. /**
  126200. * Any regions with a span count smaller than this value will, if possible,
  126201. * be merged with larger regions. [Limit: >=0] [Units: vx]
  126202. */
  126203. mergeRegionArea: number;
  126204. /**
  126205. * The maximum number of vertices allowed for polygons generated during the
  126206. * contour to polygon conversion process. [Limit: >= 3]
  126207. */
  126208. maxVertsPerPoly: number;
  126209. /**
  126210. * Sets the sampling distance to use when generating the detail mesh.
  126211. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  126212. */
  126213. detailSampleDist: number;
  126214. /**
  126215. * The maximum distance the detail mesh surface should deviate from heightfield
  126216. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  126217. */
  126218. detailSampleMaxError: number;
  126219. }
  126220. }
  126221. declare module BABYLON {
  126222. /**
  126223. * RecastJS navigation plugin
  126224. */
  126225. export class RecastJSPlugin implements INavigationEnginePlugin {
  126226. /**
  126227. * Reference to the Recast library
  126228. */
  126229. bjsRECAST: any;
  126230. /**
  126231. * plugin name
  126232. */
  126233. name: string;
  126234. /**
  126235. * the first navmesh created. We might extend this to support multiple navmeshes
  126236. */
  126237. navMesh: any;
  126238. /**
  126239. * Initializes the recastJS plugin
  126240. * @param recastInjection can be used to inject your own recast reference
  126241. */
  126242. constructor(recastInjection?: any);
  126243. /**
  126244. * Creates a navigation mesh
  126245. * @param meshes array of all the geometry used to compute the navigatio mesh
  126246. * @param parameters bunch of parameters used to filter geometry
  126247. */
  126248. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  126249. /**
  126250. * Create a navigation mesh debug mesh
  126251. * @param scene is where the mesh will be added
  126252. * @returns debug display mesh
  126253. */
  126254. createDebugNavMesh(scene: Scene): Mesh;
  126255. /**
  126256. * Get a navigation mesh constrained position, closest to the parameter position
  126257. * @param position world position
  126258. * @returns the closest point to position constrained by the navigation mesh
  126259. */
  126260. getClosestPoint(position: Vector3): Vector3;
  126261. /**
  126262. * Get a navigation mesh constrained position, within a particular radius
  126263. * @param position world position
  126264. * @param maxRadius the maximum distance to the constrained world position
  126265. * @returns the closest point to position constrained by the navigation mesh
  126266. */
  126267. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  126268. /**
  126269. * Compute the final position from a segment made of destination-position
  126270. * @param position world position
  126271. * @param destination world position
  126272. * @returns the resulting point along the navmesh
  126273. */
  126274. moveAlong(position: Vector3, destination: Vector3): Vector3;
  126275. /**
  126276. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  126277. * @param start world position
  126278. * @param end world position
  126279. * @returns array containing world position composing the path
  126280. */
  126281. computePath(start: Vector3, end: Vector3): Vector3[];
  126282. /**
  126283. * Create a new Crowd so you can add agents
  126284. * @param maxAgents the maximum agent count in the crowd
  126285. * @param maxAgentRadius the maximum radius an agent can have
  126286. * @param scene to attach the crowd to
  126287. * @returns the crowd you can add agents to
  126288. */
  126289. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  126290. /**
  126291. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126292. * The queries will try to find a solution within those bounds
  126293. * default is (1,1,1)
  126294. * @param extent x,y,z value that define the extent around the queries point of reference
  126295. */
  126296. setDefaultQueryExtent(extent: Vector3): void;
  126297. /**
  126298. * Get the Bounding box extent specified by setDefaultQueryExtent
  126299. * @returns the box extent values
  126300. */
  126301. getDefaultQueryExtent(): Vector3;
  126302. /**
  126303. * Disposes
  126304. */
  126305. dispose(): void;
  126306. /**
  126307. * If this plugin is supported
  126308. * @returns true if plugin is supported
  126309. */
  126310. isSupported(): boolean;
  126311. }
  126312. /**
  126313. * Recast detour crowd implementation
  126314. */
  126315. export class RecastJSCrowd implements ICrowd {
  126316. /**
  126317. * Recast/detour plugin
  126318. */
  126319. bjsRECASTPlugin: RecastJSPlugin;
  126320. /**
  126321. * Link to the detour crowd
  126322. */
  126323. recastCrowd: any;
  126324. /**
  126325. * One transform per agent
  126326. */
  126327. transforms: TransformNode[];
  126328. /**
  126329. * All agents created
  126330. */
  126331. agents: number[];
  126332. /**
  126333. * Link to the scene is kept to unregister the crowd from the scene
  126334. */
  126335. private _scene;
  126336. /**
  126337. * Observer for crowd updates
  126338. */
  126339. private _onBeforeAnimationsObserver;
  126340. /**
  126341. * Constructor
  126342. * @param plugin recastJS plugin
  126343. * @param maxAgents the maximum agent count in the crowd
  126344. * @param maxAgentRadius the maximum radius an agent can have
  126345. * @param scene to attach the crowd to
  126346. * @returns the crowd you can add agents to
  126347. */
  126348. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  126349. /**
  126350. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  126351. * You can attach anything to that node. The node position is updated in the scene update tick.
  126352. * @param pos world position that will be constrained by the navigation mesh
  126353. * @param parameters agent parameters
  126354. * @param transform hooked to the agent that will be update by the scene
  126355. * @returns agent index
  126356. */
  126357. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  126358. /**
  126359. * Returns the agent position in world space
  126360. * @param index agent index returned by addAgent
  126361. * @returns world space position
  126362. */
  126363. getAgentPosition(index: number): Vector3;
  126364. /**
  126365. * Returns the agent velocity in world space
  126366. * @param index agent index returned by addAgent
  126367. * @returns world space velocity
  126368. */
  126369. getAgentVelocity(index: number): Vector3;
  126370. /**
  126371. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  126372. * @param index agent index returned by addAgent
  126373. * @param destination targeted world position
  126374. */
  126375. agentGoto(index: number, destination: Vector3): void;
  126376. /**
  126377. * remove a particular agent previously created
  126378. * @param index agent index returned by addAgent
  126379. */
  126380. removeAgent(index: number): void;
  126381. /**
  126382. * get the list of all agents attached to this crowd
  126383. * @returns list of agent indices
  126384. */
  126385. getAgents(): number[];
  126386. /**
  126387. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  126388. * @param deltaTime in seconds
  126389. */
  126390. update(deltaTime: number): void;
  126391. /**
  126392. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126393. * The queries will try to find a solution within those bounds
  126394. * default is (1,1,1)
  126395. * @param extent x,y,z value that define the extent around the queries point of reference
  126396. */
  126397. setDefaultQueryExtent(extent: Vector3): void;
  126398. /**
  126399. * Get the Bounding box extent specified by setDefaultQueryExtent
  126400. * @returns the box extent values
  126401. */
  126402. getDefaultQueryExtent(): Vector3;
  126403. /**
  126404. * Release all resources
  126405. */
  126406. dispose(): void;
  126407. }
  126408. }
  126409. declare module BABYLON {
  126410. /**
  126411. * Class used to enable access to IndexedDB
  126412. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  126413. */
  126414. export class Database implements IOfflineProvider {
  126415. private _callbackManifestChecked;
  126416. private _currentSceneUrl;
  126417. private _db;
  126418. private _enableSceneOffline;
  126419. private _enableTexturesOffline;
  126420. private _manifestVersionFound;
  126421. private _mustUpdateRessources;
  126422. private _hasReachedQuota;
  126423. private _isSupported;
  126424. private _idbFactory;
  126425. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  126426. private static IsUASupportingBlobStorage;
  126427. /**
  126428. * Gets a boolean indicating if Database storate is enabled (off by default)
  126429. */
  126430. static IDBStorageEnabled: boolean;
  126431. /**
  126432. * Gets a boolean indicating if scene must be saved in the database
  126433. */
  126434. readonly enableSceneOffline: boolean;
  126435. /**
  126436. * Gets a boolean indicating if textures must be saved in the database
  126437. */
  126438. readonly enableTexturesOffline: boolean;
  126439. /**
  126440. * Creates a new Database
  126441. * @param urlToScene defines the url to load the scene
  126442. * @param callbackManifestChecked defines the callback to use when manifest is checked
  126443. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  126444. */
  126445. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  126446. private static _ParseURL;
  126447. private static _ReturnFullUrlLocation;
  126448. private _checkManifestFile;
  126449. /**
  126450. * Open the database and make it available
  126451. * @param successCallback defines the callback to call on success
  126452. * @param errorCallback defines the callback to call on error
  126453. */
  126454. open(successCallback: () => void, errorCallback: () => void): void;
  126455. /**
  126456. * Loads an image from the database
  126457. * @param url defines the url to load from
  126458. * @param image defines the target DOM image
  126459. */
  126460. loadImage(url: string, image: HTMLImageElement): void;
  126461. private _loadImageFromDBAsync;
  126462. private _saveImageIntoDBAsync;
  126463. private _checkVersionFromDB;
  126464. private _loadVersionFromDBAsync;
  126465. private _saveVersionIntoDBAsync;
  126466. /**
  126467. * Loads a file from database
  126468. * @param url defines the URL to load from
  126469. * @param sceneLoaded defines a callback to call on success
  126470. * @param progressCallBack defines a callback to call when progress changed
  126471. * @param errorCallback defines a callback to call on error
  126472. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  126473. */
  126474. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  126475. private _loadFileAsync;
  126476. private _saveFileAsync;
  126477. /**
  126478. * Validates if xhr data is correct
  126479. * @param xhr defines the request to validate
  126480. * @param dataType defines the expected data type
  126481. * @returns true if data is correct
  126482. */
  126483. private static _ValidateXHRData;
  126484. }
  126485. }
  126486. declare module BABYLON {
  126487. /** @hidden */
  126488. export var gpuUpdateParticlesPixelShader: {
  126489. name: string;
  126490. shader: string;
  126491. };
  126492. }
  126493. declare module BABYLON {
  126494. /** @hidden */
  126495. export var gpuUpdateParticlesVertexShader: {
  126496. name: string;
  126497. shader: string;
  126498. };
  126499. }
  126500. declare module BABYLON {
  126501. /** @hidden */
  126502. export var clipPlaneFragmentDeclaration2: {
  126503. name: string;
  126504. shader: string;
  126505. };
  126506. }
  126507. declare module BABYLON {
  126508. /** @hidden */
  126509. export var gpuRenderParticlesPixelShader: {
  126510. name: string;
  126511. shader: string;
  126512. };
  126513. }
  126514. declare module BABYLON {
  126515. /** @hidden */
  126516. export var clipPlaneVertexDeclaration2: {
  126517. name: string;
  126518. shader: string;
  126519. };
  126520. }
  126521. declare module BABYLON {
  126522. /** @hidden */
  126523. export var gpuRenderParticlesVertexShader: {
  126524. name: string;
  126525. shader: string;
  126526. };
  126527. }
  126528. declare module BABYLON {
  126529. /**
  126530. * This represents a GPU particle system in Babylon
  126531. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  126532. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  126533. */
  126534. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  126535. /**
  126536. * The layer mask we are rendering the particles through.
  126537. */
  126538. layerMask: number;
  126539. private _capacity;
  126540. private _activeCount;
  126541. private _currentActiveCount;
  126542. private _accumulatedCount;
  126543. private _renderEffect;
  126544. private _updateEffect;
  126545. private _buffer0;
  126546. private _buffer1;
  126547. private _spriteBuffer;
  126548. private _updateVAO;
  126549. private _renderVAO;
  126550. private _targetIndex;
  126551. private _sourceBuffer;
  126552. private _targetBuffer;
  126553. private _engine;
  126554. private _currentRenderId;
  126555. private _started;
  126556. private _stopped;
  126557. private _timeDelta;
  126558. private _randomTexture;
  126559. private _randomTexture2;
  126560. private _attributesStrideSize;
  126561. private _updateEffectOptions;
  126562. private _randomTextureSize;
  126563. private _actualFrame;
  126564. private readonly _rawTextureWidth;
  126565. /**
  126566. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  126567. */
  126568. static readonly IsSupported: boolean;
  126569. /**
  126570. * An event triggered when the system is disposed.
  126571. */
  126572. onDisposeObservable: Observable<GPUParticleSystem>;
  126573. /**
  126574. * Gets the maximum number of particles active at the same time.
  126575. * @returns The max number of active particles.
  126576. */
  126577. getCapacity(): number;
  126578. /**
  126579. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  126580. * to override the particles.
  126581. */
  126582. forceDepthWrite: boolean;
  126583. /**
  126584. * Gets or set the number of active particles
  126585. */
  126586. activeParticleCount: number;
  126587. private _preWarmDone;
  126588. /**
  126589. * Is this system ready to be used/rendered
  126590. * @return true if the system is ready
  126591. */
  126592. isReady(): boolean;
  126593. /**
  126594. * Gets if the system has been started. (Note: this will still be true after stop is called)
  126595. * @returns True if it has been started, otherwise false.
  126596. */
  126597. isStarted(): boolean;
  126598. /**
  126599. * Starts the particle system and begins to emit
  126600. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  126601. */
  126602. start(delay?: number): void;
  126603. /**
  126604. * Stops the particle system.
  126605. */
  126606. stop(): void;
  126607. /**
  126608. * Remove all active particles
  126609. */
  126610. reset(): void;
  126611. /**
  126612. * Returns the string "GPUParticleSystem"
  126613. * @returns a string containing the class name
  126614. */
  126615. getClassName(): string;
  126616. private _colorGradientsTexture;
  126617. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  126618. /**
  126619. * Adds a new color gradient
  126620. * @param gradient defines the gradient to use (between 0 and 1)
  126621. * @param color1 defines the color to affect to the specified gradient
  126622. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  126623. * @returns the current particle system
  126624. */
  126625. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  126626. /**
  126627. * Remove a specific color gradient
  126628. * @param gradient defines the gradient to remove
  126629. * @returns the current particle system
  126630. */
  126631. removeColorGradient(gradient: number): GPUParticleSystem;
  126632. private _angularSpeedGradientsTexture;
  126633. private _sizeGradientsTexture;
  126634. private _velocityGradientsTexture;
  126635. private _limitVelocityGradientsTexture;
  126636. private _dragGradientsTexture;
  126637. private _addFactorGradient;
  126638. /**
  126639. * Adds a new size gradient
  126640. * @param gradient defines the gradient to use (between 0 and 1)
  126641. * @param factor defines the size factor to affect to the specified gradient
  126642. * @returns the current particle system
  126643. */
  126644. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  126645. /**
  126646. * Remove a specific size gradient
  126647. * @param gradient defines the gradient to remove
  126648. * @returns the current particle system
  126649. */
  126650. removeSizeGradient(gradient: number): GPUParticleSystem;
  126651. /**
  126652. * Adds a new angular speed gradient
  126653. * @param gradient defines the gradient to use (between 0 and 1)
  126654. * @param factor defines the angular speed to affect to the specified gradient
  126655. * @returns the current particle system
  126656. */
  126657. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  126658. /**
  126659. * Remove a specific angular speed gradient
  126660. * @param gradient defines the gradient to remove
  126661. * @returns the current particle system
  126662. */
  126663. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  126664. /**
  126665. * Adds a new velocity gradient
  126666. * @param gradient defines the gradient to use (between 0 and 1)
  126667. * @param factor defines the velocity to affect to the specified gradient
  126668. * @returns the current particle system
  126669. */
  126670. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  126671. /**
  126672. * Remove a specific velocity gradient
  126673. * @param gradient defines the gradient to remove
  126674. * @returns the current particle system
  126675. */
  126676. removeVelocityGradient(gradient: number): GPUParticleSystem;
  126677. /**
  126678. * Adds a new limit velocity gradient
  126679. * @param gradient defines the gradient to use (between 0 and 1)
  126680. * @param factor defines the limit velocity value to affect to the specified gradient
  126681. * @returns the current particle system
  126682. */
  126683. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  126684. /**
  126685. * Remove a specific limit velocity gradient
  126686. * @param gradient defines the gradient to remove
  126687. * @returns the current particle system
  126688. */
  126689. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  126690. /**
  126691. * Adds a new drag gradient
  126692. * @param gradient defines the gradient to use (between 0 and 1)
  126693. * @param factor defines the drag value to affect to the specified gradient
  126694. * @returns the current particle system
  126695. */
  126696. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  126697. /**
  126698. * Remove a specific drag gradient
  126699. * @param gradient defines the gradient to remove
  126700. * @returns the current particle system
  126701. */
  126702. removeDragGradient(gradient: number): GPUParticleSystem;
  126703. /**
  126704. * Not supported by GPUParticleSystem
  126705. * @param gradient defines the gradient to use (between 0 and 1)
  126706. * @param factor defines the emit rate value to affect to the specified gradient
  126707. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  126708. * @returns the current particle system
  126709. */
  126710. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  126711. /**
  126712. * Not supported by GPUParticleSystem
  126713. * @param gradient defines the gradient to remove
  126714. * @returns the current particle system
  126715. */
  126716. removeEmitRateGradient(gradient: number): IParticleSystem;
  126717. /**
  126718. * Not supported by GPUParticleSystem
  126719. * @param gradient defines the gradient to use (between 0 and 1)
  126720. * @param factor defines the start size value to affect to the specified gradient
  126721. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  126722. * @returns the current particle system
  126723. */
  126724. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  126725. /**
  126726. * Not supported by GPUParticleSystem
  126727. * @param gradient defines the gradient to remove
  126728. * @returns the current particle system
  126729. */
  126730. removeStartSizeGradient(gradient: number): IParticleSystem;
  126731. /**
  126732. * Not supported by GPUParticleSystem
  126733. * @param gradient defines the gradient to use (between 0 and 1)
  126734. * @param min defines the color remap minimal range
  126735. * @param max defines the color remap maximal range
  126736. * @returns the current particle system
  126737. */
  126738. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  126739. /**
  126740. * Not supported by GPUParticleSystem
  126741. * @param gradient defines the gradient to remove
  126742. * @returns the current particle system
  126743. */
  126744. removeColorRemapGradient(): IParticleSystem;
  126745. /**
  126746. * Not supported by GPUParticleSystem
  126747. * @param gradient defines the gradient to use (between 0 and 1)
  126748. * @param min defines the alpha remap minimal range
  126749. * @param max defines the alpha remap maximal range
  126750. * @returns the current particle system
  126751. */
  126752. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  126753. /**
  126754. * Not supported by GPUParticleSystem
  126755. * @param gradient defines the gradient to remove
  126756. * @returns the current particle system
  126757. */
  126758. removeAlphaRemapGradient(): IParticleSystem;
  126759. /**
  126760. * Not supported by GPUParticleSystem
  126761. * @param gradient defines the gradient to use (between 0 and 1)
  126762. * @param color defines the color to affect to the specified gradient
  126763. * @returns the current particle system
  126764. */
  126765. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  126766. /**
  126767. * Not supported by GPUParticleSystem
  126768. * @param gradient defines the gradient to remove
  126769. * @returns the current particle system
  126770. */
  126771. removeRampGradient(): IParticleSystem;
  126772. /**
  126773. * Not supported by GPUParticleSystem
  126774. * @returns the list of ramp gradients
  126775. */
  126776. getRampGradients(): Nullable<Array<Color3Gradient>>;
  126777. /**
  126778. * Not supported by GPUParticleSystem
  126779. * Gets or sets a boolean indicating that ramp gradients must be used
  126780. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  126781. */
  126782. useRampGradients: boolean;
  126783. /**
  126784. * Not supported by GPUParticleSystem
  126785. * @param gradient defines the gradient to use (between 0 and 1)
  126786. * @param factor defines the life time factor to affect to the specified gradient
  126787. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  126788. * @returns the current particle system
  126789. */
  126790. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  126791. /**
  126792. * Not supported by GPUParticleSystem
  126793. * @param gradient defines the gradient to remove
  126794. * @returns the current particle system
  126795. */
  126796. removeLifeTimeGradient(gradient: number): IParticleSystem;
  126797. /**
  126798. * Instantiates a GPU particle system.
  126799. * 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.
  126800. * @param name The name of the particle system
  126801. * @param options The options used to create the system
  126802. * @param scene The scene the particle system belongs to
  126803. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  126804. */
  126805. constructor(name: string, options: Partial<{
  126806. capacity: number;
  126807. randomTextureSize: number;
  126808. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  126809. protected _reset(): void;
  126810. private _createUpdateVAO;
  126811. private _createRenderVAO;
  126812. private _initialize;
  126813. /** @hidden */
  126814. _recreateUpdateEffect(): void;
  126815. /** @hidden */
  126816. _recreateRenderEffect(): void;
  126817. /**
  126818. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  126819. * @param preWarm defines if we are in the pre-warmimg phase
  126820. */
  126821. animate(preWarm?: boolean): void;
  126822. private _createFactorGradientTexture;
  126823. private _createSizeGradientTexture;
  126824. private _createAngularSpeedGradientTexture;
  126825. private _createVelocityGradientTexture;
  126826. private _createLimitVelocityGradientTexture;
  126827. private _createDragGradientTexture;
  126828. private _createColorGradientTexture;
  126829. /**
  126830. * Renders the particle system in its current state
  126831. * @param preWarm defines if the system should only update the particles but not render them
  126832. * @returns the current number of particles
  126833. */
  126834. render(preWarm?: boolean): number;
  126835. /**
  126836. * Rebuilds the particle system
  126837. */
  126838. rebuild(): void;
  126839. private _releaseBuffers;
  126840. private _releaseVAOs;
  126841. /**
  126842. * Disposes the particle system and free the associated resources
  126843. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  126844. */
  126845. dispose(disposeTexture?: boolean): void;
  126846. /**
  126847. * Clones the particle system.
  126848. * @param name The name of the cloned object
  126849. * @param newEmitter The new emitter to use
  126850. * @returns the cloned particle system
  126851. */
  126852. clone(name: string, newEmitter: any): GPUParticleSystem;
  126853. /**
  126854. * Serializes the particle system to a JSON object.
  126855. * @returns the JSON object
  126856. */
  126857. serialize(): any;
  126858. /**
  126859. * Parses a JSON object to create a GPU particle system.
  126860. * @param parsedParticleSystem The JSON object to parse
  126861. * @param scene The scene to create the particle system in
  126862. * @param rootUrl The root url to use to load external dependencies like texture
  126863. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  126864. * @returns the parsed GPU particle system
  126865. */
  126866. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  126867. }
  126868. }
  126869. declare module BABYLON {
  126870. /**
  126871. * Represents a set of particle systems working together to create a specific effect
  126872. */
  126873. export class ParticleSystemSet implements IDisposable {
  126874. /**
  126875. * Gets or sets base Assets URL
  126876. */
  126877. static BaseAssetsUrl: string;
  126878. private _emitterCreationOptions;
  126879. private _emitterNode;
  126880. /**
  126881. * Gets the particle system list
  126882. */
  126883. systems: IParticleSystem[];
  126884. /**
  126885. * Gets the emitter node used with this set
  126886. */
  126887. readonly emitterNode: Nullable<TransformNode>;
  126888. /**
  126889. * Creates a new emitter mesh as a sphere
  126890. * @param options defines the options used to create the sphere
  126891. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  126892. * @param scene defines the hosting scene
  126893. */
  126894. setEmitterAsSphere(options: {
  126895. diameter: number;
  126896. segments: number;
  126897. color: Color3;
  126898. }, renderingGroupId: number, scene: Scene): void;
  126899. /**
  126900. * Starts all particle systems of the set
  126901. * @param emitter defines an optional mesh to use as emitter for the particle systems
  126902. */
  126903. start(emitter?: AbstractMesh): void;
  126904. /**
  126905. * Release all associated resources
  126906. */
  126907. dispose(): void;
  126908. /**
  126909. * Serialize the set into a JSON compatible object
  126910. * @returns a JSON compatible representation of the set
  126911. */
  126912. serialize(): any;
  126913. /**
  126914. * Parse a new ParticleSystemSet from a serialized source
  126915. * @param data defines a JSON compatible representation of the set
  126916. * @param scene defines the hosting scene
  126917. * @param gpu defines if we want GPU particles or CPU particles
  126918. * @returns a new ParticleSystemSet
  126919. */
  126920. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  126921. }
  126922. }
  126923. declare module BABYLON {
  126924. /**
  126925. * This class is made for on one-liner static method to help creating particle system set.
  126926. */
  126927. export class ParticleHelper {
  126928. /**
  126929. * Gets or sets base Assets URL
  126930. */
  126931. static BaseAssetsUrl: string;
  126932. /**
  126933. * Create a default particle system that you can tweak
  126934. * @param emitter defines the emitter to use
  126935. * @param capacity defines the system capacity (default is 500 particles)
  126936. * @param scene defines the hosting scene
  126937. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  126938. * @returns the new Particle system
  126939. */
  126940. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  126941. /**
  126942. * This is the main static method (one-liner) of this helper to create different particle systems
  126943. * @param type This string represents the type to the particle system to create
  126944. * @param scene The scene where the particle system should live
  126945. * @param gpu If the system will use gpu
  126946. * @returns the ParticleSystemSet created
  126947. */
  126948. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  126949. /**
  126950. * Static function used to export a particle system to a ParticleSystemSet variable.
  126951. * Please note that the emitter shape is not exported
  126952. * @param systems defines the particle systems to export
  126953. * @returns the created particle system set
  126954. */
  126955. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  126956. }
  126957. }
  126958. declare module BABYLON {
  126959. interface Engine {
  126960. /**
  126961. * Create an effect to use with particle systems.
  126962. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  126963. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  126964. * @param uniformsNames defines a list of attribute names
  126965. * @param samplers defines an array of string used to represent textures
  126966. * @param defines defines the string containing the defines to use to compile the shaders
  126967. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  126968. * @param onCompiled defines a function to call when the effect creation is successful
  126969. * @param onError defines a function to call when the effect creation has failed
  126970. * @returns the new Effect
  126971. */
  126972. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  126973. }
  126974. interface Mesh {
  126975. /**
  126976. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  126977. * @returns an array of IParticleSystem
  126978. */
  126979. getEmittedParticleSystems(): IParticleSystem[];
  126980. /**
  126981. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  126982. * @returns an array of IParticleSystem
  126983. */
  126984. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  126985. }
  126986. /**
  126987. * @hidden
  126988. */
  126989. export var _IDoNeedToBeInTheBuild: number;
  126990. }
  126991. declare module BABYLON {
  126992. /** Defines the 4 color options */
  126993. export enum PointColor {
  126994. /** color value */
  126995. Color = 2,
  126996. /** uv value */
  126997. UV = 1,
  126998. /** random value */
  126999. Random = 0,
  127000. /** stated value */
  127001. Stated = 3
  127002. }
  127003. /**
  127004. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  127005. * 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.
  127006. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  127007. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  127008. *
  127009. * Full documentation here : TO BE ENTERED
  127010. */
  127011. export class PointsCloudSystem implements IDisposable {
  127012. /**
  127013. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  127014. * Example : var p = SPS.particles[i];
  127015. */
  127016. particles: CloudPoint[];
  127017. /**
  127018. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  127019. */
  127020. nbParticles: number;
  127021. /**
  127022. * This a counter for your own usage. It's not set by any SPS functions.
  127023. */
  127024. counter: number;
  127025. /**
  127026. * The PCS name. This name is also given to the underlying mesh.
  127027. */
  127028. name: string;
  127029. /**
  127030. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  127031. */
  127032. mesh: Mesh;
  127033. /**
  127034. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  127035. * Please read :
  127036. */
  127037. vars: any;
  127038. /**
  127039. * @hidden
  127040. */
  127041. _size: number;
  127042. private _scene;
  127043. private _promises;
  127044. private _positions;
  127045. private _indices;
  127046. private _normals;
  127047. private _colors;
  127048. private _uvs;
  127049. private _indices32;
  127050. private _positions32;
  127051. private _colors32;
  127052. private _uvs32;
  127053. private _updatable;
  127054. private _isVisibilityBoxLocked;
  127055. private _alwaysVisible;
  127056. private _groups;
  127057. private _groupCounter;
  127058. private _computeParticleColor;
  127059. private _computeParticleTexture;
  127060. private _computeParticleRotation;
  127061. private _computeBoundingBox;
  127062. private _isReady;
  127063. /**
  127064. * Creates a PCS (Points Cloud System) object
  127065. * @param name (String) is the PCS name, this will be the underlying mesh name
  127066. * @param pointSize (number) is the size for each point
  127067. * @param scene (Scene) is the scene in which the PCS is added
  127068. * @param options defines the options of the PCS e.g.
  127069. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  127070. */
  127071. constructor(name: string, pointSize: number, scene: Scene, options?: {
  127072. updatable?: boolean;
  127073. });
  127074. /**
  127075. * Builds the PCS underlying mesh. Returns a standard Mesh.
  127076. * If no points were added to the PCS, the returned mesh is just a single point.
  127077. * @returns a promise for the created mesh
  127078. */
  127079. buildMeshAsync(): Promise<Mesh>;
  127080. /**
  127081. * @hidden
  127082. */
  127083. private _buildMesh;
  127084. private _addParticle;
  127085. private _randomUnitVector;
  127086. private _getColorIndicesForCoord;
  127087. private _setPointsColorOrUV;
  127088. private _colorFromTexture;
  127089. private _calculateDensity;
  127090. /**
  127091. * Adds points to the PCS in random positions within a unit sphere
  127092. * @param nb (positive integer) the number of particles to be created from this model
  127093. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  127094. * @returns the number of groups in the system
  127095. */
  127096. addPoints(nb: number, pointFunction?: any): number;
  127097. /**
  127098. * Adds points to the PCS from the surface of the model shape
  127099. * @param mesh is any Mesh object that will be used as a surface model for the points
  127100. * @param nb (positive integer) the number of particles to be created from this model
  127101. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  127102. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  127103. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  127104. * @returns the number of groups in the system
  127105. */
  127106. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  127107. /**
  127108. * Adds points to the PCS inside the model shape
  127109. * @param mesh is any Mesh object that will be used as a surface model for the points
  127110. * @param nb (positive integer) the number of particles to be created from this model
  127111. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  127112. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  127113. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  127114. * @returns the number of groups in the system
  127115. */
  127116. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  127117. /**
  127118. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  127119. * This method calls `updateParticle()` for each particle of the SPS.
  127120. * For an animated SPS, it is usually called within the render loop.
  127121. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  127122. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  127123. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  127124. * @returns the PCS.
  127125. */
  127126. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  127127. /**
  127128. * Disposes the PCS.
  127129. */
  127130. dispose(): void;
  127131. /**
  127132. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  127133. * doc :
  127134. * @returns the PCS.
  127135. */
  127136. refreshVisibleSize(): PointsCloudSystem;
  127137. /**
  127138. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  127139. * @param size the size (float) of the visibility box
  127140. * note : this doesn't lock the PCS mesh bounding box.
  127141. * doc :
  127142. */
  127143. setVisibilityBox(size: number): void;
  127144. /**
  127145. * Gets whether the PCS is always visible or not
  127146. * doc :
  127147. */
  127148. /**
  127149. * Sets the PCS as always visible or not
  127150. * doc :
  127151. */
  127152. isAlwaysVisible: boolean;
  127153. /**
  127154. * Tells to `setParticles()` to compute the particle rotations or not
  127155. * Default value : false. The PCS is faster when it's set to false
  127156. * Note : particle rotations are only applied to parent particles
  127157. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  127158. */
  127159. computeParticleRotation: boolean;
  127160. /**
  127161. * Tells to `setParticles()` to compute the particle colors or not.
  127162. * Default value : true. The PCS is faster when it's set to false.
  127163. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  127164. */
  127165. /**
  127166. * Gets if `setParticles()` computes the particle colors or not.
  127167. * Default value : false. The PCS is faster when it's set to false.
  127168. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  127169. */
  127170. computeParticleColor: boolean;
  127171. /**
  127172. * Gets if `setParticles()` computes the particle textures or not.
  127173. * Default value : false. The PCS is faster when it's set to false.
  127174. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  127175. */
  127176. computeParticleTexture: boolean;
  127177. /**
  127178. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  127179. */
  127180. /**
  127181. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  127182. */
  127183. computeBoundingBox: boolean;
  127184. /**
  127185. * This function does nothing. It may be overwritten to set all the particle first values.
  127186. * The PCS doesn't call this function, you may have to call it by your own.
  127187. * doc :
  127188. */
  127189. initParticles(): void;
  127190. /**
  127191. * This function does nothing. It may be overwritten to recycle a particle
  127192. * The PCS doesn't call this function, you can to call it
  127193. * doc :
  127194. * @param particle The particle to recycle
  127195. * @returns the recycled particle
  127196. */
  127197. recycleParticle(particle: CloudPoint): CloudPoint;
  127198. /**
  127199. * Updates a particle : this function should be overwritten by the user.
  127200. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  127201. * doc :
  127202. * @example : just set a particle position or velocity and recycle conditions
  127203. * @param particle The particle to update
  127204. * @returns the updated particle
  127205. */
  127206. updateParticle(particle: CloudPoint): CloudPoint;
  127207. /**
  127208. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  127209. * This does nothing and may be overwritten by the user.
  127210. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  127211. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  127212. * @param update the boolean update value actually passed to setParticles()
  127213. */
  127214. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  127215. /**
  127216. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  127217. * This will be passed three parameters.
  127218. * This does nothing and may be overwritten by the user.
  127219. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  127220. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  127221. * @param update the boolean update value actually passed to setParticles()
  127222. */
  127223. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  127224. }
  127225. }
  127226. declare module BABYLON {
  127227. /**
  127228. * Represents one particle of a points cloud system.
  127229. */
  127230. export class CloudPoint {
  127231. /**
  127232. * particle global index
  127233. */
  127234. idx: number;
  127235. /**
  127236. * The color of the particle
  127237. */
  127238. color: Nullable<Color4>;
  127239. /**
  127240. * The world space position of the particle.
  127241. */
  127242. position: Vector3;
  127243. /**
  127244. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  127245. */
  127246. rotation: Vector3;
  127247. /**
  127248. * The world space rotation quaternion of the particle.
  127249. */
  127250. rotationQuaternion: Nullable<Quaternion>;
  127251. /**
  127252. * The uv of the particle.
  127253. */
  127254. uv: Nullable<Vector2>;
  127255. /**
  127256. * The current speed of the particle.
  127257. */
  127258. velocity: Vector3;
  127259. /**
  127260. * The pivot point in the particle local space.
  127261. */
  127262. pivot: Vector3;
  127263. /**
  127264. * Must the particle be translated from its pivot point in its local space ?
  127265. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  127266. * Default : false
  127267. */
  127268. translateFromPivot: boolean;
  127269. /**
  127270. * Index of this particle in the global "positions" array (Internal use)
  127271. * @hidden
  127272. */
  127273. _pos: number;
  127274. /**
  127275. * @hidden Index of this particle in the global "indices" array (Internal use)
  127276. */
  127277. _ind: number;
  127278. /**
  127279. * Group this particle belongs to
  127280. */
  127281. _group: PointsGroup;
  127282. /**
  127283. * Group id of this particle
  127284. */
  127285. groupId: number;
  127286. /**
  127287. * Index of the particle in its group id (Internal use)
  127288. */
  127289. idxInGroup: number;
  127290. /**
  127291. * @hidden Particle BoundingInfo object (Internal use)
  127292. */
  127293. _boundingInfo: BoundingInfo;
  127294. /**
  127295. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  127296. */
  127297. _pcs: PointsCloudSystem;
  127298. /**
  127299. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  127300. */
  127301. _stillInvisible: boolean;
  127302. /**
  127303. * @hidden Last computed particle rotation matrix
  127304. */
  127305. _rotationMatrix: number[];
  127306. /**
  127307. * Parent particle Id, if any.
  127308. * Default null.
  127309. */
  127310. parentId: Nullable<number>;
  127311. /**
  127312. * @hidden Internal global position in the PCS.
  127313. */
  127314. _globalPosition: Vector3;
  127315. /**
  127316. * Creates a Point Cloud object.
  127317. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  127318. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  127319. * @param group (PointsGroup) is the group the particle belongs to
  127320. * @param groupId (integer) is the group identifier in the PCS.
  127321. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  127322. * @param pcs defines the PCS it is associated to
  127323. */
  127324. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  127325. /**
  127326. * get point size
  127327. */
  127328. /**
  127329. * Set point size
  127330. */
  127331. size: Vector3;
  127332. /**
  127333. * Legacy support, changed quaternion to rotationQuaternion
  127334. */
  127335. /**
  127336. * Legacy support, changed quaternion to rotationQuaternion
  127337. */
  127338. quaternion: Nullable<Quaternion>;
  127339. /**
  127340. * Returns a boolean. True if the particle intersects a mesh, else false
  127341. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  127342. * @param target is the object (point or mesh) what the intersection is computed against
  127343. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  127344. * @returns true if it intersects
  127345. */
  127346. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  127347. /**
  127348. * get the rotation matrix of the particle
  127349. * @hidden
  127350. */
  127351. getRotationMatrix(m: Matrix): void;
  127352. }
  127353. /**
  127354. * Represents a group of points in a points cloud system
  127355. * * PCS internal tool, don't use it manually.
  127356. */
  127357. export class PointsGroup {
  127358. /**
  127359. * The group id
  127360. * @hidden
  127361. */
  127362. groupID: number;
  127363. /**
  127364. * image data for group (internal use)
  127365. * @hidden
  127366. */
  127367. _groupImageData: Nullable<ArrayBufferView>;
  127368. /**
  127369. * Image Width (internal use)
  127370. * @hidden
  127371. */
  127372. _groupImgWidth: number;
  127373. /**
  127374. * Image Height (internal use)
  127375. * @hidden
  127376. */
  127377. _groupImgHeight: number;
  127378. /**
  127379. * Custom position function (internal use)
  127380. * @hidden
  127381. */
  127382. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  127383. /**
  127384. * density per facet for surface points
  127385. * @hidden
  127386. */
  127387. _groupDensity: number[];
  127388. /**
  127389. * Only when points are colored by texture carries pointer to texture list array
  127390. * @hidden
  127391. */
  127392. _textureNb: number;
  127393. /**
  127394. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  127395. * PCS internal tool, don't use it manually.
  127396. * @hidden
  127397. */
  127398. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  127399. }
  127400. }
  127401. declare module BABYLON {
  127402. interface Scene {
  127403. /** @hidden (Backing field) */
  127404. _physicsEngine: Nullable<IPhysicsEngine>;
  127405. /**
  127406. * Gets the current physics engine
  127407. * @returns a IPhysicsEngine or null if none attached
  127408. */
  127409. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  127410. /**
  127411. * Enables physics to the current scene
  127412. * @param gravity defines the scene's gravity for the physics engine
  127413. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  127414. * @return a boolean indicating if the physics engine was initialized
  127415. */
  127416. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  127417. /**
  127418. * Disables and disposes the physics engine associated with the scene
  127419. */
  127420. disablePhysicsEngine(): void;
  127421. /**
  127422. * Gets a boolean indicating if there is an active physics engine
  127423. * @returns a boolean indicating if there is an active physics engine
  127424. */
  127425. isPhysicsEnabled(): boolean;
  127426. /**
  127427. * Deletes a physics compound impostor
  127428. * @param compound defines the compound to delete
  127429. */
  127430. deleteCompoundImpostor(compound: any): void;
  127431. /**
  127432. * An event triggered when physic simulation is about to be run
  127433. */
  127434. onBeforePhysicsObservable: Observable<Scene>;
  127435. /**
  127436. * An event triggered when physic simulation has been done
  127437. */
  127438. onAfterPhysicsObservable: Observable<Scene>;
  127439. }
  127440. interface AbstractMesh {
  127441. /** @hidden */
  127442. _physicsImpostor: Nullable<PhysicsImpostor>;
  127443. /**
  127444. * Gets or sets impostor used for physic simulation
  127445. * @see http://doc.babylonjs.com/features/physics_engine
  127446. */
  127447. physicsImpostor: Nullable<PhysicsImpostor>;
  127448. /**
  127449. * Gets the current physics impostor
  127450. * @see http://doc.babylonjs.com/features/physics_engine
  127451. * @returns a physics impostor or null
  127452. */
  127453. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  127454. /** Apply a physic impulse to the mesh
  127455. * @param force defines the force to apply
  127456. * @param contactPoint defines where to apply the force
  127457. * @returns the current mesh
  127458. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  127459. */
  127460. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  127461. /**
  127462. * Creates a physic joint between two meshes
  127463. * @param otherMesh defines the other mesh to use
  127464. * @param pivot1 defines the pivot to use on this mesh
  127465. * @param pivot2 defines the pivot to use on the other mesh
  127466. * @param options defines additional options (can be plugin dependent)
  127467. * @returns the current mesh
  127468. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  127469. */
  127470. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  127471. /** @hidden */
  127472. _disposePhysicsObserver: Nullable<Observer<Node>>;
  127473. }
  127474. /**
  127475. * Defines the physics engine scene component responsible to manage a physics engine
  127476. */
  127477. export class PhysicsEngineSceneComponent implements ISceneComponent {
  127478. /**
  127479. * The component name helpful to identify the component in the list of scene components.
  127480. */
  127481. readonly name: string;
  127482. /**
  127483. * The scene the component belongs to.
  127484. */
  127485. scene: Scene;
  127486. /**
  127487. * Creates a new instance of the component for the given scene
  127488. * @param scene Defines the scene to register the component in
  127489. */
  127490. constructor(scene: Scene);
  127491. /**
  127492. * Registers the component in a given scene
  127493. */
  127494. register(): void;
  127495. /**
  127496. * Rebuilds the elements related to this component in case of
  127497. * context lost for instance.
  127498. */
  127499. rebuild(): void;
  127500. /**
  127501. * Disposes the component and the associated ressources
  127502. */
  127503. dispose(): void;
  127504. }
  127505. }
  127506. declare module BABYLON {
  127507. /**
  127508. * A helper for physics simulations
  127509. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127510. */
  127511. export class PhysicsHelper {
  127512. private _scene;
  127513. private _physicsEngine;
  127514. /**
  127515. * Initializes the Physics helper
  127516. * @param scene Babylon.js scene
  127517. */
  127518. constructor(scene: Scene);
  127519. /**
  127520. * Applies a radial explosion impulse
  127521. * @param origin the origin of the explosion
  127522. * @param radiusOrEventOptions the radius or the options of radial explosion
  127523. * @param strength the explosion strength
  127524. * @param falloff possible options: Constant & Linear. Defaults to Constant
  127525. * @returns A physics radial explosion event, or null
  127526. */
  127527. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  127528. /**
  127529. * Applies a radial explosion force
  127530. * @param origin the origin of the explosion
  127531. * @param radiusOrEventOptions the radius or the options of radial explosion
  127532. * @param strength the explosion strength
  127533. * @param falloff possible options: Constant & Linear. Defaults to Constant
  127534. * @returns A physics radial explosion event, or null
  127535. */
  127536. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  127537. /**
  127538. * Creates a gravitational field
  127539. * @param origin the origin of the explosion
  127540. * @param radiusOrEventOptions the radius or the options of radial explosion
  127541. * @param strength the explosion strength
  127542. * @param falloff possible options: Constant & Linear. Defaults to Constant
  127543. * @returns A physics gravitational field event, or null
  127544. */
  127545. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  127546. /**
  127547. * Creates a physics updraft event
  127548. * @param origin the origin of the updraft
  127549. * @param radiusOrEventOptions the radius or the options of the updraft
  127550. * @param strength the strength of the updraft
  127551. * @param height the height of the updraft
  127552. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  127553. * @returns A physics updraft event, or null
  127554. */
  127555. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  127556. /**
  127557. * Creates a physics vortex event
  127558. * @param origin the of the vortex
  127559. * @param radiusOrEventOptions the radius or the options of the vortex
  127560. * @param strength the strength of the vortex
  127561. * @param height the height of the vortex
  127562. * @returns a Physics vortex event, or null
  127563. * A physics vortex event or null
  127564. */
  127565. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  127566. }
  127567. /**
  127568. * Represents a physics radial explosion event
  127569. */
  127570. class PhysicsRadialExplosionEvent {
  127571. private _scene;
  127572. private _options;
  127573. private _sphere;
  127574. private _dataFetched;
  127575. /**
  127576. * Initializes a radial explosioin event
  127577. * @param _scene BabylonJS scene
  127578. * @param _options The options for the vortex event
  127579. */
  127580. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  127581. /**
  127582. * Returns the data related to the radial explosion event (sphere).
  127583. * @returns The radial explosion event data
  127584. */
  127585. getData(): PhysicsRadialExplosionEventData;
  127586. /**
  127587. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  127588. * @param impostor A physics imposter
  127589. * @param origin the origin of the explosion
  127590. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  127591. */
  127592. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  127593. /**
  127594. * Triggers affecterd impostors callbacks
  127595. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  127596. */
  127597. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  127598. /**
  127599. * Disposes the sphere.
  127600. * @param force Specifies if the sphere should be disposed by force
  127601. */
  127602. dispose(force?: boolean): void;
  127603. /*** Helpers ***/
  127604. private _prepareSphere;
  127605. private _intersectsWithSphere;
  127606. }
  127607. /**
  127608. * Represents a gravitational field event
  127609. */
  127610. class PhysicsGravitationalFieldEvent {
  127611. private _physicsHelper;
  127612. private _scene;
  127613. private _origin;
  127614. private _options;
  127615. private _tickCallback;
  127616. private _sphere;
  127617. private _dataFetched;
  127618. /**
  127619. * Initializes the physics gravitational field event
  127620. * @param _physicsHelper A physics helper
  127621. * @param _scene BabylonJS scene
  127622. * @param _origin The origin position of the gravitational field event
  127623. * @param _options The options for the vortex event
  127624. */
  127625. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  127626. /**
  127627. * Returns the data related to the gravitational field event (sphere).
  127628. * @returns A gravitational field event
  127629. */
  127630. getData(): PhysicsGravitationalFieldEventData;
  127631. /**
  127632. * Enables the gravitational field.
  127633. */
  127634. enable(): void;
  127635. /**
  127636. * Disables the gravitational field.
  127637. */
  127638. disable(): void;
  127639. /**
  127640. * Disposes the sphere.
  127641. * @param force The force to dispose from the gravitational field event
  127642. */
  127643. dispose(force?: boolean): void;
  127644. private _tick;
  127645. }
  127646. /**
  127647. * Represents a physics updraft event
  127648. */
  127649. class PhysicsUpdraftEvent {
  127650. private _scene;
  127651. private _origin;
  127652. private _options;
  127653. private _physicsEngine;
  127654. private _originTop;
  127655. private _originDirection;
  127656. private _tickCallback;
  127657. private _cylinder;
  127658. private _cylinderPosition;
  127659. private _dataFetched;
  127660. /**
  127661. * Initializes the physics updraft event
  127662. * @param _scene BabylonJS scene
  127663. * @param _origin The origin position of the updraft
  127664. * @param _options The options for the updraft event
  127665. */
  127666. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  127667. /**
  127668. * Returns the data related to the updraft event (cylinder).
  127669. * @returns A physics updraft event
  127670. */
  127671. getData(): PhysicsUpdraftEventData;
  127672. /**
  127673. * Enables the updraft.
  127674. */
  127675. enable(): void;
  127676. /**
  127677. * Disables the updraft.
  127678. */
  127679. disable(): void;
  127680. /**
  127681. * Disposes the cylinder.
  127682. * @param force Specifies if the updraft should be disposed by force
  127683. */
  127684. dispose(force?: boolean): void;
  127685. private getImpostorHitData;
  127686. private _tick;
  127687. /*** Helpers ***/
  127688. private _prepareCylinder;
  127689. private _intersectsWithCylinder;
  127690. }
  127691. /**
  127692. * Represents a physics vortex event
  127693. */
  127694. class PhysicsVortexEvent {
  127695. private _scene;
  127696. private _origin;
  127697. private _options;
  127698. private _physicsEngine;
  127699. private _originTop;
  127700. private _tickCallback;
  127701. private _cylinder;
  127702. private _cylinderPosition;
  127703. private _dataFetched;
  127704. /**
  127705. * Initializes the physics vortex event
  127706. * @param _scene The BabylonJS scene
  127707. * @param _origin The origin position of the vortex
  127708. * @param _options The options for the vortex event
  127709. */
  127710. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  127711. /**
  127712. * Returns the data related to the vortex event (cylinder).
  127713. * @returns The physics vortex event data
  127714. */
  127715. getData(): PhysicsVortexEventData;
  127716. /**
  127717. * Enables the vortex.
  127718. */
  127719. enable(): void;
  127720. /**
  127721. * Disables the cortex.
  127722. */
  127723. disable(): void;
  127724. /**
  127725. * Disposes the sphere.
  127726. * @param force
  127727. */
  127728. dispose(force?: boolean): void;
  127729. private getImpostorHitData;
  127730. private _tick;
  127731. /*** Helpers ***/
  127732. private _prepareCylinder;
  127733. private _intersectsWithCylinder;
  127734. }
  127735. /**
  127736. * Options fot the radial explosion event
  127737. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127738. */
  127739. export class PhysicsRadialExplosionEventOptions {
  127740. /**
  127741. * The radius of the sphere for the radial explosion.
  127742. */
  127743. radius: number;
  127744. /**
  127745. * The strenth of the explosion.
  127746. */
  127747. strength: number;
  127748. /**
  127749. * The strenght of the force in correspondence to the distance of the affected object
  127750. */
  127751. falloff: PhysicsRadialImpulseFalloff;
  127752. /**
  127753. * Sphere options for the radial explosion.
  127754. */
  127755. sphere: {
  127756. segments: number;
  127757. diameter: number;
  127758. };
  127759. /**
  127760. * Sphere options for the radial explosion.
  127761. */
  127762. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  127763. }
  127764. /**
  127765. * Options fot the updraft event
  127766. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127767. */
  127768. export class PhysicsUpdraftEventOptions {
  127769. /**
  127770. * The radius of the cylinder for the vortex
  127771. */
  127772. radius: number;
  127773. /**
  127774. * The strenth of the updraft.
  127775. */
  127776. strength: number;
  127777. /**
  127778. * The height of the cylinder for the updraft.
  127779. */
  127780. height: number;
  127781. /**
  127782. * The mode for the the updraft.
  127783. */
  127784. updraftMode: PhysicsUpdraftMode;
  127785. }
  127786. /**
  127787. * Options fot the vortex event
  127788. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127789. */
  127790. export class PhysicsVortexEventOptions {
  127791. /**
  127792. * The radius of the cylinder for the vortex
  127793. */
  127794. radius: number;
  127795. /**
  127796. * The strenth of the vortex.
  127797. */
  127798. strength: number;
  127799. /**
  127800. * The height of the cylinder for the vortex.
  127801. */
  127802. height: number;
  127803. /**
  127804. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  127805. */
  127806. centripetalForceThreshold: number;
  127807. /**
  127808. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  127809. */
  127810. centripetalForceMultiplier: number;
  127811. /**
  127812. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  127813. */
  127814. centrifugalForceMultiplier: number;
  127815. /**
  127816. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  127817. */
  127818. updraftForceMultiplier: number;
  127819. }
  127820. /**
  127821. * The strenght of the force in correspondence to the distance of the affected object
  127822. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127823. */
  127824. export enum PhysicsRadialImpulseFalloff {
  127825. /** Defines that impulse is constant in strength across it's whole radius */
  127826. Constant = 0,
  127827. /** Defines that impulse gets weaker if it's further from the origin */
  127828. Linear = 1
  127829. }
  127830. /**
  127831. * The strength of the force in correspondence to the distance of the affected object
  127832. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127833. */
  127834. export enum PhysicsUpdraftMode {
  127835. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  127836. Center = 0,
  127837. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  127838. Perpendicular = 1
  127839. }
  127840. /**
  127841. * Interface for a physics hit data
  127842. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127843. */
  127844. export interface PhysicsHitData {
  127845. /**
  127846. * The force applied at the contact point
  127847. */
  127848. force: Vector3;
  127849. /**
  127850. * The contact point
  127851. */
  127852. contactPoint: Vector3;
  127853. /**
  127854. * The distance from the origin to the contact point
  127855. */
  127856. distanceFromOrigin: number;
  127857. }
  127858. /**
  127859. * Interface for radial explosion event data
  127860. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127861. */
  127862. export interface PhysicsRadialExplosionEventData {
  127863. /**
  127864. * A sphere used for the radial explosion event
  127865. */
  127866. sphere: Mesh;
  127867. }
  127868. /**
  127869. * Interface for gravitational field event data
  127870. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127871. */
  127872. export interface PhysicsGravitationalFieldEventData {
  127873. /**
  127874. * A sphere mesh used for the gravitational field event
  127875. */
  127876. sphere: Mesh;
  127877. }
  127878. /**
  127879. * Interface for updraft event data
  127880. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127881. */
  127882. export interface PhysicsUpdraftEventData {
  127883. /**
  127884. * A cylinder used for the updraft event
  127885. */
  127886. cylinder: Mesh;
  127887. }
  127888. /**
  127889. * Interface for vortex event data
  127890. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127891. */
  127892. export interface PhysicsVortexEventData {
  127893. /**
  127894. * A cylinder used for the vortex event
  127895. */
  127896. cylinder: Mesh;
  127897. }
  127898. /**
  127899. * Interface for an affected physics impostor
  127900. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127901. */
  127902. export interface PhysicsAffectedImpostorWithData {
  127903. /**
  127904. * The impostor affected by the effect
  127905. */
  127906. impostor: PhysicsImpostor;
  127907. /**
  127908. * The data about the hit/horce from the explosion
  127909. */
  127910. hitData: PhysicsHitData;
  127911. }
  127912. }
  127913. declare module BABYLON {
  127914. /** @hidden */
  127915. export var blackAndWhitePixelShader: {
  127916. name: string;
  127917. shader: string;
  127918. };
  127919. }
  127920. declare module BABYLON {
  127921. /**
  127922. * Post process used to render in black and white
  127923. */
  127924. export class BlackAndWhitePostProcess extends PostProcess {
  127925. /**
  127926. * Linear about to convert he result to black and white (default: 1)
  127927. */
  127928. degree: number;
  127929. /**
  127930. * Creates a black and white post process
  127931. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  127932. * @param name The name of the effect.
  127933. * @param options The required width/height ratio to downsize to before computing the render pass.
  127934. * @param camera The camera to apply the render pass to.
  127935. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127936. * @param engine The engine which the post process will be applied. (default: current engine)
  127937. * @param reusable If the post process can be reused on the same frame. (default: false)
  127938. */
  127939. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127940. }
  127941. }
  127942. declare module BABYLON {
  127943. /**
  127944. * This represents a set of one or more post processes in Babylon.
  127945. * A post process can be used to apply a shader to a texture after it is rendered.
  127946. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  127947. */
  127948. export class PostProcessRenderEffect {
  127949. private _postProcesses;
  127950. private _getPostProcesses;
  127951. private _singleInstance;
  127952. private _cameras;
  127953. private _indicesForCamera;
  127954. /**
  127955. * Name of the effect
  127956. * @hidden
  127957. */
  127958. _name: string;
  127959. /**
  127960. * Instantiates a post process render effect.
  127961. * A post process can be used to apply a shader to a texture after it is rendered.
  127962. * @param engine The engine the effect is tied to
  127963. * @param name The name of the effect
  127964. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  127965. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  127966. */
  127967. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  127968. /**
  127969. * Checks if all the post processes in the effect are supported.
  127970. */
  127971. readonly isSupported: boolean;
  127972. /**
  127973. * Updates the current state of the effect
  127974. * @hidden
  127975. */
  127976. _update(): void;
  127977. /**
  127978. * Attaches the effect on cameras
  127979. * @param cameras The camera to attach to.
  127980. * @hidden
  127981. */
  127982. _attachCameras(cameras: Camera): void;
  127983. /**
  127984. * Attaches the effect on cameras
  127985. * @param cameras The camera to attach to.
  127986. * @hidden
  127987. */
  127988. _attachCameras(cameras: Camera[]): void;
  127989. /**
  127990. * Detaches the effect on cameras
  127991. * @param cameras The camera to detatch from.
  127992. * @hidden
  127993. */
  127994. _detachCameras(cameras: Camera): void;
  127995. /**
  127996. * Detatches the effect on cameras
  127997. * @param cameras The camera to detatch from.
  127998. * @hidden
  127999. */
  128000. _detachCameras(cameras: Camera[]): void;
  128001. /**
  128002. * Enables the effect on given cameras
  128003. * @param cameras The camera to enable.
  128004. * @hidden
  128005. */
  128006. _enable(cameras: Camera): void;
  128007. /**
  128008. * Enables the effect on given cameras
  128009. * @param cameras The camera to enable.
  128010. * @hidden
  128011. */
  128012. _enable(cameras: Nullable<Camera[]>): void;
  128013. /**
  128014. * Disables the effect on the given cameras
  128015. * @param cameras The camera to disable.
  128016. * @hidden
  128017. */
  128018. _disable(cameras: Camera): void;
  128019. /**
  128020. * Disables the effect on the given cameras
  128021. * @param cameras The camera to disable.
  128022. * @hidden
  128023. */
  128024. _disable(cameras: Nullable<Camera[]>): void;
  128025. /**
  128026. * Gets a list of the post processes contained in the effect.
  128027. * @param camera The camera to get the post processes on.
  128028. * @returns The list of the post processes in the effect.
  128029. */
  128030. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  128031. }
  128032. }
  128033. declare module BABYLON {
  128034. /** @hidden */
  128035. export var extractHighlightsPixelShader: {
  128036. name: string;
  128037. shader: string;
  128038. };
  128039. }
  128040. declare module BABYLON {
  128041. /**
  128042. * 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.
  128043. */
  128044. export class ExtractHighlightsPostProcess extends PostProcess {
  128045. /**
  128046. * The luminance threshold, pixels below this value will be set to black.
  128047. */
  128048. threshold: number;
  128049. /** @hidden */
  128050. _exposure: number;
  128051. /**
  128052. * Post process which has the input texture to be used when performing highlight extraction
  128053. * @hidden
  128054. */
  128055. _inputPostProcess: Nullable<PostProcess>;
  128056. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128057. }
  128058. }
  128059. declare module BABYLON {
  128060. /** @hidden */
  128061. export var bloomMergePixelShader: {
  128062. name: string;
  128063. shader: string;
  128064. };
  128065. }
  128066. declare module BABYLON {
  128067. /**
  128068. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  128069. */
  128070. export class BloomMergePostProcess extends PostProcess {
  128071. /** Weight of the bloom to be added to the original input. */
  128072. weight: number;
  128073. /**
  128074. * Creates a new instance of @see BloomMergePostProcess
  128075. * @param name The name of the effect.
  128076. * @param originalFromInput Post process which's input will be used for the merge.
  128077. * @param blurred Blurred highlights post process which's output will be used.
  128078. * @param weight Weight of the bloom to be added to the original input.
  128079. * @param options The required width/height ratio to downsize to before computing the render pass.
  128080. * @param camera The camera to apply the render pass to.
  128081. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128082. * @param engine The engine which the post process will be applied. (default: current engine)
  128083. * @param reusable If the post process can be reused on the same frame. (default: false)
  128084. * @param textureType Type of textures used when performing the post process. (default: 0)
  128085. * @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)
  128086. */
  128087. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  128088. /** Weight of the bloom to be added to the original input. */
  128089. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128090. }
  128091. }
  128092. declare module BABYLON {
  128093. /**
  128094. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  128095. */
  128096. export class BloomEffect extends PostProcessRenderEffect {
  128097. private bloomScale;
  128098. /**
  128099. * @hidden Internal
  128100. */
  128101. _effects: Array<PostProcess>;
  128102. /**
  128103. * @hidden Internal
  128104. */
  128105. _downscale: ExtractHighlightsPostProcess;
  128106. private _blurX;
  128107. private _blurY;
  128108. private _merge;
  128109. /**
  128110. * The luminance threshold to find bright areas of the image to bloom.
  128111. */
  128112. threshold: number;
  128113. /**
  128114. * The strength of the bloom.
  128115. */
  128116. weight: number;
  128117. /**
  128118. * Specifies the size of the bloom blur kernel, relative to the final output size
  128119. */
  128120. kernel: number;
  128121. /**
  128122. * Creates a new instance of @see BloomEffect
  128123. * @param scene The scene the effect belongs to.
  128124. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  128125. * @param bloomKernel The size of the kernel to be used when applying the blur.
  128126. * @param bloomWeight The the strength of bloom.
  128127. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  128128. * @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)
  128129. */
  128130. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  128131. /**
  128132. * Disposes each of the internal effects for a given camera.
  128133. * @param camera The camera to dispose the effect on.
  128134. */
  128135. disposeEffects(camera: Camera): void;
  128136. /**
  128137. * @hidden Internal
  128138. */
  128139. _updateEffects(): void;
  128140. /**
  128141. * Internal
  128142. * @returns if all the contained post processes are ready.
  128143. * @hidden
  128144. */
  128145. _isReady(): boolean;
  128146. }
  128147. }
  128148. declare module BABYLON {
  128149. /** @hidden */
  128150. export var chromaticAberrationPixelShader: {
  128151. name: string;
  128152. shader: string;
  128153. };
  128154. }
  128155. declare module BABYLON {
  128156. /**
  128157. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  128158. */
  128159. export class ChromaticAberrationPostProcess extends PostProcess {
  128160. /**
  128161. * The amount of seperation of rgb channels (default: 30)
  128162. */
  128163. aberrationAmount: number;
  128164. /**
  128165. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  128166. */
  128167. radialIntensity: number;
  128168. /**
  128169. * 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))
  128170. */
  128171. direction: Vector2;
  128172. /**
  128173. * 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))
  128174. */
  128175. centerPosition: Vector2;
  128176. /**
  128177. * Creates a new instance ChromaticAberrationPostProcess
  128178. * @param name The name of the effect.
  128179. * @param screenWidth The width of the screen to apply the effect on.
  128180. * @param screenHeight The height of the screen to apply the effect on.
  128181. * @param options The required width/height ratio to downsize to before computing the render pass.
  128182. * @param camera The camera to apply the render pass to.
  128183. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128184. * @param engine The engine which the post process will be applied. (default: current engine)
  128185. * @param reusable If the post process can be reused on the same frame. (default: false)
  128186. * @param textureType Type of textures used when performing the post process. (default: 0)
  128187. * @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)
  128188. */
  128189. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128190. }
  128191. }
  128192. declare module BABYLON {
  128193. /** @hidden */
  128194. export var circleOfConfusionPixelShader: {
  128195. name: string;
  128196. shader: string;
  128197. };
  128198. }
  128199. declare module BABYLON {
  128200. /**
  128201. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  128202. */
  128203. export class CircleOfConfusionPostProcess extends PostProcess {
  128204. /**
  128205. * 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.
  128206. */
  128207. lensSize: number;
  128208. /**
  128209. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  128210. */
  128211. fStop: number;
  128212. /**
  128213. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  128214. */
  128215. focusDistance: number;
  128216. /**
  128217. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  128218. */
  128219. focalLength: number;
  128220. private _depthTexture;
  128221. /**
  128222. * Creates a new instance CircleOfConfusionPostProcess
  128223. * @param name The name of the effect.
  128224. * @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.
  128225. * @param options The required width/height ratio to downsize to before computing the render pass.
  128226. * @param camera The camera to apply the render pass to.
  128227. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128228. * @param engine The engine which the post process will be applied. (default: current engine)
  128229. * @param reusable If the post process can be reused on the same frame. (default: false)
  128230. * @param textureType Type of textures used when performing the post process. (default: 0)
  128231. * @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)
  128232. */
  128233. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128234. /**
  128235. * 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.
  128236. */
  128237. depthTexture: RenderTargetTexture;
  128238. }
  128239. }
  128240. declare module BABYLON {
  128241. /** @hidden */
  128242. export var colorCorrectionPixelShader: {
  128243. name: string;
  128244. shader: string;
  128245. };
  128246. }
  128247. declare module BABYLON {
  128248. /**
  128249. *
  128250. * This post-process allows the modification of rendered colors by using
  128251. * a 'look-up table' (LUT). This effect is also called Color Grading.
  128252. *
  128253. * The object needs to be provided an url to a texture containing the color
  128254. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  128255. * Use an image editing software to tweak the LUT to match your needs.
  128256. *
  128257. * For an example of a color LUT, see here:
  128258. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  128259. * For explanations on color grading, see here:
  128260. * @see http://udn.epicgames.com/Three/ColorGrading.html
  128261. *
  128262. */
  128263. export class ColorCorrectionPostProcess extends PostProcess {
  128264. private _colorTableTexture;
  128265. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128266. }
  128267. }
  128268. declare module BABYLON {
  128269. /** @hidden */
  128270. export var convolutionPixelShader: {
  128271. name: string;
  128272. shader: string;
  128273. };
  128274. }
  128275. declare module BABYLON {
  128276. /**
  128277. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  128278. * input texture to perform effects such as edge detection or sharpening
  128279. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  128280. */
  128281. export class ConvolutionPostProcess extends PostProcess {
  128282. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  128283. kernel: number[];
  128284. /**
  128285. * Creates a new instance ConvolutionPostProcess
  128286. * @param name The name of the effect.
  128287. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  128288. * @param options The required width/height ratio to downsize to before computing the render pass.
  128289. * @param camera The camera to apply the render pass to.
  128290. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128291. * @param engine The engine which the post process will be applied. (default: current engine)
  128292. * @param reusable If the post process can be reused on the same frame. (default: false)
  128293. * @param textureType Type of textures used when performing the post process. (default: 0)
  128294. */
  128295. constructor(name: string,
  128296. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  128297. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  128298. /**
  128299. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128300. */
  128301. static EdgeDetect0Kernel: number[];
  128302. /**
  128303. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128304. */
  128305. static EdgeDetect1Kernel: number[];
  128306. /**
  128307. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128308. */
  128309. static EdgeDetect2Kernel: number[];
  128310. /**
  128311. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128312. */
  128313. static SharpenKernel: number[];
  128314. /**
  128315. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128316. */
  128317. static EmbossKernel: number[];
  128318. /**
  128319. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128320. */
  128321. static GaussianKernel: number[];
  128322. }
  128323. }
  128324. declare module BABYLON {
  128325. /**
  128326. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  128327. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  128328. * based on samples that have a large difference in distance than the center pixel.
  128329. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  128330. */
  128331. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  128332. direction: Vector2;
  128333. /**
  128334. * Creates a new instance CircleOfConfusionPostProcess
  128335. * @param name The name of the effect.
  128336. * @param scene The scene the effect belongs to.
  128337. * @param direction The direction the blur should be applied.
  128338. * @param kernel The size of the kernel used to blur.
  128339. * @param options The required width/height ratio to downsize to before computing the render pass.
  128340. * @param camera The camera to apply the render pass to.
  128341. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  128342. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  128343. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128344. * @param engine The engine which the post process will be applied. (default: current engine)
  128345. * @param reusable If the post process can be reused on the same frame. (default: false)
  128346. * @param textureType Type of textures used when performing the post process. (default: 0)
  128347. * @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)
  128348. */
  128349. 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);
  128350. }
  128351. }
  128352. declare module BABYLON {
  128353. /** @hidden */
  128354. export var depthOfFieldMergePixelShader: {
  128355. name: string;
  128356. shader: string;
  128357. };
  128358. }
  128359. declare module BABYLON {
  128360. /**
  128361. * Options to be set when merging outputs from the default pipeline.
  128362. */
  128363. export class DepthOfFieldMergePostProcessOptions {
  128364. /**
  128365. * The original image to merge on top of
  128366. */
  128367. originalFromInput: PostProcess;
  128368. /**
  128369. * Parameters to perform the merge of the depth of field effect
  128370. */
  128371. depthOfField?: {
  128372. circleOfConfusion: PostProcess;
  128373. blurSteps: Array<PostProcess>;
  128374. };
  128375. /**
  128376. * Parameters to perform the merge of bloom effect
  128377. */
  128378. bloom?: {
  128379. blurred: PostProcess;
  128380. weight: number;
  128381. };
  128382. }
  128383. /**
  128384. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  128385. */
  128386. export class DepthOfFieldMergePostProcess extends PostProcess {
  128387. private blurSteps;
  128388. /**
  128389. * Creates a new instance of DepthOfFieldMergePostProcess
  128390. * @param name The name of the effect.
  128391. * @param originalFromInput Post process which's input will be used for the merge.
  128392. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  128393. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  128394. * @param options The required width/height ratio to downsize to before computing the render pass.
  128395. * @param camera The camera to apply the render pass to.
  128396. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128397. * @param engine The engine which the post process will be applied. (default: current engine)
  128398. * @param reusable If the post process can be reused on the same frame. (default: false)
  128399. * @param textureType Type of textures used when performing the post process. (default: 0)
  128400. * @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)
  128401. */
  128402. 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);
  128403. /**
  128404. * Updates the effect with the current post process compile time values and recompiles the shader.
  128405. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  128406. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  128407. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  128408. * @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
  128409. * @param onCompiled Called when the shader has been compiled.
  128410. * @param onError Called if there is an error when compiling a shader.
  128411. */
  128412. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  128413. }
  128414. }
  128415. declare module BABYLON {
  128416. /**
  128417. * Specifies the level of max blur that should be applied when using the depth of field effect
  128418. */
  128419. export enum DepthOfFieldEffectBlurLevel {
  128420. /**
  128421. * Subtle blur
  128422. */
  128423. Low = 0,
  128424. /**
  128425. * Medium blur
  128426. */
  128427. Medium = 1,
  128428. /**
  128429. * Large blur
  128430. */
  128431. High = 2
  128432. }
  128433. /**
  128434. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  128435. */
  128436. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  128437. private _circleOfConfusion;
  128438. /**
  128439. * @hidden Internal, blurs from high to low
  128440. */
  128441. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  128442. private _depthOfFieldBlurY;
  128443. private _dofMerge;
  128444. /**
  128445. * @hidden Internal post processes in depth of field effect
  128446. */
  128447. _effects: Array<PostProcess>;
  128448. /**
  128449. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  128450. */
  128451. focalLength: number;
  128452. /**
  128453. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  128454. */
  128455. fStop: number;
  128456. /**
  128457. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  128458. */
  128459. focusDistance: number;
  128460. /**
  128461. * 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.
  128462. */
  128463. lensSize: number;
  128464. /**
  128465. * Creates a new instance DepthOfFieldEffect
  128466. * @param scene The scene the effect belongs to.
  128467. * @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.
  128468. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  128469. * @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)
  128470. */
  128471. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  128472. /**
  128473. * Get the current class name of the current effet
  128474. * @returns "DepthOfFieldEffect"
  128475. */
  128476. getClassName(): string;
  128477. /**
  128478. * 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.
  128479. */
  128480. depthTexture: RenderTargetTexture;
  128481. /**
  128482. * Disposes each of the internal effects for a given camera.
  128483. * @param camera The camera to dispose the effect on.
  128484. */
  128485. disposeEffects(camera: Camera): void;
  128486. /**
  128487. * @hidden Internal
  128488. */
  128489. _updateEffects(): void;
  128490. /**
  128491. * Internal
  128492. * @returns if all the contained post processes are ready.
  128493. * @hidden
  128494. */
  128495. _isReady(): boolean;
  128496. }
  128497. }
  128498. declare module BABYLON {
  128499. /** @hidden */
  128500. export var displayPassPixelShader: {
  128501. name: string;
  128502. shader: string;
  128503. };
  128504. }
  128505. declare module BABYLON {
  128506. /**
  128507. * DisplayPassPostProcess which produces an output the same as it's input
  128508. */
  128509. export class DisplayPassPostProcess extends PostProcess {
  128510. /**
  128511. * Creates the DisplayPassPostProcess
  128512. * @param name The name of the effect.
  128513. * @param options The required width/height ratio to downsize to before computing the render pass.
  128514. * @param camera The camera to apply the render pass to.
  128515. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128516. * @param engine The engine which the post process will be applied. (default: current engine)
  128517. * @param reusable If the post process can be reused on the same frame. (default: false)
  128518. */
  128519. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128520. }
  128521. }
  128522. declare module BABYLON {
  128523. /** @hidden */
  128524. export var filterPixelShader: {
  128525. name: string;
  128526. shader: string;
  128527. };
  128528. }
  128529. declare module BABYLON {
  128530. /**
  128531. * Applies a kernel filter to the image
  128532. */
  128533. export class FilterPostProcess extends PostProcess {
  128534. /** The matrix to be applied to the image */
  128535. kernelMatrix: Matrix;
  128536. /**
  128537. *
  128538. * @param name The name of the effect.
  128539. * @param kernelMatrix The matrix to be applied to the image
  128540. * @param options The required width/height ratio to downsize to before computing the render pass.
  128541. * @param camera The camera to apply the render pass to.
  128542. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128543. * @param engine The engine which the post process will be applied. (default: current engine)
  128544. * @param reusable If the post process can be reused on the same frame. (default: false)
  128545. */
  128546. constructor(name: string,
  128547. /** The matrix to be applied to the image */
  128548. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128549. }
  128550. }
  128551. declare module BABYLON {
  128552. /** @hidden */
  128553. export var fxaaPixelShader: {
  128554. name: string;
  128555. shader: string;
  128556. };
  128557. }
  128558. declare module BABYLON {
  128559. /** @hidden */
  128560. export var fxaaVertexShader: {
  128561. name: string;
  128562. shader: string;
  128563. };
  128564. }
  128565. declare module BABYLON {
  128566. /**
  128567. * Fxaa post process
  128568. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  128569. */
  128570. export class FxaaPostProcess extends PostProcess {
  128571. /** @hidden */
  128572. texelWidth: number;
  128573. /** @hidden */
  128574. texelHeight: number;
  128575. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  128576. private _getDefines;
  128577. }
  128578. }
  128579. declare module BABYLON {
  128580. /** @hidden */
  128581. export var grainPixelShader: {
  128582. name: string;
  128583. shader: string;
  128584. };
  128585. }
  128586. declare module BABYLON {
  128587. /**
  128588. * The GrainPostProcess adds noise to the image at mid luminance levels
  128589. */
  128590. export class GrainPostProcess extends PostProcess {
  128591. /**
  128592. * The intensity of the grain added (default: 30)
  128593. */
  128594. intensity: number;
  128595. /**
  128596. * If the grain should be randomized on every frame
  128597. */
  128598. animated: boolean;
  128599. /**
  128600. * Creates a new instance of @see GrainPostProcess
  128601. * @param name The name of the effect.
  128602. * @param options The required width/height ratio to downsize to before computing the render pass.
  128603. * @param camera The camera to apply the render pass to.
  128604. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128605. * @param engine The engine which the post process will be applied. (default: current engine)
  128606. * @param reusable If the post process can be reused on the same frame. (default: false)
  128607. * @param textureType Type of textures used when performing the post process. (default: 0)
  128608. * @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)
  128609. */
  128610. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128611. }
  128612. }
  128613. declare module BABYLON {
  128614. /** @hidden */
  128615. export var highlightsPixelShader: {
  128616. name: string;
  128617. shader: string;
  128618. };
  128619. }
  128620. declare module BABYLON {
  128621. /**
  128622. * Extracts highlights from the image
  128623. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  128624. */
  128625. export class HighlightsPostProcess extends PostProcess {
  128626. /**
  128627. * Extracts highlights from the image
  128628. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  128629. * @param name The name of the effect.
  128630. * @param options The required width/height ratio to downsize to before computing the render pass.
  128631. * @param camera The camera to apply the render pass to.
  128632. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128633. * @param engine The engine which the post process will be applied. (default: current engine)
  128634. * @param reusable If the post process can be reused on the same frame. (default: false)
  128635. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  128636. */
  128637. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  128638. }
  128639. }
  128640. declare module BABYLON {
  128641. /** @hidden */
  128642. export var mrtFragmentDeclaration: {
  128643. name: string;
  128644. shader: string;
  128645. };
  128646. }
  128647. declare module BABYLON {
  128648. /** @hidden */
  128649. export var geometryPixelShader: {
  128650. name: string;
  128651. shader: string;
  128652. };
  128653. }
  128654. declare module BABYLON {
  128655. /** @hidden */
  128656. export var geometryVertexShader: {
  128657. name: string;
  128658. shader: string;
  128659. };
  128660. }
  128661. declare module BABYLON {
  128662. /** @hidden */
  128663. interface ISavedTransformationMatrix {
  128664. world: Matrix;
  128665. viewProjection: Matrix;
  128666. }
  128667. /**
  128668. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  128669. */
  128670. export class GeometryBufferRenderer {
  128671. /**
  128672. * Constant used to retrieve the position texture index in the G-Buffer textures array
  128673. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  128674. */
  128675. static readonly POSITION_TEXTURE_TYPE: number;
  128676. /**
  128677. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  128678. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  128679. */
  128680. static readonly VELOCITY_TEXTURE_TYPE: number;
  128681. /**
  128682. * Dictionary used to store the previous transformation matrices of each rendered mesh
  128683. * in order to compute objects velocities when enableVelocity is set to "true"
  128684. * @hidden
  128685. */
  128686. _previousTransformationMatrices: {
  128687. [index: number]: ISavedTransformationMatrix;
  128688. };
  128689. /**
  128690. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  128691. * in order to compute objects velocities when enableVelocity is set to "true"
  128692. * @hidden
  128693. */
  128694. _previousBonesTransformationMatrices: {
  128695. [index: number]: Float32Array;
  128696. };
  128697. /**
  128698. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  128699. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  128700. */
  128701. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  128702. private _scene;
  128703. private _multiRenderTarget;
  128704. private _ratio;
  128705. private _enablePosition;
  128706. private _enableVelocity;
  128707. private _positionIndex;
  128708. private _velocityIndex;
  128709. protected _effect: Effect;
  128710. protected _cachedDefines: string;
  128711. /**
  128712. * Set the render list (meshes to be rendered) used in the G buffer.
  128713. */
  128714. renderList: Mesh[];
  128715. /**
  128716. * Gets wether or not G buffer are supported by the running hardware.
  128717. * This requires draw buffer supports
  128718. */
  128719. readonly isSupported: boolean;
  128720. /**
  128721. * Returns the index of the given texture type in the G-Buffer textures array
  128722. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  128723. * @returns the index of the given texture type in the G-Buffer textures array
  128724. */
  128725. getTextureIndex(textureType: number): number;
  128726. /**
  128727. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  128728. */
  128729. /**
  128730. * Sets whether or not objects positions are enabled for the G buffer.
  128731. */
  128732. enablePosition: boolean;
  128733. /**
  128734. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  128735. */
  128736. /**
  128737. * Sets wether or not objects velocities are enabled for the G buffer.
  128738. */
  128739. enableVelocity: boolean;
  128740. /**
  128741. * Gets the scene associated with the buffer.
  128742. */
  128743. readonly scene: Scene;
  128744. /**
  128745. * Gets the ratio used by the buffer during its creation.
  128746. * How big is the buffer related to the main canvas.
  128747. */
  128748. readonly ratio: number;
  128749. /** @hidden */
  128750. static _SceneComponentInitialization: (scene: Scene) => void;
  128751. /**
  128752. * Creates a new G Buffer for the scene
  128753. * @param scene The scene the buffer belongs to
  128754. * @param ratio How big is the buffer related to the main canvas.
  128755. */
  128756. constructor(scene: Scene, ratio?: number);
  128757. /**
  128758. * Checks wether everything is ready to render a submesh to the G buffer.
  128759. * @param subMesh the submesh to check readiness for
  128760. * @param useInstances is the mesh drawn using instance or not
  128761. * @returns true if ready otherwise false
  128762. */
  128763. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  128764. /**
  128765. * Gets the current underlying G Buffer.
  128766. * @returns the buffer
  128767. */
  128768. getGBuffer(): MultiRenderTarget;
  128769. /**
  128770. * Gets the number of samples used to render the buffer (anti aliasing).
  128771. */
  128772. /**
  128773. * Sets the number of samples used to render the buffer (anti aliasing).
  128774. */
  128775. samples: number;
  128776. /**
  128777. * Disposes the renderer and frees up associated resources.
  128778. */
  128779. dispose(): void;
  128780. protected _createRenderTargets(): void;
  128781. private _copyBonesTransformationMatrices;
  128782. }
  128783. }
  128784. declare module BABYLON {
  128785. interface Scene {
  128786. /** @hidden (Backing field) */
  128787. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  128788. /**
  128789. * Gets or Sets the current geometry buffer associated to the scene.
  128790. */
  128791. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  128792. /**
  128793. * Enables a GeometryBufferRender and associates it with the scene
  128794. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  128795. * @returns the GeometryBufferRenderer
  128796. */
  128797. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  128798. /**
  128799. * Disables the GeometryBufferRender associated with the scene
  128800. */
  128801. disableGeometryBufferRenderer(): void;
  128802. }
  128803. /**
  128804. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  128805. * in several rendering techniques.
  128806. */
  128807. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  128808. /**
  128809. * The component name helpful to identify the component in the list of scene components.
  128810. */
  128811. readonly name: string;
  128812. /**
  128813. * The scene the component belongs to.
  128814. */
  128815. scene: Scene;
  128816. /**
  128817. * Creates a new instance of the component for the given scene
  128818. * @param scene Defines the scene to register the component in
  128819. */
  128820. constructor(scene: Scene);
  128821. /**
  128822. * Registers the component in a given scene
  128823. */
  128824. register(): void;
  128825. /**
  128826. * Rebuilds the elements related to this component in case of
  128827. * context lost for instance.
  128828. */
  128829. rebuild(): void;
  128830. /**
  128831. * Disposes the component and the associated ressources
  128832. */
  128833. dispose(): void;
  128834. private _gatherRenderTargets;
  128835. }
  128836. }
  128837. declare module BABYLON {
  128838. /** @hidden */
  128839. export var motionBlurPixelShader: {
  128840. name: string;
  128841. shader: string;
  128842. };
  128843. }
  128844. declare module BABYLON {
  128845. /**
  128846. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  128847. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  128848. * As an example, all you have to do is to create the post-process:
  128849. * var mb = new BABYLON.MotionBlurPostProcess(
  128850. * 'mb', // The name of the effect.
  128851. * scene, // The scene containing the objects to blur according to their velocity.
  128852. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  128853. * camera // The camera to apply the render pass to.
  128854. * );
  128855. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  128856. */
  128857. export class MotionBlurPostProcess extends PostProcess {
  128858. /**
  128859. * Defines how much the image is blurred by the movement. Default value is equal to 1
  128860. */
  128861. motionStrength: number;
  128862. /**
  128863. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  128864. */
  128865. /**
  128866. * Sets the number of iterations to be used for motion blur quality
  128867. */
  128868. motionBlurSamples: number;
  128869. private _motionBlurSamples;
  128870. private _geometryBufferRenderer;
  128871. /**
  128872. * Creates a new instance MotionBlurPostProcess
  128873. * @param name The name of the effect.
  128874. * @param scene The scene containing the objects to blur according to their velocity.
  128875. * @param options The required width/height ratio to downsize to before computing the render pass.
  128876. * @param camera The camera to apply the render pass to.
  128877. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128878. * @param engine The engine which the post process will be applied. (default: current engine)
  128879. * @param reusable If the post process can be reused on the same frame. (default: false)
  128880. * @param textureType Type of textures used when performing the post process. (default: 0)
  128881. * @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)
  128882. */
  128883. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128884. /**
  128885. * Excludes the given skinned mesh from computing bones velocities.
  128886. * 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.
  128887. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  128888. */
  128889. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  128890. /**
  128891. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  128892. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  128893. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  128894. */
  128895. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  128896. /**
  128897. * Disposes the post process.
  128898. * @param camera The camera to dispose the post process on.
  128899. */
  128900. dispose(camera?: Camera): void;
  128901. }
  128902. }
  128903. declare module BABYLON {
  128904. /** @hidden */
  128905. export var refractionPixelShader: {
  128906. name: string;
  128907. shader: string;
  128908. };
  128909. }
  128910. declare module BABYLON {
  128911. /**
  128912. * Post process which applies a refractin texture
  128913. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  128914. */
  128915. export class RefractionPostProcess extends PostProcess {
  128916. /** the base color of the refraction (used to taint the rendering) */
  128917. color: Color3;
  128918. /** simulated refraction depth */
  128919. depth: number;
  128920. /** the coefficient of the base color (0 to remove base color tainting) */
  128921. colorLevel: number;
  128922. private _refTexture;
  128923. private _ownRefractionTexture;
  128924. /**
  128925. * Gets or sets the refraction texture
  128926. * Please note that you are responsible for disposing the texture if you set it manually
  128927. */
  128928. refractionTexture: Texture;
  128929. /**
  128930. * Initializes the RefractionPostProcess
  128931. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  128932. * @param name The name of the effect.
  128933. * @param refractionTextureUrl Url of the refraction texture to use
  128934. * @param color the base color of the refraction (used to taint the rendering)
  128935. * @param depth simulated refraction depth
  128936. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  128937. * @param camera The camera to apply the render pass to.
  128938. * @param options The required width/height ratio to downsize to before computing the render pass.
  128939. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128940. * @param engine The engine which the post process will be applied. (default: current engine)
  128941. * @param reusable If the post process can be reused on the same frame. (default: false)
  128942. */
  128943. constructor(name: string, refractionTextureUrl: string,
  128944. /** the base color of the refraction (used to taint the rendering) */
  128945. color: Color3,
  128946. /** simulated refraction depth */
  128947. depth: number,
  128948. /** the coefficient of the base color (0 to remove base color tainting) */
  128949. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128950. /**
  128951. * Disposes of the post process
  128952. * @param camera Camera to dispose post process on
  128953. */
  128954. dispose(camera: Camera): void;
  128955. }
  128956. }
  128957. declare module BABYLON {
  128958. /** @hidden */
  128959. export var sharpenPixelShader: {
  128960. name: string;
  128961. shader: string;
  128962. };
  128963. }
  128964. declare module BABYLON {
  128965. /**
  128966. * The SharpenPostProcess applies a sharpen kernel to every pixel
  128967. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  128968. */
  128969. export class SharpenPostProcess extends PostProcess {
  128970. /**
  128971. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  128972. */
  128973. colorAmount: number;
  128974. /**
  128975. * How much sharpness should be applied (default: 0.3)
  128976. */
  128977. edgeAmount: number;
  128978. /**
  128979. * Creates a new instance ConvolutionPostProcess
  128980. * @param name The name of the effect.
  128981. * @param options The required width/height ratio to downsize to before computing the render pass.
  128982. * @param camera The camera to apply the render pass to.
  128983. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128984. * @param engine The engine which the post process will be applied. (default: current engine)
  128985. * @param reusable If the post process can be reused on the same frame. (default: false)
  128986. * @param textureType Type of textures used when performing the post process. (default: 0)
  128987. * @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)
  128988. */
  128989. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128990. }
  128991. }
  128992. declare module BABYLON {
  128993. /**
  128994. * PostProcessRenderPipeline
  128995. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128996. */
  128997. export class PostProcessRenderPipeline {
  128998. private engine;
  128999. private _renderEffects;
  129000. private _renderEffectsForIsolatedPass;
  129001. /**
  129002. * List of inspectable custom properties (used by the Inspector)
  129003. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  129004. */
  129005. inspectableCustomProperties: IInspectable[];
  129006. /**
  129007. * @hidden
  129008. */
  129009. protected _cameras: Camera[];
  129010. /** @hidden */
  129011. _name: string;
  129012. /**
  129013. * Gets pipeline name
  129014. */
  129015. readonly name: string;
  129016. /** Gets the list of attached cameras */
  129017. readonly cameras: Camera[];
  129018. /**
  129019. * Initializes a PostProcessRenderPipeline
  129020. * @param engine engine to add the pipeline to
  129021. * @param name name of the pipeline
  129022. */
  129023. constructor(engine: Engine, name: string);
  129024. /**
  129025. * Gets the class name
  129026. * @returns "PostProcessRenderPipeline"
  129027. */
  129028. getClassName(): string;
  129029. /**
  129030. * If all the render effects in the pipeline are supported
  129031. */
  129032. readonly isSupported: boolean;
  129033. /**
  129034. * Adds an effect to the pipeline
  129035. * @param renderEffect the effect to add
  129036. */
  129037. addEffect(renderEffect: PostProcessRenderEffect): void;
  129038. /** @hidden */
  129039. _rebuild(): void;
  129040. /** @hidden */
  129041. _enableEffect(renderEffectName: string, cameras: Camera): void;
  129042. /** @hidden */
  129043. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  129044. /** @hidden */
  129045. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  129046. /** @hidden */
  129047. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  129048. /** @hidden */
  129049. _attachCameras(cameras: Camera, unique: boolean): void;
  129050. /** @hidden */
  129051. _attachCameras(cameras: Camera[], unique: boolean): void;
  129052. /** @hidden */
  129053. _detachCameras(cameras: Camera): void;
  129054. /** @hidden */
  129055. _detachCameras(cameras: Nullable<Camera[]>): void;
  129056. /** @hidden */
  129057. _update(): void;
  129058. /** @hidden */
  129059. _reset(): void;
  129060. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  129061. /**
  129062. * Disposes of the pipeline
  129063. */
  129064. dispose(): void;
  129065. }
  129066. }
  129067. declare module BABYLON {
  129068. /**
  129069. * PostProcessRenderPipelineManager class
  129070. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129071. */
  129072. export class PostProcessRenderPipelineManager {
  129073. private _renderPipelines;
  129074. /**
  129075. * Initializes a PostProcessRenderPipelineManager
  129076. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129077. */
  129078. constructor();
  129079. /**
  129080. * Gets the list of supported render pipelines
  129081. */
  129082. readonly supportedPipelines: PostProcessRenderPipeline[];
  129083. /**
  129084. * Adds a pipeline to the manager
  129085. * @param renderPipeline The pipeline to add
  129086. */
  129087. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  129088. /**
  129089. * Attaches a camera to the pipeline
  129090. * @param renderPipelineName The name of the pipeline to attach to
  129091. * @param cameras the camera to attach
  129092. * @param unique if the camera can be attached multiple times to the pipeline
  129093. */
  129094. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  129095. /**
  129096. * Detaches a camera from the pipeline
  129097. * @param renderPipelineName The name of the pipeline to detach from
  129098. * @param cameras the camera to detach
  129099. */
  129100. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  129101. /**
  129102. * Enables an effect by name on a pipeline
  129103. * @param renderPipelineName the name of the pipeline to enable the effect in
  129104. * @param renderEffectName the name of the effect to enable
  129105. * @param cameras the cameras that the effect should be enabled on
  129106. */
  129107. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  129108. /**
  129109. * Disables an effect by name on a pipeline
  129110. * @param renderPipelineName the name of the pipeline to disable the effect in
  129111. * @param renderEffectName the name of the effect to disable
  129112. * @param cameras the cameras that the effect should be disabled on
  129113. */
  129114. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  129115. /**
  129116. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  129117. */
  129118. update(): void;
  129119. /** @hidden */
  129120. _rebuild(): void;
  129121. /**
  129122. * Disposes of the manager and pipelines
  129123. */
  129124. dispose(): void;
  129125. }
  129126. }
  129127. declare module BABYLON {
  129128. interface Scene {
  129129. /** @hidden (Backing field) */
  129130. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  129131. /**
  129132. * Gets the postprocess render pipeline manager
  129133. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129134. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  129135. */
  129136. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  129137. }
  129138. /**
  129139. * Defines the Render Pipeline scene component responsible to rendering pipelines
  129140. */
  129141. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  129142. /**
  129143. * The component name helpfull to identify the component in the list of scene components.
  129144. */
  129145. readonly name: string;
  129146. /**
  129147. * The scene the component belongs to.
  129148. */
  129149. scene: Scene;
  129150. /**
  129151. * Creates a new instance of the component for the given scene
  129152. * @param scene Defines the scene to register the component in
  129153. */
  129154. constructor(scene: Scene);
  129155. /**
  129156. * Registers the component in a given scene
  129157. */
  129158. register(): void;
  129159. /**
  129160. * Rebuilds the elements related to this component in case of
  129161. * context lost for instance.
  129162. */
  129163. rebuild(): void;
  129164. /**
  129165. * Disposes the component and the associated ressources
  129166. */
  129167. dispose(): void;
  129168. private _gatherRenderTargets;
  129169. }
  129170. }
  129171. declare module BABYLON {
  129172. /**
  129173. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  129174. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  129175. */
  129176. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  129177. private _scene;
  129178. private _camerasToBeAttached;
  129179. /**
  129180. * ID of the sharpen post process,
  129181. */
  129182. private readonly SharpenPostProcessId;
  129183. /**
  129184. * @ignore
  129185. * ID of the image processing post process;
  129186. */
  129187. readonly ImageProcessingPostProcessId: string;
  129188. /**
  129189. * @ignore
  129190. * ID of the Fast Approximate Anti-Aliasing post process;
  129191. */
  129192. readonly FxaaPostProcessId: string;
  129193. /**
  129194. * ID of the chromatic aberration post process,
  129195. */
  129196. private readonly ChromaticAberrationPostProcessId;
  129197. /**
  129198. * ID of the grain post process
  129199. */
  129200. private readonly GrainPostProcessId;
  129201. /**
  129202. * Sharpen post process which will apply a sharpen convolution to enhance edges
  129203. */
  129204. sharpen: SharpenPostProcess;
  129205. private _sharpenEffect;
  129206. private bloom;
  129207. /**
  129208. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  129209. */
  129210. depthOfField: DepthOfFieldEffect;
  129211. /**
  129212. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  129213. */
  129214. fxaa: FxaaPostProcess;
  129215. /**
  129216. * Image post processing pass used to perform operations such as tone mapping or color grading.
  129217. */
  129218. imageProcessing: ImageProcessingPostProcess;
  129219. /**
  129220. * Chromatic aberration post process which will shift rgb colors in the image
  129221. */
  129222. chromaticAberration: ChromaticAberrationPostProcess;
  129223. private _chromaticAberrationEffect;
  129224. /**
  129225. * Grain post process which add noise to the image
  129226. */
  129227. grain: GrainPostProcess;
  129228. private _grainEffect;
  129229. /**
  129230. * Glow post process which adds a glow to emissive areas of the image
  129231. */
  129232. private _glowLayer;
  129233. /**
  129234. * Animations which can be used to tweak settings over a period of time
  129235. */
  129236. animations: Animation[];
  129237. private _imageProcessingConfigurationObserver;
  129238. private _sharpenEnabled;
  129239. private _bloomEnabled;
  129240. private _depthOfFieldEnabled;
  129241. private _depthOfFieldBlurLevel;
  129242. private _fxaaEnabled;
  129243. private _imageProcessingEnabled;
  129244. private _defaultPipelineTextureType;
  129245. private _bloomScale;
  129246. private _chromaticAberrationEnabled;
  129247. private _grainEnabled;
  129248. private _buildAllowed;
  129249. /**
  129250. * Gets active scene
  129251. */
  129252. readonly scene: Scene;
  129253. /**
  129254. * Enable or disable the sharpen process from the pipeline
  129255. */
  129256. sharpenEnabled: boolean;
  129257. private _resizeObserver;
  129258. private _hardwareScaleLevel;
  129259. private _bloomKernel;
  129260. /**
  129261. * Specifies the size of the bloom blur kernel, relative to the final output size
  129262. */
  129263. bloomKernel: number;
  129264. /**
  129265. * Specifies the weight of the bloom in the final rendering
  129266. */
  129267. private _bloomWeight;
  129268. /**
  129269. * Specifies the luma threshold for the area that will be blurred by the bloom
  129270. */
  129271. private _bloomThreshold;
  129272. private _hdr;
  129273. /**
  129274. * The strength of the bloom.
  129275. */
  129276. bloomWeight: number;
  129277. /**
  129278. * The strength of the bloom.
  129279. */
  129280. bloomThreshold: number;
  129281. /**
  129282. * The scale of the bloom, lower value will provide better performance.
  129283. */
  129284. bloomScale: number;
  129285. /**
  129286. * Enable or disable the bloom from the pipeline
  129287. */
  129288. bloomEnabled: boolean;
  129289. private _rebuildBloom;
  129290. /**
  129291. * If the depth of field is enabled.
  129292. */
  129293. depthOfFieldEnabled: boolean;
  129294. /**
  129295. * Blur level of the depth of field effect. (Higher blur will effect performance)
  129296. */
  129297. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  129298. /**
  129299. * If the anti aliasing is enabled.
  129300. */
  129301. fxaaEnabled: boolean;
  129302. private _samples;
  129303. /**
  129304. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  129305. */
  129306. samples: number;
  129307. /**
  129308. * If image processing is enabled.
  129309. */
  129310. imageProcessingEnabled: boolean;
  129311. /**
  129312. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  129313. */
  129314. glowLayerEnabled: boolean;
  129315. /**
  129316. * Gets the glow layer (or null if not defined)
  129317. */
  129318. readonly glowLayer: Nullable<GlowLayer>;
  129319. /**
  129320. * Enable or disable the chromaticAberration process from the pipeline
  129321. */
  129322. chromaticAberrationEnabled: boolean;
  129323. /**
  129324. * Enable or disable the grain process from the pipeline
  129325. */
  129326. grainEnabled: boolean;
  129327. /**
  129328. * @constructor
  129329. * @param name - The rendering pipeline name (default: "")
  129330. * @param hdr - If high dynamic range textures should be used (default: true)
  129331. * @param scene - The scene linked to this pipeline (default: the last created scene)
  129332. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  129333. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  129334. */
  129335. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  129336. /**
  129337. * Get the class name
  129338. * @returns "DefaultRenderingPipeline"
  129339. */
  129340. getClassName(): string;
  129341. /**
  129342. * Force the compilation of the entire pipeline.
  129343. */
  129344. prepare(): void;
  129345. private _hasCleared;
  129346. private _prevPostProcess;
  129347. private _prevPrevPostProcess;
  129348. private _setAutoClearAndTextureSharing;
  129349. private _depthOfFieldSceneObserver;
  129350. private _buildPipeline;
  129351. private _disposePostProcesses;
  129352. /**
  129353. * Adds a camera to the pipeline
  129354. * @param camera the camera to be added
  129355. */
  129356. addCamera(camera: Camera): void;
  129357. /**
  129358. * Removes a camera from the pipeline
  129359. * @param camera the camera to remove
  129360. */
  129361. removeCamera(camera: Camera): void;
  129362. /**
  129363. * Dispose of the pipeline and stop all post processes
  129364. */
  129365. dispose(): void;
  129366. /**
  129367. * Serialize the rendering pipeline (Used when exporting)
  129368. * @returns the serialized object
  129369. */
  129370. serialize(): any;
  129371. /**
  129372. * Parse the serialized pipeline
  129373. * @param source Source pipeline.
  129374. * @param scene The scene to load the pipeline to.
  129375. * @param rootUrl The URL of the serialized pipeline.
  129376. * @returns An instantiated pipeline from the serialized object.
  129377. */
  129378. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  129379. }
  129380. }
  129381. declare module BABYLON {
  129382. /** @hidden */
  129383. export var lensHighlightsPixelShader: {
  129384. name: string;
  129385. shader: string;
  129386. };
  129387. }
  129388. declare module BABYLON {
  129389. /** @hidden */
  129390. export var depthOfFieldPixelShader: {
  129391. name: string;
  129392. shader: string;
  129393. };
  129394. }
  129395. declare module BABYLON {
  129396. /**
  129397. * BABYLON.JS Chromatic Aberration GLSL Shader
  129398. * Author: Olivier Guyot
  129399. * Separates very slightly R, G and B colors on the edges of the screen
  129400. * Inspired by Francois Tarlier & Martins Upitis
  129401. */
  129402. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  129403. /**
  129404. * @ignore
  129405. * The chromatic aberration PostProcess id in the pipeline
  129406. */
  129407. LensChromaticAberrationEffect: string;
  129408. /**
  129409. * @ignore
  129410. * The highlights enhancing PostProcess id in the pipeline
  129411. */
  129412. HighlightsEnhancingEffect: string;
  129413. /**
  129414. * @ignore
  129415. * The depth-of-field PostProcess id in the pipeline
  129416. */
  129417. LensDepthOfFieldEffect: string;
  129418. private _scene;
  129419. private _depthTexture;
  129420. private _grainTexture;
  129421. private _chromaticAberrationPostProcess;
  129422. private _highlightsPostProcess;
  129423. private _depthOfFieldPostProcess;
  129424. private _edgeBlur;
  129425. private _grainAmount;
  129426. private _chromaticAberration;
  129427. private _distortion;
  129428. private _highlightsGain;
  129429. private _highlightsThreshold;
  129430. private _dofDistance;
  129431. private _dofAperture;
  129432. private _dofDarken;
  129433. private _dofPentagon;
  129434. private _blurNoise;
  129435. /**
  129436. * @constructor
  129437. *
  129438. * Effect parameters are as follow:
  129439. * {
  129440. * chromatic_aberration: number; // from 0 to x (1 for realism)
  129441. * edge_blur: number; // from 0 to x (1 for realism)
  129442. * distortion: number; // from 0 to x (1 for realism)
  129443. * grain_amount: number; // from 0 to 1
  129444. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  129445. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  129446. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  129447. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  129448. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  129449. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  129450. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  129451. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  129452. * }
  129453. * Note: if an effect parameter is unset, effect is disabled
  129454. *
  129455. * @param name The rendering pipeline name
  129456. * @param parameters - An object containing all parameters (see above)
  129457. * @param scene The scene linked to this pipeline
  129458. * @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)
  129459. * @param cameras The array of cameras that the rendering pipeline will be attached to
  129460. */
  129461. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  129462. /**
  129463. * Get the class name
  129464. * @returns "LensRenderingPipeline"
  129465. */
  129466. getClassName(): string;
  129467. /**
  129468. * Gets associated scene
  129469. */
  129470. readonly scene: Scene;
  129471. /**
  129472. * Gets or sets the edge blur
  129473. */
  129474. edgeBlur: number;
  129475. /**
  129476. * Gets or sets the grain amount
  129477. */
  129478. grainAmount: number;
  129479. /**
  129480. * Gets or sets the chromatic aberration amount
  129481. */
  129482. chromaticAberration: number;
  129483. /**
  129484. * Gets or sets the depth of field aperture
  129485. */
  129486. dofAperture: number;
  129487. /**
  129488. * Gets or sets the edge distortion
  129489. */
  129490. edgeDistortion: number;
  129491. /**
  129492. * Gets or sets the depth of field distortion
  129493. */
  129494. dofDistortion: number;
  129495. /**
  129496. * Gets or sets the darken out of focus amount
  129497. */
  129498. darkenOutOfFocus: number;
  129499. /**
  129500. * Gets or sets a boolean indicating if blur noise is enabled
  129501. */
  129502. blurNoise: boolean;
  129503. /**
  129504. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  129505. */
  129506. pentagonBokeh: boolean;
  129507. /**
  129508. * Gets or sets the highlight grain amount
  129509. */
  129510. highlightsGain: number;
  129511. /**
  129512. * Gets or sets the highlight threshold
  129513. */
  129514. highlightsThreshold: number;
  129515. /**
  129516. * Sets the amount of blur at the edges
  129517. * @param amount blur amount
  129518. */
  129519. setEdgeBlur(amount: number): void;
  129520. /**
  129521. * Sets edge blur to 0
  129522. */
  129523. disableEdgeBlur(): void;
  129524. /**
  129525. * Sets the amout of grain
  129526. * @param amount Amount of grain
  129527. */
  129528. setGrainAmount(amount: number): void;
  129529. /**
  129530. * Set grain amount to 0
  129531. */
  129532. disableGrain(): void;
  129533. /**
  129534. * Sets the chromatic aberration amount
  129535. * @param amount amount of chromatic aberration
  129536. */
  129537. setChromaticAberration(amount: number): void;
  129538. /**
  129539. * Sets chromatic aberration amount to 0
  129540. */
  129541. disableChromaticAberration(): void;
  129542. /**
  129543. * Sets the EdgeDistortion amount
  129544. * @param amount amount of EdgeDistortion
  129545. */
  129546. setEdgeDistortion(amount: number): void;
  129547. /**
  129548. * Sets edge distortion to 0
  129549. */
  129550. disableEdgeDistortion(): void;
  129551. /**
  129552. * Sets the FocusDistance amount
  129553. * @param amount amount of FocusDistance
  129554. */
  129555. setFocusDistance(amount: number): void;
  129556. /**
  129557. * Disables depth of field
  129558. */
  129559. disableDepthOfField(): void;
  129560. /**
  129561. * Sets the Aperture amount
  129562. * @param amount amount of Aperture
  129563. */
  129564. setAperture(amount: number): void;
  129565. /**
  129566. * Sets the DarkenOutOfFocus amount
  129567. * @param amount amount of DarkenOutOfFocus
  129568. */
  129569. setDarkenOutOfFocus(amount: number): void;
  129570. private _pentagonBokehIsEnabled;
  129571. /**
  129572. * Creates a pentagon bokeh effect
  129573. */
  129574. enablePentagonBokeh(): void;
  129575. /**
  129576. * Disables the pentagon bokeh effect
  129577. */
  129578. disablePentagonBokeh(): void;
  129579. /**
  129580. * Enables noise blur
  129581. */
  129582. enableNoiseBlur(): void;
  129583. /**
  129584. * Disables noise blur
  129585. */
  129586. disableNoiseBlur(): void;
  129587. /**
  129588. * Sets the HighlightsGain amount
  129589. * @param amount amount of HighlightsGain
  129590. */
  129591. setHighlightsGain(amount: number): void;
  129592. /**
  129593. * Sets the HighlightsThreshold amount
  129594. * @param amount amount of HighlightsThreshold
  129595. */
  129596. setHighlightsThreshold(amount: number): void;
  129597. /**
  129598. * Disables highlights
  129599. */
  129600. disableHighlights(): void;
  129601. /**
  129602. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  129603. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  129604. */
  129605. dispose(disableDepthRender?: boolean): void;
  129606. private _createChromaticAberrationPostProcess;
  129607. private _createHighlightsPostProcess;
  129608. private _createDepthOfFieldPostProcess;
  129609. private _createGrainTexture;
  129610. }
  129611. }
  129612. declare module BABYLON {
  129613. /** @hidden */
  129614. export var ssao2PixelShader: {
  129615. name: string;
  129616. shader: string;
  129617. };
  129618. }
  129619. declare module BABYLON {
  129620. /** @hidden */
  129621. export var ssaoCombinePixelShader: {
  129622. name: string;
  129623. shader: string;
  129624. };
  129625. }
  129626. declare module BABYLON {
  129627. /**
  129628. * Render pipeline to produce ssao effect
  129629. */
  129630. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  129631. /**
  129632. * @ignore
  129633. * The PassPostProcess id in the pipeline that contains the original scene color
  129634. */
  129635. SSAOOriginalSceneColorEffect: string;
  129636. /**
  129637. * @ignore
  129638. * The SSAO PostProcess id in the pipeline
  129639. */
  129640. SSAORenderEffect: string;
  129641. /**
  129642. * @ignore
  129643. * The horizontal blur PostProcess id in the pipeline
  129644. */
  129645. SSAOBlurHRenderEffect: string;
  129646. /**
  129647. * @ignore
  129648. * The vertical blur PostProcess id in the pipeline
  129649. */
  129650. SSAOBlurVRenderEffect: string;
  129651. /**
  129652. * @ignore
  129653. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  129654. */
  129655. SSAOCombineRenderEffect: string;
  129656. /**
  129657. * The output strength of the SSAO post-process. Default value is 1.0.
  129658. */
  129659. totalStrength: number;
  129660. /**
  129661. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  129662. */
  129663. maxZ: number;
  129664. /**
  129665. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  129666. */
  129667. minZAspect: number;
  129668. private _samples;
  129669. /**
  129670. * Number of samples used for the SSAO calculations. Default value is 8
  129671. */
  129672. samples: number;
  129673. private _textureSamples;
  129674. /**
  129675. * Number of samples to use for antialiasing
  129676. */
  129677. textureSamples: number;
  129678. /**
  129679. * Ratio object used for SSAO ratio and blur ratio
  129680. */
  129681. private _ratio;
  129682. /**
  129683. * Dynamically generated sphere sampler.
  129684. */
  129685. private _sampleSphere;
  129686. /**
  129687. * Blur filter offsets
  129688. */
  129689. private _samplerOffsets;
  129690. private _expensiveBlur;
  129691. /**
  129692. * If bilateral blur should be used
  129693. */
  129694. expensiveBlur: boolean;
  129695. /**
  129696. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  129697. */
  129698. radius: number;
  129699. /**
  129700. * The base color of the SSAO post-process
  129701. * The final result is "base + ssao" between [0, 1]
  129702. */
  129703. base: number;
  129704. /**
  129705. * Support test.
  129706. */
  129707. static readonly IsSupported: boolean;
  129708. private _scene;
  129709. private _depthTexture;
  129710. private _normalTexture;
  129711. private _randomTexture;
  129712. private _originalColorPostProcess;
  129713. private _ssaoPostProcess;
  129714. private _blurHPostProcess;
  129715. private _blurVPostProcess;
  129716. private _ssaoCombinePostProcess;
  129717. private _firstUpdate;
  129718. /**
  129719. * Gets active scene
  129720. */
  129721. readonly scene: Scene;
  129722. /**
  129723. * @constructor
  129724. * @param name The rendering pipeline name
  129725. * @param scene The scene linked to this pipeline
  129726. * @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 }
  129727. * @param cameras The array of cameras that the rendering pipeline will be attached to
  129728. */
  129729. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  129730. /**
  129731. * Get the class name
  129732. * @returns "SSAO2RenderingPipeline"
  129733. */
  129734. getClassName(): string;
  129735. /**
  129736. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  129737. */
  129738. dispose(disableGeometryBufferRenderer?: boolean): void;
  129739. private _createBlurPostProcess;
  129740. /** @hidden */
  129741. _rebuild(): void;
  129742. private _bits;
  129743. private _radicalInverse_VdC;
  129744. private _hammersley;
  129745. private _hemisphereSample_uniform;
  129746. private _generateHemisphere;
  129747. private _createSSAOPostProcess;
  129748. private _createSSAOCombinePostProcess;
  129749. private _createRandomTexture;
  129750. /**
  129751. * Serialize the rendering pipeline (Used when exporting)
  129752. * @returns the serialized object
  129753. */
  129754. serialize(): any;
  129755. /**
  129756. * Parse the serialized pipeline
  129757. * @param source Source pipeline.
  129758. * @param scene The scene to load the pipeline to.
  129759. * @param rootUrl The URL of the serialized pipeline.
  129760. * @returns An instantiated pipeline from the serialized object.
  129761. */
  129762. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  129763. }
  129764. }
  129765. declare module BABYLON {
  129766. /** @hidden */
  129767. export var ssaoPixelShader: {
  129768. name: string;
  129769. shader: string;
  129770. };
  129771. }
  129772. declare module BABYLON {
  129773. /**
  129774. * Render pipeline to produce ssao effect
  129775. */
  129776. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  129777. /**
  129778. * @ignore
  129779. * The PassPostProcess id in the pipeline that contains the original scene color
  129780. */
  129781. SSAOOriginalSceneColorEffect: string;
  129782. /**
  129783. * @ignore
  129784. * The SSAO PostProcess id in the pipeline
  129785. */
  129786. SSAORenderEffect: string;
  129787. /**
  129788. * @ignore
  129789. * The horizontal blur PostProcess id in the pipeline
  129790. */
  129791. SSAOBlurHRenderEffect: string;
  129792. /**
  129793. * @ignore
  129794. * The vertical blur PostProcess id in the pipeline
  129795. */
  129796. SSAOBlurVRenderEffect: string;
  129797. /**
  129798. * @ignore
  129799. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  129800. */
  129801. SSAOCombineRenderEffect: string;
  129802. /**
  129803. * The output strength of the SSAO post-process. Default value is 1.0.
  129804. */
  129805. totalStrength: number;
  129806. /**
  129807. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  129808. */
  129809. radius: number;
  129810. /**
  129811. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  129812. * Must not be equal to fallOff and superior to fallOff.
  129813. * Default value is 0.0075
  129814. */
  129815. area: number;
  129816. /**
  129817. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  129818. * Must not be equal to area and inferior to area.
  129819. * Default value is 0.000001
  129820. */
  129821. fallOff: number;
  129822. /**
  129823. * The base color of the SSAO post-process
  129824. * The final result is "base + ssao" between [0, 1]
  129825. */
  129826. base: number;
  129827. private _scene;
  129828. private _depthTexture;
  129829. private _randomTexture;
  129830. private _originalColorPostProcess;
  129831. private _ssaoPostProcess;
  129832. private _blurHPostProcess;
  129833. private _blurVPostProcess;
  129834. private _ssaoCombinePostProcess;
  129835. private _firstUpdate;
  129836. /**
  129837. * Gets active scene
  129838. */
  129839. readonly scene: Scene;
  129840. /**
  129841. * @constructor
  129842. * @param name - The rendering pipeline name
  129843. * @param scene - The scene linked to this pipeline
  129844. * @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 }
  129845. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  129846. */
  129847. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  129848. /**
  129849. * Get the class name
  129850. * @returns "SSAORenderingPipeline"
  129851. */
  129852. getClassName(): string;
  129853. /**
  129854. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  129855. */
  129856. dispose(disableDepthRender?: boolean): void;
  129857. private _createBlurPostProcess;
  129858. /** @hidden */
  129859. _rebuild(): void;
  129860. private _createSSAOPostProcess;
  129861. private _createSSAOCombinePostProcess;
  129862. private _createRandomTexture;
  129863. }
  129864. }
  129865. declare module BABYLON {
  129866. /** @hidden */
  129867. export var standardPixelShader: {
  129868. name: string;
  129869. shader: string;
  129870. };
  129871. }
  129872. declare module BABYLON {
  129873. /**
  129874. * Standard rendering pipeline
  129875. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  129876. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  129877. */
  129878. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  129879. /**
  129880. * Public members
  129881. */
  129882. /**
  129883. * Post-process which contains the original scene color before the pipeline applies all the effects
  129884. */
  129885. originalPostProcess: Nullable<PostProcess>;
  129886. /**
  129887. * Post-process used to down scale an image x4
  129888. */
  129889. downSampleX4PostProcess: Nullable<PostProcess>;
  129890. /**
  129891. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  129892. */
  129893. brightPassPostProcess: Nullable<PostProcess>;
  129894. /**
  129895. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  129896. */
  129897. blurHPostProcesses: PostProcess[];
  129898. /**
  129899. * Post-process array storing all the vertical blur post-processes used by the pipeline
  129900. */
  129901. blurVPostProcesses: PostProcess[];
  129902. /**
  129903. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  129904. */
  129905. textureAdderPostProcess: Nullable<PostProcess>;
  129906. /**
  129907. * Post-process used to create volumetric lighting effect
  129908. */
  129909. volumetricLightPostProcess: Nullable<PostProcess>;
  129910. /**
  129911. * Post-process used to smooth the previous volumetric light post-process on the X axis
  129912. */
  129913. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  129914. /**
  129915. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  129916. */
  129917. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  129918. /**
  129919. * Post-process used to merge the volumetric light effect and the real scene color
  129920. */
  129921. volumetricLightMergePostProces: Nullable<PostProcess>;
  129922. /**
  129923. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  129924. */
  129925. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  129926. /**
  129927. * Base post-process used to calculate the average luminance of the final image for HDR
  129928. */
  129929. luminancePostProcess: Nullable<PostProcess>;
  129930. /**
  129931. * Post-processes used to create down sample post-processes in order to get
  129932. * the average luminance of the final image for HDR
  129933. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  129934. */
  129935. luminanceDownSamplePostProcesses: PostProcess[];
  129936. /**
  129937. * Post-process used to create a HDR effect (light adaptation)
  129938. */
  129939. hdrPostProcess: Nullable<PostProcess>;
  129940. /**
  129941. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  129942. */
  129943. textureAdderFinalPostProcess: Nullable<PostProcess>;
  129944. /**
  129945. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  129946. */
  129947. lensFlareFinalPostProcess: Nullable<PostProcess>;
  129948. /**
  129949. * Post-process used to merge the final HDR post-process and the real scene color
  129950. */
  129951. hdrFinalPostProcess: Nullable<PostProcess>;
  129952. /**
  129953. * Post-process used to create a lens flare effect
  129954. */
  129955. lensFlarePostProcess: Nullable<PostProcess>;
  129956. /**
  129957. * Post-process that merges the result of the lens flare post-process and the real scene color
  129958. */
  129959. lensFlareComposePostProcess: Nullable<PostProcess>;
  129960. /**
  129961. * Post-process used to create a motion blur effect
  129962. */
  129963. motionBlurPostProcess: Nullable<PostProcess>;
  129964. /**
  129965. * Post-process used to create a depth of field effect
  129966. */
  129967. depthOfFieldPostProcess: Nullable<PostProcess>;
  129968. /**
  129969. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  129970. */
  129971. fxaaPostProcess: Nullable<FxaaPostProcess>;
  129972. /**
  129973. * Represents the brightness threshold in order to configure the illuminated surfaces
  129974. */
  129975. brightThreshold: number;
  129976. /**
  129977. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  129978. */
  129979. blurWidth: number;
  129980. /**
  129981. * Sets if the blur for highlighted surfaces must be only horizontal
  129982. */
  129983. horizontalBlur: boolean;
  129984. /**
  129985. * Gets the overall exposure used by the pipeline
  129986. */
  129987. /**
  129988. * Sets the overall exposure used by the pipeline
  129989. */
  129990. exposure: number;
  129991. /**
  129992. * Texture used typically to simulate "dirty" on camera lens
  129993. */
  129994. lensTexture: Nullable<Texture>;
  129995. /**
  129996. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  129997. */
  129998. volumetricLightCoefficient: number;
  129999. /**
  130000. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  130001. */
  130002. volumetricLightPower: number;
  130003. /**
  130004. * Used the set the blur intensity to smooth the volumetric lights
  130005. */
  130006. volumetricLightBlurScale: number;
  130007. /**
  130008. * Light (spot or directional) used to generate the volumetric lights rays
  130009. * The source light must have a shadow generate so the pipeline can get its
  130010. * depth map
  130011. */
  130012. sourceLight: Nullable<SpotLight | DirectionalLight>;
  130013. /**
  130014. * For eye adaptation, represents the minimum luminance the eye can see
  130015. */
  130016. hdrMinimumLuminance: number;
  130017. /**
  130018. * For eye adaptation, represents the decrease luminance speed
  130019. */
  130020. hdrDecreaseRate: number;
  130021. /**
  130022. * For eye adaptation, represents the increase luminance speed
  130023. */
  130024. hdrIncreaseRate: number;
  130025. /**
  130026. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  130027. */
  130028. /**
  130029. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  130030. */
  130031. hdrAutoExposure: boolean;
  130032. /**
  130033. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  130034. */
  130035. lensColorTexture: Nullable<Texture>;
  130036. /**
  130037. * The overall strengh for the lens flare effect
  130038. */
  130039. lensFlareStrength: number;
  130040. /**
  130041. * Dispersion coefficient for lens flare ghosts
  130042. */
  130043. lensFlareGhostDispersal: number;
  130044. /**
  130045. * Main lens flare halo width
  130046. */
  130047. lensFlareHaloWidth: number;
  130048. /**
  130049. * Based on the lens distortion effect, defines how much the lens flare result
  130050. * is distorted
  130051. */
  130052. lensFlareDistortionStrength: number;
  130053. /**
  130054. * Configures the blur intensity used for for lens flare (halo)
  130055. */
  130056. lensFlareBlurWidth: number;
  130057. /**
  130058. * Lens star texture must be used to simulate rays on the flares and is available
  130059. * in the documentation
  130060. */
  130061. lensStarTexture: Nullable<Texture>;
  130062. /**
  130063. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  130064. * flare effect by taking account of the dirt texture
  130065. */
  130066. lensFlareDirtTexture: Nullable<Texture>;
  130067. /**
  130068. * Represents the focal length for the depth of field effect
  130069. */
  130070. depthOfFieldDistance: number;
  130071. /**
  130072. * Represents the blur intensity for the blurred part of the depth of field effect
  130073. */
  130074. depthOfFieldBlurWidth: number;
  130075. /**
  130076. * Gets how much the image is blurred by the movement while using the motion blur post-process
  130077. */
  130078. /**
  130079. * Sets how much the image is blurred by the movement while using the motion blur post-process
  130080. */
  130081. motionStrength: number;
  130082. /**
  130083. * Gets wether or not the motion blur post-process is object based or screen based.
  130084. */
  130085. /**
  130086. * Sets wether or not the motion blur post-process should be object based or screen based
  130087. */
  130088. objectBasedMotionBlur: boolean;
  130089. /**
  130090. * List of animations for the pipeline (IAnimatable implementation)
  130091. */
  130092. animations: Animation[];
  130093. /**
  130094. * Private members
  130095. */
  130096. private _scene;
  130097. private _currentDepthOfFieldSource;
  130098. private _basePostProcess;
  130099. private _fixedExposure;
  130100. private _currentExposure;
  130101. private _hdrAutoExposure;
  130102. private _hdrCurrentLuminance;
  130103. private _motionStrength;
  130104. private _isObjectBasedMotionBlur;
  130105. private _floatTextureType;
  130106. private _camerasToBeAttached;
  130107. private _ratio;
  130108. private _bloomEnabled;
  130109. private _depthOfFieldEnabled;
  130110. private _vlsEnabled;
  130111. private _lensFlareEnabled;
  130112. private _hdrEnabled;
  130113. private _motionBlurEnabled;
  130114. private _fxaaEnabled;
  130115. private _motionBlurSamples;
  130116. private _volumetricLightStepsCount;
  130117. private _samples;
  130118. /**
  130119. * @ignore
  130120. * Specifies if the bloom pipeline is enabled
  130121. */
  130122. BloomEnabled: boolean;
  130123. /**
  130124. * @ignore
  130125. * Specifies if the depth of field pipeline is enabed
  130126. */
  130127. DepthOfFieldEnabled: boolean;
  130128. /**
  130129. * @ignore
  130130. * Specifies if the lens flare pipeline is enabed
  130131. */
  130132. LensFlareEnabled: boolean;
  130133. /**
  130134. * @ignore
  130135. * Specifies if the HDR pipeline is enabled
  130136. */
  130137. HDREnabled: boolean;
  130138. /**
  130139. * @ignore
  130140. * Specifies if the volumetric lights scattering effect is enabled
  130141. */
  130142. VLSEnabled: boolean;
  130143. /**
  130144. * @ignore
  130145. * Specifies if the motion blur effect is enabled
  130146. */
  130147. MotionBlurEnabled: boolean;
  130148. /**
  130149. * Specifies if anti-aliasing is enabled
  130150. */
  130151. fxaaEnabled: boolean;
  130152. /**
  130153. * Specifies the number of steps used to calculate the volumetric lights
  130154. * Typically in interval [50, 200]
  130155. */
  130156. volumetricLightStepsCount: number;
  130157. /**
  130158. * Specifies the number of samples used for the motion blur effect
  130159. * Typically in interval [16, 64]
  130160. */
  130161. motionBlurSamples: number;
  130162. /**
  130163. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  130164. */
  130165. samples: number;
  130166. /**
  130167. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  130168. * @constructor
  130169. * @param name The rendering pipeline name
  130170. * @param scene The scene linked to this pipeline
  130171. * @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)
  130172. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  130173. * @param cameras The array of cameras that the rendering pipeline will be attached to
  130174. */
  130175. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  130176. private _buildPipeline;
  130177. private _createDownSampleX4PostProcess;
  130178. private _createBrightPassPostProcess;
  130179. private _createBlurPostProcesses;
  130180. private _createTextureAdderPostProcess;
  130181. private _createVolumetricLightPostProcess;
  130182. private _createLuminancePostProcesses;
  130183. private _createHdrPostProcess;
  130184. private _createLensFlarePostProcess;
  130185. private _createDepthOfFieldPostProcess;
  130186. private _createMotionBlurPostProcess;
  130187. private _getDepthTexture;
  130188. private _disposePostProcesses;
  130189. /**
  130190. * Dispose of the pipeline and stop all post processes
  130191. */
  130192. dispose(): void;
  130193. /**
  130194. * Serialize the rendering pipeline (Used when exporting)
  130195. * @returns the serialized object
  130196. */
  130197. serialize(): any;
  130198. /**
  130199. * Parse the serialized pipeline
  130200. * @param source Source pipeline.
  130201. * @param scene The scene to load the pipeline to.
  130202. * @param rootUrl The URL of the serialized pipeline.
  130203. * @returns An instantiated pipeline from the serialized object.
  130204. */
  130205. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  130206. /**
  130207. * Luminance steps
  130208. */
  130209. static LuminanceSteps: number;
  130210. }
  130211. }
  130212. declare module BABYLON {
  130213. /** @hidden */
  130214. export var tonemapPixelShader: {
  130215. name: string;
  130216. shader: string;
  130217. };
  130218. }
  130219. declare module BABYLON {
  130220. /** Defines operator used for tonemapping */
  130221. export enum TonemappingOperator {
  130222. /** Hable */
  130223. Hable = 0,
  130224. /** Reinhard */
  130225. Reinhard = 1,
  130226. /** HejiDawson */
  130227. HejiDawson = 2,
  130228. /** Photographic */
  130229. Photographic = 3
  130230. }
  130231. /**
  130232. * Defines a post process to apply tone mapping
  130233. */
  130234. export class TonemapPostProcess extends PostProcess {
  130235. private _operator;
  130236. /** Defines the required exposure adjustement */
  130237. exposureAdjustment: number;
  130238. /**
  130239. * Creates a new TonemapPostProcess
  130240. * @param name defines the name of the postprocess
  130241. * @param _operator defines the operator to use
  130242. * @param exposureAdjustment defines the required exposure adjustement
  130243. * @param camera defines the camera to use (can be null)
  130244. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  130245. * @param engine defines the hosting engine (can be ignore if camera is set)
  130246. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  130247. */
  130248. constructor(name: string, _operator: TonemappingOperator,
  130249. /** Defines the required exposure adjustement */
  130250. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  130251. }
  130252. }
  130253. declare module BABYLON {
  130254. /** @hidden */
  130255. export var depthVertexShader: {
  130256. name: string;
  130257. shader: string;
  130258. };
  130259. }
  130260. declare module BABYLON {
  130261. /** @hidden */
  130262. export var volumetricLightScatteringPixelShader: {
  130263. name: string;
  130264. shader: string;
  130265. };
  130266. }
  130267. declare module BABYLON {
  130268. /** @hidden */
  130269. export var volumetricLightScatteringPassVertexShader: {
  130270. name: string;
  130271. shader: string;
  130272. };
  130273. }
  130274. declare module BABYLON {
  130275. /** @hidden */
  130276. export var volumetricLightScatteringPassPixelShader: {
  130277. name: string;
  130278. shader: string;
  130279. };
  130280. }
  130281. declare module BABYLON {
  130282. /**
  130283. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  130284. */
  130285. export class VolumetricLightScatteringPostProcess extends PostProcess {
  130286. private _volumetricLightScatteringPass;
  130287. private _volumetricLightScatteringRTT;
  130288. private _viewPort;
  130289. private _screenCoordinates;
  130290. private _cachedDefines;
  130291. /**
  130292. * If not undefined, the mesh position is computed from the attached node position
  130293. */
  130294. attachedNode: {
  130295. position: Vector3;
  130296. };
  130297. /**
  130298. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  130299. */
  130300. customMeshPosition: Vector3;
  130301. /**
  130302. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  130303. */
  130304. useCustomMeshPosition: boolean;
  130305. /**
  130306. * If the post-process should inverse the light scattering direction
  130307. */
  130308. invert: boolean;
  130309. /**
  130310. * The internal mesh used by the post-process
  130311. */
  130312. mesh: Mesh;
  130313. /**
  130314. * @hidden
  130315. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  130316. */
  130317. useDiffuseColor: boolean;
  130318. /**
  130319. * Array containing the excluded meshes not rendered in the internal pass
  130320. */
  130321. excludedMeshes: AbstractMesh[];
  130322. /**
  130323. * Controls the overall intensity of the post-process
  130324. */
  130325. exposure: number;
  130326. /**
  130327. * Dissipates each sample's contribution in range [0, 1]
  130328. */
  130329. decay: number;
  130330. /**
  130331. * Controls the overall intensity of each sample
  130332. */
  130333. weight: number;
  130334. /**
  130335. * Controls the density of each sample
  130336. */
  130337. density: number;
  130338. /**
  130339. * @constructor
  130340. * @param name The post-process name
  130341. * @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)
  130342. * @param camera The camera that the post-process will be attached to
  130343. * @param mesh The mesh used to create the light scattering
  130344. * @param samples The post-process quality, default 100
  130345. * @param samplingModeThe post-process filtering mode
  130346. * @param engine The babylon engine
  130347. * @param reusable If the post-process is reusable
  130348. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  130349. */
  130350. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  130351. /**
  130352. * Returns the string "VolumetricLightScatteringPostProcess"
  130353. * @returns "VolumetricLightScatteringPostProcess"
  130354. */
  130355. getClassName(): string;
  130356. private _isReady;
  130357. /**
  130358. * Sets the new light position for light scattering effect
  130359. * @param position The new custom light position
  130360. */
  130361. setCustomMeshPosition(position: Vector3): void;
  130362. /**
  130363. * Returns the light position for light scattering effect
  130364. * @return Vector3 The custom light position
  130365. */
  130366. getCustomMeshPosition(): Vector3;
  130367. /**
  130368. * Disposes the internal assets and detaches the post-process from the camera
  130369. */
  130370. dispose(camera: Camera): void;
  130371. /**
  130372. * Returns the render target texture used by the post-process
  130373. * @return the render target texture used by the post-process
  130374. */
  130375. getPass(): RenderTargetTexture;
  130376. private _meshExcluded;
  130377. private _createPass;
  130378. private _updateMeshScreenCoordinates;
  130379. /**
  130380. * Creates a default mesh for the Volumeric Light Scattering post-process
  130381. * @param name The mesh name
  130382. * @param scene The scene where to create the mesh
  130383. * @return the default mesh
  130384. */
  130385. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  130386. }
  130387. }
  130388. declare module BABYLON {
  130389. interface Scene {
  130390. /** @hidden (Backing field) */
  130391. _boundingBoxRenderer: BoundingBoxRenderer;
  130392. /** @hidden (Backing field) */
  130393. _forceShowBoundingBoxes: boolean;
  130394. /**
  130395. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  130396. */
  130397. forceShowBoundingBoxes: boolean;
  130398. /**
  130399. * Gets the bounding box renderer associated with the scene
  130400. * @returns a BoundingBoxRenderer
  130401. */
  130402. getBoundingBoxRenderer(): BoundingBoxRenderer;
  130403. }
  130404. interface AbstractMesh {
  130405. /** @hidden (Backing field) */
  130406. _showBoundingBox: boolean;
  130407. /**
  130408. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  130409. */
  130410. showBoundingBox: boolean;
  130411. }
  130412. /**
  130413. * Component responsible of rendering the bounding box of the meshes in a scene.
  130414. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  130415. */
  130416. export class BoundingBoxRenderer implements ISceneComponent {
  130417. /**
  130418. * The component name helpfull to identify the component in the list of scene components.
  130419. */
  130420. readonly name: string;
  130421. /**
  130422. * The scene the component belongs to.
  130423. */
  130424. scene: Scene;
  130425. /**
  130426. * Color of the bounding box lines placed in front of an object
  130427. */
  130428. frontColor: Color3;
  130429. /**
  130430. * Color of the bounding box lines placed behind an object
  130431. */
  130432. backColor: Color3;
  130433. /**
  130434. * Defines if the renderer should show the back lines or not
  130435. */
  130436. showBackLines: boolean;
  130437. /**
  130438. * @hidden
  130439. */
  130440. renderList: SmartArray<BoundingBox>;
  130441. private _colorShader;
  130442. private _vertexBuffers;
  130443. private _indexBuffer;
  130444. private _fillIndexBuffer;
  130445. private _fillIndexData;
  130446. /**
  130447. * Instantiates a new bounding box renderer in a scene.
  130448. * @param scene the scene the renderer renders in
  130449. */
  130450. constructor(scene: Scene);
  130451. /**
  130452. * Registers the component in a given scene
  130453. */
  130454. register(): void;
  130455. private _evaluateSubMesh;
  130456. private _activeMesh;
  130457. private _prepareRessources;
  130458. private _createIndexBuffer;
  130459. /**
  130460. * Rebuilds the elements related to this component in case of
  130461. * context lost for instance.
  130462. */
  130463. rebuild(): void;
  130464. /**
  130465. * @hidden
  130466. */
  130467. reset(): void;
  130468. /**
  130469. * Render the bounding boxes of a specific rendering group
  130470. * @param renderingGroupId defines the rendering group to render
  130471. */
  130472. render(renderingGroupId: number): void;
  130473. /**
  130474. * In case of occlusion queries, we can render the occlusion bounding box through this method
  130475. * @param mesh Define the mesh to render the occlusion bounding box for
  130476. */
  130477. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  130478. /**
  130479. * Dispose and release the resources attached to this renderer.
  130480. */
  130481. dispose(): void;
  130482. }
  130483. }
  130484. declare module BABYLON {
  130485. /** @hidden */
  130486. export var depthPixelShader: {
  130487. name: string;
  130488. shader: string;
  130489. };
  130490. }
  130491. declare module BABYLON {
  130492. /**
  130493. * This represents a depth renderer in Babylon.
  130494. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  130495. */
  130496. export class DepthRenderer {
  130497. private _scene;
  130498. private _depthMap;
  130499. private _effect;
  130500. private readonly _storeNonLinearDepth;
  130501. private readonly _clearColor;
  130502. /** Get if the depth renderer is using packed depth or not */
  130503. readonly isPacked: boolean;
  130504. private _cachedDefines;
  130505. private _camera;
  130506. /**
  130507. * Specifiess that the depth renderer will only be used within
  130508. * the camera it is created for.
  130509. * This can help forcing its rendering during the camera processing.
  130510. */
  130511. useOnlyInActiveCamera: boolean;
  130512. /** @hidden */
  130513. static _SceneComponentInitialization: (scene: Scene) => void;
  130514. /**
  130515. * Instantiates a depth renderer
  130516. * @param scene The scene the renderer belongs to
  130517. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  130518. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  130519. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  130520. */
  130521. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  130522. /**
  130523. * Creates the depth rendering effect and checks if the effect is ready.
  130524. * @param subMesh The submesh to be used to render the depth map of
  130525. * @param useInstances If multiple world instances should be used
  130526. * @returns if the depth renderer is ready to render the depth map
  130527. */
  130528. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  130529. /**
  130530. * Gets the texture which the depth map will be written to.
  130531. * @returns The depth map texture
  130532. */
  130533. getDepthMap(): RenderTargetTexture;
  130534. /**
  130535. * Disposes of the depth renderer.
  130536. */
  130537. dispose(): void;
  130538. }
  130539. }
  130540. declare module BABYLON {
  130541. interface Scene {
  130542. /** @hidden (Backing field) */
  130543. _depthRenderer: {
  130544. [id: string]: DepthRenderer;
  130545. };
  130546. /**
  130547. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  130548. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  130549. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  130550. * @returns the created depth renderer
  130551. */
  130552. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  130553. /**
  130554. * Disables a depth renderer for a given camera
  130555. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  130556. */
  130557. disableDepthRenderer(camera?: Nullable<Camera>): void;
  130558. }
  130559. /**
  130560. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  130561. * in several rendering techniques.
  130562. */
  130563. export class DepthRendererSceneComponent implements ISceneComponent {
  130564. /**
  130565. * The component name helpfull to identify the component in the list of scene components.
  130566. */
  130567. readonly name: string;
  130568. /**
  130569. * The scene the component belongs to.
  130570. */
  130571. scene: Scene;
  130572. /**
  130573. * Creates a new instance of the component for the given scene
  130574. * @param scene Defines the scene to register the component in
  130575. */
  130576. constructor(scene: Scene);
  130577. /**
  130578. * Registers the component in a given scene
  130579. */
  130580. register(): void;
  130581. /**
  130582. * Rebuilds the elements related to this component in case of
  130583. * context lost for instance.
  130584. */
  130585. rebuild(): void;
  130586. /**
  130587. * Disposes the component and the associated ressources
  130588. */
  130589. dispose(): void;
  130590. private _gatherRenderTargets;
  130591. private _gatherActiveCameraRenderTargets;
  130592. }
  130593. }
  130594. declare module BABYLON {
  130595. /** @hidden */
  130596. export var outlinePixelShader: {
  130597. name: string;
  130598. shader: string;
  130599. };
  130600. }
  130601. declare module BABYLON {
  130602. /** @hidden */
  130603. export var outlineVertexShader: {
  130604. name: string;
  130605. shader: string;
  130606. };
  130607. }
  130608. declare module BABYLON {
  130609. interface Scene {
  130610. /** @hidden */
  130611. _outlineRenderer: OutlineRenderer;
  130612. /**
  130613. * Gets the outline renderer associated with the scene
  130614. * @returns a OutlineRenderer
  130615. */
  130616. getOutlineRenderer(): OutlineRenderer;
  130617. }
  130618. interface AbstractMesh {
  130619. /** @hidden (Backing field) */
  130620. _renderOutline: boolean;
  130621. /**
  130622. * Gets or sets a boolean indicating if the outline must be rendered as well
  130623. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  130624. */
  130625. renderOutline: boolean;
  130626. /** @hidden (Backing field) */
  130627. _renderOverlay: boolean;
  130628. /**
  130629. * Gets or sets a boolean indicating if the overlay must be rendered as well
  130630. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  130631. */
  130632. renderOverlay: boolean;
  130633. }
  130634. /**
  130635. * This class is responsible to draw bothe outline/overlay of meshes.
  130636. * It should not be used directly but through the available method on mesh.
  130637. */
  130638. export class OutlineRenderer implements ISceneComponent {
  130639. /**
  130640. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  130641. */
  130642. private static _StencilReference;
  130643. /**
  130644. * The name of the component. Each component must have a unique name.
  130645. */
  130646. name: string;
  130647. /**
  130648. * The scene the component belongs to.
  130649. */
  130650. scene: Scene;
  130651. /**
  130652. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  130653. */
  130654. zOffset: number;
  130655. private _engine;
  130656. private _effect;
  130657. private _cachedDefines;
  130658. private _savedDepthWrite;
  130659. /**
  130660. * Instantiates a new outline renderer. (There could be only one per scene).
  130661. * @param scene Defines the scene it belongs to
  130662. */
  130663. constructor(scene: Scene);
  130664. /**
  130665. * Register the component to one instance of a scene.
  130666. */
  130667. register(): void;
  130668. /**
  130669. * Rebuilds the elements related to this component in case of
  130670. * context lost for instance.
  130671. */
  130672. rebuild(): void;
  130673. /**
  130674. * Disposes the component and the associated ressources.
  130675. */
  130676. dispose(): void;
  130677. /**
  130678. * Renders the outline in the canvas.
  130679. * @param subMesh Defines the sumesh to render
  130680. * @param batch Defines the batch of meshes in case of instances
  130681. * @param useOverlay Defines if the rendering is for the overlay or the outline
  130682. */
  130683. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  130684. /**
  130685. * Returns whether or not the outline renderer is ready for a given submesh.
  130686. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  130687. * @param subMesh Defines the submesh to check readyness for
  130688. * @param useInstances Defines wheter wee are trying to render instances or not
  130689. * @returns true if ready otherwise false
  130690. */
  130691. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  130692. private _beforeRenderingMesh;
  130693. private _afterRenderingMesh;
  130694. }
  130695. }
  130696. declare module BABYLON {
  130697. /**
  130698. * Class used to manage multiple sprites of different sizes on the same spritesheet
  130699. * @see http://doc.babylonjs.com/babylon101/sprites
  130700. */
  130701. export class SpritePackedManager extends SpriteManager {
  130702. /** defines the packed manager's name */
  130703. name: string;
  130704. /**
  130705. * Creates a new sprite manager from a packed sprite sheet
  130706. * @param name defines the manager's name
  130707. * @param imgUrl defines the sprite sheet url
  130708. * @param capacity defines the maximum allowed number of sprites
  130709. * @param scene defines the hosting scene
  130710. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  130711. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  130712. * @param samplingMode defines the smapling mode to use with spritesheet
  130713. * @param fromPacked set to true; do not alter
  130714. */
  130715. constructor(
  130716. /** defines the packed manager's name */
  130717. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  130718. }
  130719. }
  130720. declare module BABYLON {
  130721. /**
  130722. * Defines the list of states available for a task inside a AssetsManager
  130723. */
  130724. export enum AssetTaskState {
  130725. /**
  130726. * Initialization
  130727. */
  130728. INIT = 0,
  130729. /**
  130730. * Running
  130731. */
  130732. RUNNING = 1,
  130733. /**
  130734. * Done
  130735. */
  130736. DONE = 2,
  130737. /**
  130738. * Error
  130739. */
  130740. ERROR = 3
  130741. }
  130742. /**
  130743. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  130744. */
  130745. export abstract class AbstractAssetTask {
  130746. /**
  130747. * Task name
  130748. */ name: string;
  130749. /**
  130750. * Callback called when the task is successful
  130751. */
  130752. onSuccess: (task: any) => void;
  130753. /**
  130754. * Callback called when the task is not successful
  130755. */
  130756. onError: (task: any, message?: string, exception?: any) => void;
  130757. /**
  130758. * Creates a new AssetsManager
  130759. * @param name defines the name of the task
  130760. */
  130761. constructor(
  130762. /**
  130763. * Task name
  130764. */ name: string);
  130765. private _isCompleted;
  130766. private _taskState;
  130767. private _errorObject;
  130768. /**
  130769. * Get if the task is completed
  130770. */
  130771. readonly isCompleted: boolean;
  130772. /**
  130773. * Gets the current state of the task
  130774. */
  130775. readonly taskState: AssetTaskState;
  130776. /**
  130777. * Gets the current error object (if task is in error)
  130778. */
  130779. readonly errorObject: {
  130780. message?: string;
  130781. exception?: any;
  130782. };
  130783. /**
  130784. * Internal only
  130785. * @hidden
  130786. */
  130787. _setErrorObject(message?: string, exception?: any): void;
  130788. /**
  130789. * Execute the current task
  130790. * @param scene defines the scene where you want your assets to be loaded
  130791. * @param onSuccess is a callback called when the task is successfully executed
  130792. * @param onError is a callback called if an error occurs
  130793. */
  130794. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130795. /**
  130796. * Execute the current task
  130797. * @param scene defines the scene where you want your assets to be loaded
  130798. * @param onSuccess is a callback called when the task is successfully executed
  130799. * @param onError is a callback called if an error occurs
  130800. */
  130801. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130802. /**
  130803. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  130804. * This can be used with failed tasks that have the reason for failure fixed.
  130805. */
  130806. reset(): void;
  130807. private onErrorCallback;
  130808. private onDoneCallback;
  130809. }
  130810. /**
  130811. * Define the interface used by progress events raised during assets loading
  130812. */
  130813. export interface IAssetsProgressEvent {
  130814. /**
  130815. * Defines the number of remaining tasks to process
  130816. */
  130817. remainingCount: number;
  130818. /**
  130819. * Defines the total number of tasks
  130820. */
  130821. totalCount: number;
  130822. /**
  130823. * Defines the task that was just processed
  130824. */
  130825. task: AbstractAssetTask;
  130826. }
  130827. /**
  130828. * Class used to share progress information about assets loading
  130829. */
  130830. export class AssetsProgressEvent implements IAssetsProgressEvent {
  130831. /**
  130832. * Defines the number of remaining tasks to process
  130833. */
  130834. remainingCount: number;
  130835. /**
  130836. * Defines the total number of tasks
  130837. */
  130838. totalCount: number;
  130839. /**
  130840. * Defines the task that was just processed
  130841. */
  130842. task: AbstractAssetTask;
  130843. /**
  130844. * Creates a AssetsProgressEvent
  130845. * @param remainingCount defines the number of remaining tasks to process
  130846. * @param totalCount defines the total number of tasks
  130847. * @param task defines the task that was just processed
  130848. */
  130849. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  130850. }
  130851. /**
  130852. * Define a task used by AssetsManager to load meshes
  130853. */
  130854. export class MeshAssetTask extends AbstractAssetTask {
  130855. /**
  130856. * Defines the name of the task
  130857. */
  130858. name: string;
  130859. /**
  130860. * Defines the list of mesh's names you want to load
  130861. */
  130862. meshesNames: any;
  130863. /**
  130864. * Defines the root url to use as a base to load your meshes and associated resources
  130865. */
  130866. rootUrl: string;
  130867. /**
  130868. * Defines the filename of the scene to load from
  130869. */
  130870. sceneFilename: string;
  130871. /**
  130872. * Gets the list of loaded meshes
  130873. */
  130874. loadedMeshes: Array<AbstractMesh>;
  130875. /**
  130876. * Gets the list of loaded particle systems
  130877. */
  130878. loadedParticleSystems: Array<IParticleSystem>;
  130879. /**
  130880. * Gets the list of loaded skeletons
  130881. */
  130882. loadedSkeletons: Array<Skeleton>;
  130883. /**
  130884. * Gets the list of loaded animation groups
  130885. */
  130886. loadedAnimationGroups: Array<AnimationGroup>;
  130887. /**
  130888. * Callback called when the task is successful
  130889. */
  130890. onSuccess: (task: MeshAssetTask) => void;
  130891. /**
  130892. * Callback called when the task is successful
  130893. */
  130894. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  130895. /**
  130896. * Creates a new MeshAssetTask
  130897. * @param name defines the name of the task
  130898. * @param meshesNames defines the list of mesh's names you want to load
  130899. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  130900. * @param sceneFilename defines the filename of the scene to load from
  130901. */
  130902. constructor(
  130903. /**
  130904. * Defines the name of the task
  130905. */
  130906. name: string,
  130907. /**
  130908. * Defines the list of mesh's names you want to load
  130909. */
  130910. meshesNames: any,
  130911. /**
  130912. * Defines the root url to use as a base to load your meshes and associated resources
  130913. */
  130914. rootUrl: string,
  130915. /**
  130916. * Defines the filename of the scene to load from
  130917. */
  130918. sceneFilename: string);
  130919. /**
  130920. * Execute the current task
  130921. * @param scene defines the scene where you want your assets to be loaded
  130922. * @param onSuccess is a callback called when the task is successfully executed
  130923. * @param onError is a callback called if an error occurs
  130924. */
  130925. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130926. }
  130927. /**
  130928. * Define a task used by AssetsManager to load text content
  130929. */
  130930. export class TextFileAssetTask extends AbstractAssetTask {
  130931. /**
  130932. * Defines the name of the task
  130933. */
  130934. name: string;
  130935. /**
  130936. * Defines the location of the file to load
  130937. */
  130938. url: string;
  130939. /**
  130940. * Gets the loaded text string
  130941. */
  130942. text: string;
  130943. /**
  130944. * Callback called when the task is successful
  130945. */
  130946. onSuccess: (task: TextFileAssetTask) => void;
  130947. /**
  130948. * Callback called when the task is successful
  130949. */
  130950. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  130951. /**
  130952. * Creates a new TextFileAssetTask object
  130953. * @param name defines the name of the task
  130954. * @param url defines the location of the file to load
  130955. */
  130956. constructor(
  130957. /**
  130958. * Defines the name of the task
  130959. */
  130960. name: string,
  130961. /**
  130962. * Defines the location of the file to load
  130963. */
  130964. url: string);
  130965. /**
  130966. * Execute the current task
  130967. * @param scene defines the scene where you want your assets to be loaded
  130968. * @param onSuccess is a callback called when the task is successfully executed
  130969. * @param onError is a callback called if an error occurs
  130970. */
  130971. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130972. }
  130973. /**
  130974. * Define a task used by AssetsManager to load binary data
  130975. */
  130976. export class BinaryFileAssetTask extends AbstractAssetTask {
  130977. /**
  130978. * Defines the name of the task
  130979. */
  130980. name: string;
  130981. /**
  130982. * Defines the location of the file to load
  130983. */
  130984. url: string;
  130985. /**
  130986. * Gets the lodaded data (as an array buffer)
  130987. */
  130988. data: ArrayBuffer;
  130989. /**
  130990. * Callback called when the task is successful
  130991. */
  130992. onSuccess: (task: BinaryFileAssetTask) => void;
  130993. /**
  130994. * Callback called when the task is successful
  130995. */
  130996. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  130997. /**
  130998. * Creates a new BinaryFileAssetTask object
  130999. * @param name defines the name of the new task
  131000. * @param url defines the location of the file to load
  131001. */
  131002. constructor(
  131003. /**
  131004. * Defines the name of the task
  131005. */
  131006. name: string,
  131007. /**
  131008. * Defines the location of the file to load
  131009. */
  131010. url: string);
  131011. /**
  131012. * Execute the current task
  131013. * @param scene defines the scene where you want your assets to be loaded
  131014. * @param onSuccess is a callback called when the task is successfully executed
  131015. * @param onError is a callback called if an error occurs
  131016. */
  131017. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131018. }
  131019. /**
  131020. * Define a task used by AssetsManager to load images
  131021. */
  131022. export class ImageAssetTask extends AbstractAssetTask {
  131023. /**
  131024. * Defines the name of the task
  131025. */
  131026. name: string;
  131027. /**
  131028. * Defines the location of the image to load
  131029. */
  131030. url: string;
  131031. /**
  131032. * Gets the loaded images
  131033. */
  131034. image: HTMLImageElement;
  131035. /**
  131036. * Callback called when the task is successful
  131037. */
  131038. onSuccess: (task: ImageAssetTask) => void;
  131039. /**
  131040. * Callback called when the task is successful
  131041. */
  131042. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  131043. /**
  131044. * Creates a new ImageAssetTask
  131045. * @param name defines the name of the task
  131046. * @param url defines the location of the image to load
  131047. */
  131048. constructor(
  131049. /**
  131050. * Defines the name of the task
  131051. */
  131052. name: string,
  131053. /**
  131054. * Defines the location of the image to load
  131055. */
  131056. url: string);
  131057. /**
  131058. * Execute the current task
  131059. * @param scene defines the scene where you want your assets to be loaded
  131060. * @param onSuccess is a callback called when the task is successfully executed
  131061. * @param onError is a callback called if an error occurs
  131062. */
  131063. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131064. }
  131065. /**
  131066. * Defines the interface used by texture loading tasks
  131067. */
  131068. export interface ITextureAssetTask<TEX extends BaseTexture> {
  131069. /**
  131070. * Gets the loaded texture
  131071. */
  131072. texture: TEX;
  131073. }
  131074. /**
  131075. * Define a task used by AssetsManager to load 2D textures
  131076. */
  131077. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  131078. /**
  131079. * Defines the name of the task
  131080. */
  131081. name: string;
  131082. /**
  131083. * Defines the location of the file to load
  131084. */
  131085. url: string;
  131086. /**
  131087. * Defines if mipmap should not be generated (default is false)
  131088. */
  131089. noMipmap?: boolean | undefined;
  131090. /**
  131091. * Defines if texture must be inverted on Y axis (default is false)
  131092. */
  131093. invertY?: boolean | undefined;
  131094. /**
  131095. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131096. */
  131097. samplingMode: number;
  131098. /**
  131099. * Gets the loaded texture
  131100. */
  131101. texture: Texture;
  131102. /**
  131103. * Callback called when the task is successful
  131104. */
  131105. onSuccess: (task: TextureAssetTask) => void;
  131106. /**
  131107. * Callback called when the task is successful
  131108. */
  131109. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  131110. /**
  131111. * Creates a new TextureAssetTask object
  131112. * @param name defines the name of the task
  131113. * @param url defines the location of the file to load
  131114. * @param noMipmap defines if mipmap should not be generated (default is false)
  131115. * @param invertY defines if texture must be inverted on Y axis (default is false)
  131116. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131117. */
  131118. constructor(
  131119. /**
  131120. * Defines the name of the task
  131121. */
  131122. name: string,
  131123. /**
  131124. * Defines the location of the file to load
  131125. */
  131126. url: string,
  131127. /**
  131128. * Defines if mipmap should not be generated (default is false)
  131129. */
  131130. noMipmap?: boolean | undefined,
  131131. /**
  131132. * Defines if texture must be inverted on Y axis (default is false)
  131133. */
  131134. invertY?: boolean | undefined,
  131135. /**
  131136. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131137. */
  131138. samplingMode?: number);
  131139. /**
  131140. * Execute the current task
  131141. * @param scene defines the scene where you want your assets to be loaded
  131142. * @param onSuccess is a callback called when the task is successfully executed
  131143. * @param onError is a callback called if an error occurs
  131144. */
  131145. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131146. }
  131147. /**
  131148. * Define a task used by AssetsManager to load cube textures
  131149. */
  131150. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  131151. /**
  131152. * Defines the name of the task
  131153. */
  131154. name: string;
  131155. /**
  131156. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  131157. */
  131158. url: string;
  131159. /**
  131160. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  131161. */
  131162. extensions?: string[] | undefined;
  131163. /**
  131164. * Defines if mipmaps should not be generated (default is false)
  131165. */
  131166. noMipmap?: boolean | undefined;
  131167. /**
  131168. * Defines the explicit list of files (undefined by default)
  131169. */
  131170. files?: string[] | undefined;
  131171. /**
  131172. * Gets the loaded texture
  131173. */
  131174. texture: CubeTexture;
  131175. /**
  131176. * Callback called when the task is successful
  131177. */
  131178. onSuccess: (task: CubeTextureAssetTask) => void;
  131179. /**
  131180. * Callback called when the task is successful
  131181. */
  131182. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  131183. /**
  131184. * Creates a new CubeTextureAssetTask
  131185. * @param name defines the name of the task
  131186. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  131187. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  131188. * @param noMipmap defines if mipmaps should not be generated (default is false)
  131189. * @param files defines the explicit list of files (undefined by default)
  131190. */
  131191. constructor(
  131192. /**
  131193. * Defines the name of the task
  131194. */
  131195. name: string,
  131196. /**
  131197. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  131198. */
  131199. url: string,
  131200. /**
  131201. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  131202. */
  131203. extensions?: string[] | undefined,
  131204. /**
  131205. * Defines if mipmaps should not be generated (default is false)
  131206. */
  131207. noMipmap?: boolean | undefined,
  131208. /**
  131209. * Defines the explicit list of files (undefined by default)
  131210. */
  131211. files?: string[] | undefined);
  131212. /**
  131213. * Execute the current task
  131214. * @param scene defines the scene where you want your assets to be loaded
  131215. * @param onSuccess is a callback called when the task is successfully executed
  131216. * @param onError is a callback called if an error occurs
  131217. */
  131218. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131219. }
  131220. /**
  131221. * Define a task used by AssetsManager to load HDR cube textures
  131222. */
  131223. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  131224. /**
  131225. * Defines the name of the task
  131226. */
  131227. name: string;
  131228. /**
  131229. * Defines the location of the file to load
  131230. */
  131231. url: string;
  131232. /**
  131233. * Defines the desired size (the more it increases the longer the generation will be)
  131234. */
  131235. size: number;
  131236. /**
  131237. * Defines if mipmaps should not be generated (default is false)
  131238. */
  131239. noMipmap: boolean;
  131240. /**
  131241. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  131242. */
  131243. generateHarmonics: boolean;
  131244. /**
  131245. * 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)
  131246. */
  131247. gammaSpace: boolean;
  131248. /**
  131249. * Internal Use Only
  131250. */
  131251. reserved: boolean;
  131252. /**
  131253. * Gets the loaded texture
  131254. */
  131255. texture: HDRCubeTexture;
  131256. /**
  131257. * Callback called when the task is successful
  131258. */
  131259. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  131260. /**
  131261. * Callback called when the task is successful
  131262. */
  131263. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  131264. /**
  131265. * Creates a new HDRCubeTextureAssetTask object
  131266. * @param name defines the name of the task
  131267. * @param url defines the location of the file to load
  131268. * @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.
  131269. * @param noMipmap defines if mipmaps should not be generated (default is false)
  131270. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  131271. * @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)
  131272. * @param reserved Internal use only
  131273. */
  131274. constructor(
  131275. /**
  131276. * Defines the name of the task
  131277. */
  131278. name: string,
  131279. /**
  131280. * Defines the location of the file to load
  131281. */
  131282. url: string,
  131283. /**
  131284. * Defines the desired size (the more it increases the longer the generation will be)
  131285. */
  131286. size: number,
  131287. /**
  131288. * Defines if mipmaps should not be generated (default is false)
  131289. */
  131290. noMipmap?: boolean,
  131291. /**
  131292. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  131293. */
  131294. generateHarmonics?: boolean,
  131295. /**
  131296. * 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)
  131297. */
  131298. gammaSpace?: boolean,
  131299. /**
  131300. * Internal Use Only
  131301. */
  131302. reserved?: boolean);
  131303. /**
  131304. * Execute the current task
  131305. * @param scene defines the scene where you want your assets to be loaded
  131306. * @param onSuccess is a callback called when the task is successfully executed
  131307. * @param onError is a callback called if an error occurs
  131308. */
  131309. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131310. }
  131311. /**
  131312. * Define a task used by AssetsManager to load Equirectangular cube textures
  131313. */
  131314. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  131315. /**
  131316. * Defines the name of the task
  131317. */
  131318. name: string;
  131319. /**
  131320. * Defines the location of the file to load
  131321. */
  131322. url: string;
  131323. /**
  131324. * Defines the desired size (the more it increases the longer the generation will be)
  131325. */
  131326. size: number;
  131327. /**
  131328. * Defines if mipmaps should not be generated (default is false)
  131329. */
  131330. noMipmap: boolean;
  131331. /**
  131332. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  131333. * but the standard material would require them in Gamma space) (default is true)
  131334. */
  131335. gammaSpace: boolean;
  131336. /**
  131337. * Gets the loaded texture
  131338. */
  131339. texture: EquiRectangularCubeTexture;
  131340. /**
  131341. * Callback called when the task is successful
  131342. */
  131343. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  131344. /**
  131345. * Callback called when the task is successful
  131346. */
  131347. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  131348. /**
  131349. * Creates a new EquiRectangularCubeTextureAssetTask object
  131350. * @param name defines the name of the task
  131351. * @param url defines the location of the file to load
  131352. * @param size defines the desired size (the more it increases the longer the generation will be)
  131353. * If the size is omitted this implies you are using a preprocessed cubemap.
  131354. * @param noMipmap defines if mipmaps should not be generated (default is false)
  131355. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  131356. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  131357. * (default is true)
  131358. */
  131359. constructor(
  131360. /**
  131361. * Defines the name of the task
  131362. */
  131363. name: string,
  131364. /**
  131365. * Defines the location of the file to load
  131366. */
  131367. url: string,
  131368. /**
  131369. * Defines the desired size (the more it increases the longer the generation will be)
  131370. */
  131371. size: number,
  131372. /**
  131373. * Defines if mipmaps should not be generated (default is false)
  131374. */
  131375. noMipmap?: boolean,
  131376. /**
  131377. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  131378. * but the standard material would require them in Gamma space) (default is true)
  131379. */
  131380. gammaSpace?: boolean);
  131381. /**
  131382. * Execute the current task
  131383. * @param scene defines the scene where you want your assets to be loaded
  131384. * @param onSuccess is a callback called when the task is successfully executed
  131385. * @param onError is a callback called if an error occurs
  131386. */
  131387. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131388. }
  131389. /**
  131390. * This class can be used to easily import assets into a scene
  131391. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  131392. */
  131393. export class AssetsManager {
  131394. private _scene;
  131395. private _isLoading;
  131396. protected _tasks: AbstractAssetTask[];
  131397. protected _waitingTasksCount: number;
  131398. protected _totalTasksCount: number;
  131399. /**
  131400. * Callback called when all tasks are processed
  131401. */
  131402. onFinish: (tasks: AbstractAssetTask[]) => void;
  131403. /**
  131404. * Callback called when a task is successful
  131405. */
  131406. onTaskSuccess: (task: AbstractAssetTask) => void;
  131407. /**
  131408. * Callback called when a task had an error
  131409. */
  131410. onTaskError: (task: AbstractAssetTask) => void;
  131411. /**
  131412. * Callback called when a task is done (whatever the result is)
  131413. */
  131414. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  131415. /**
  131416. * Observable called when all tasks are processed
  131417. */
  131418. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  131419. /**
  131420. * Observable called when a task had an error
  131421. */
  131422. onTaskErrorObservable: Observable<AbstractAssetTask>;
  131423. /**
  131424. * Observable called when all tasks were executed
  131425. */
  131426. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  131427. /**
  131428. * Observable called when a task is done (whatever the result is)
  131429. */
  131430. onProgressObservable: Observable<IAssetsProgressEvent>;
  131431. /**
  131432. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  131433. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  131434. */
  131435. useDefaultLoadingScreen: boolean;
  131436. /**
  131437. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  131438. * when all assets have been downloaded.
  131439. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  131440. */
  131441. autoHideLoadingUI: boolean;
  131442. /**
  131443. * Creates a new AssetsManager
  131444. * @param scene defines the scene to work on
  131445. */
  131446. constructor(scene: Scene);
  131447. /**
  131448. * Add a MeshAssetTask to the list of active tasks
  131449. * @param taskName defines the name of the new task
  131450. * @param meshesNames defines the name of meshes to load
  131451. * @param rootUrl defines the root url to use to locate files
  131452. * @param sceneFilename defines the filename of the scene file
  131453. * @returns a new MeshAssetTask object
  131454. */
  131455. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  131456. /**
  131457. * Add a TextFileAssetTask to the list of active tasks
  131458. * @param taskName defines the name of the new task
  131459. * @param url defines the url of the file to load
  131460. * @returns a new TextFileAssetTask object
  131461. */
  131462. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  131463. /**
  131464. * Add a BinaryFileAssetTask to the list of active tasks
  131465. * @param taskName defines the name of the new task
  131466. * @param url defines the url of the file to load
  131467. * @returns a new BinaryFileAssetTask object
  131468. */
  131469. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  131470. /**
  131471. * Add a ImageAssetTask to the list of active tasks
  131472. * @param taskName defines the name of the new task
  131473. * @param url defines the url of the file to load
  131474. * @returns a new ImageAssetTask object
  131475. */
  131476. addImageTask(taskName: string, url: string): ImageAssetTask;
  131477. /**
  131478. * Add a TextureAssetTask to the list of active tasks
  131479. * @param taskName defines the name of the new task
  131480. * @param url defines the url of the file to load
  131481. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  131482. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  131483. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  131484. * @returns a new TextureAssetTask object
  131485. */
  131486. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  131487. /**
  131488. * Add a CubeTextureAssetTask to the list of active tasks
  131489. * @param taskName defines the name of the new task
  131490. * @param url defines the url of the file to load
  131491. * @param extensions defines the extension to use to load the cube map (can be null)
  131492. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  131493. * @param files defines the list of files to load (can be null)
  131494. * @returns a new CubeTextureAssetTask object
  131495. */
  131496. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  131497. /**
  131498. *
  131499. * Add a HDRCubeTextureAssetTask to the list of active tasks
  131500. * @param taskName defines the name of the new task
  131501. * @param url defines the url of the file to load
  131502. * @param size defines the size you want for the cubemap (can be null)
  131503. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  131504. * @param generateHarmonics defines if you want to automatically generate (true by default)
  131505. * @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)
  131506. * @param reserved Internal use only
  131507. * @returns a new HDRCubeTextureAssetTask object
  131508. */
  131509. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  131510. /**
  131511. *
  131512. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  131513. * @param taskName defines the name of the new task
  131514. * @param url defines the url of the file to load
  131515. * @param size defines the size you want for the cubemap (can be null)
  131516. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  131517. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  131518. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  131519. * @returns a new EquiRectangularCubeTextureAssetTask object
  131520. */
  131521. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  131522. /**
  131523. * Remove a task from the assets manager.
  131524. * @param task the task to remove
  131525. */
  131526. removeTask(task: AbstractAssetTask): void;
  131527. private _decreaseWaitingTasksCount;
  131528. private _runTask;
  131529. /**
  131530. * Reset the AssetsManager and remove all tasks
  131531. * @return the current instance of the AssetsManager
  131532. */
  131533. reset(): AssetsManager;
  131534. /**
  131535. * Start the loading process
  131536. * @return the current instance of the AssetsManager
  131537. */
  131538. load(): AssetsManager;
  131539. /**
  131540. * Start the loading process as an async operation
  131541. * @return a promise returning the list of failed tasks
  131542. */
  131543. loadAsync(): Promise<void>;
  131544. }
  131545. }
  131546. declare module BABYLON {
  131547. /**
  131548. * Wrapper class for promise with external resolve and reject.
  131549. */
  131550. export class Deferred<T> {
  131551. /**
  131552. * The promise associated with this deferred object.
  131553. */
  131554. readonly promise: Promise<T>;
  131555. private _resolve;
  131556. private _reject;
  131557. /**
  131558. * The resolve method of the promise associated with this deferred object.
  131559. */
  131560. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  131561. /**
  131562. * The reject method of the promise associated with this deferred object.
  131563. */
  131564. readonly reject: (reason?: any) => void;
  131565. /**
  131566. * Constructor for this deferred object.
  131567. */
  131568. constructor();
  131569. }
  131570. }
  131571. declare module BABYLON {
  131572. /**
  131573. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  131574. */
  131575. export class MeshExploder {
  131576. private _centerMesh;
  131577. private _meshes;
  131578. private _meshesOrigins;
  131579. private _toCenterVectors;
  131580. private _scaledDirection;
  131581. private _newPosition;
  131582. private _centerPosition;
  131583. /**
  131584. * Explodes meshes from a center mesh.
  131585. * @param meshes The meshes to explode.
  131586. * @param centerMesh The mesh to be center of explosion.
  131587. */
  131588. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  131589. private _setCenterMesh;
  131590. /**
  131591. * Get class name
  131592. * @returns "MeshExploder"
  131593. */
  131594. getClassName(): string;
  131595. /**
  131596. * "Exploded meshes"
  131597. * @returns Array of meshes with the centerMesh at index 0.
  131598. */
  131599. getMeshes(): Array<Mesh>;
  131600. /**
  131601. * Explodes meshes giving a specific direction
  131602. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  131603. */
  131604. explode(direction?: number): void;
  131605. }
  131606. }
  131607. declare module BABYLON {
  131608. /**
  131609. * Class used to help managing file picking and drag'n'drop
  131610. */
  131611. export class FilesInput {
  131612. /**
  131613. * List of files ready to be loaded
  131614. */
  131615. static readonly FilesToLoad: {
  131616. [key: string]: File;
  131617. };
  131618. /**
  131619. * Callback called when a file is processed
  131620. */
  131621. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  131622. private _engine;
  131623. private _currentScene;
  131624. private _sceneLoadedCallback;
  131625. private _progressCallback;
  131626. private _additionalRenderLoopLogicCallback;
  131627. private _textureLoadingCallback;
  131628. private _startingProcessingFilesCallback;
  131629. private _onReloadCallback;
  131630. private _errorCallback;
  131631. private _elementToMonitor;
  131632. private _sceneFileToLoad;
  131633. private _filesToLoad;
  131634. /**
  131635. * Creates a new FilesInput
  131636. * @param engine defines the rendering engine
  131637. * @param scene defines the hosting scene
  131638. * @param sceneLoadedCallback callback called when scene is loaded
  131639. * @param progressCallback callback called to track progress
  131640. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  131641. * @param textureLoadingCallback callback called when a texture is loading
  131642. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  131643. * @param onReloadCallback callback called when a reload is requested
  131644. * @param errorCallback callback call if an error occurs
  131645. */
  131646. 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);
  131647. private _dragEnterHandler;
  131648. private _dragOverHandler;
  131649. private _dropHandler;
  131650. /**
  131651. * Calls this function to listen to drag'n'drop events on a specific DOM element
  131652. * @param elementToMonitor defines the DOM element to track
  131653. */
  131654. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  131655. /**
  131656. * Release all associated resources
  131657. */
  131658. dispose(): void;
  131659. private renderFunction;
  131660. private drag;
  131661. private drop;
  131662. private _traverseFolder;
  131663. private _processFiles;
  131664. /**
  131665. * Load files from a drop event
  131666. * @param event defines the drop event to use as source
  131667. */
  131668. loadFiles(event: any): void;
  131669. private _processReload;
  131670. /**
  131671. * Reload the current scene from the loaded files
  131672. */
  131673. reload(): void;
  131674. }
  131675. }
  131676. declare module BABYLON {
  131677. /**
  131678. * Defines the root class used to create scene optimization to use with SceneOptimizer
  131679. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131680. */
  131681. export class SceneOptimization {
  131682. /**
  131683. * Defines the priority of this optimization (0 by default which means first in the list)
  131684. */
  131685. priority: number;
  131686. /**
  131687. * Gets a string describing the action executed by the current optimization
  131688. * @returns description string
  131689. */
  131690. getDescription(): string;
  131691. /**
  131692. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131693. * @param scene defines the current scene where to apply this optimization
  131694. * @param optimizer defines the current optimizer
  131695. * @returns true if everything that can be done was applied
  131696. */
  131697. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131698. /**
  131699. * Creates the SceneOptimization object
  131700. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131701. * @param desc defines the description associated with the optimization
  131702. */
  131703. constructor(
  131704. /**
  131705. * Defines the priority of this optimization (0 by default which means first in the list)
  131706. */
  131707. priority?: number);
  131708. }
  131709. /**
  131710. * Defines an optimization used to reduce the size of render target textures
  131711. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131712. */
  131713. export class TextureOptimization extends SceneOptimization {
  131714. /**
  131715. * Defines the priority of this optimization (0 by default which means first in the list)
  131716. */
  131717. priority: number;
  131718. /**
  131719. * 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
  131720. */
  131721. maximumSize: number;
  131722. /**
  131723. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  131724. */
  131725. step: number;
  131726. /**
  131727. * Gets a string describing the action executed by the current optimization
  131728. * @returns description string
  131729. */
  131730. getDescription(): string;
  131731. /**
  131732. * Creates the TextureOptimization object
  131733. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131734. * @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
  131735. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  131736. */
  131737. constructor(
  131738. /**
  131739. * Defines the priority of this optimization (0 by default which means first in the list)
  131740. */
  131741. priority?: number,
  131742. /**
  131743. * 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
  131744. */
  131745. maximumSize?: number,
  131746. /**
  131747. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  131748. */
  131749. step?: number);
  131750. /**
  131751. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131752. * @param scene defines the current scene where to apply this optimization
  131753. * @param optimizer defines the current optimizer
  131754. * @returns true if everything that can be done was applied
  131755. */
  131756. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131757. }
  131758. /**
  131759. * Defines an optimization used to increase or decrease the rendering resolution
  131760. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131761. */
  131762. export class HardwareScalingOptimization extends SceneOptimization {
  131763. /**
  131764. * Defines the priority of this optimization (0 by default which means first in the list)
  131765. */
  131766. priority: number;
  131767. /**
  131768. * Defines the maximum scale to use (2 by default)
  131769. */
  131770. maximumScale: number;
  131771. /**
  131772. * Defines the step to use between two passes (0.5 by default)
  131773. */
  131774. step: number;
  131775. private _currentScale;
  131776. private _directionOffset;
  131777. /**
  131778. * Gets a string describing the action executed by the current optimization
  131779. * @return description string
  131780. */
  131781. getDescription(): string;
  131782. /**
  131783. * Creates the HardwareScalingOptimization object
  131784. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131785. * @param maximumScale defines the maximum scale to use (2 by default)
  131786. * @param step defines the step to use between two passes (0.5 by default)
  131787. */
  131788. constructor(
  131789. /**
  131790. * Defines the priority of this optimization (0 by default which means first in the list)
  131791. */
  131792. priority?: number,
  131793. /**
  131794. * Defines the maximum scale to use (2 by default)
  131795. */
  131796. maximumScale?: number,
  131797. /**
  131798. * Defines the step to use between two passes (0.5 by default)
  131799. */
  131800. step?: number);
  131801. /**
  131802. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131803. * @param scene defines the current scene where to apply this optimization
  131804. * @param optimizer defines the current optimizer
  131805. * @returns true if everything that can be done was applied
  131806. */
  131807. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131808. }
  131809. /**
  131810. * Defines an optimization used to remove shadows
  131811. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131812. */
  131813. export class ShadowsOptimization extends SceneOptimization {
  131814. /**
  131815. * Gets a string describing the action executed by the current optimization
  131816. * @return description string
  131817. */
  131818. getDescription(): string;
  131819. /**
  131820. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131821. * @param scene defines the current scene where to apply this optimization
  131822. * @param optimizer defines the current optimizer
  131823. * @returns true if everything that can be done was applied
  131824. */
  131825. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131826. }
  131827. /**
  131828. * Defines an optimization used to turn post-processes off
  131829. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131830. */
  131831. export class PostProcessesOptimization extends SceneOptimization {
  131832. /**
  131833. * Gets a string describing the action executed by the current optimization
  131834. * @return description string
  131835. */
  131836. getDescription(): string;
  131837. /**
  131838. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131839. * @param scene defines the current scene where to apply this optimization
  131840. * @param optimizer defines the current optimizer
  131841. * @returns true if everything that can be done was applied
  131842. */
  131843. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131844. }
  131845. /**
  131846. * Defines an optimization used to turn lens flares off
  131847. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131848. */
  131849. export class LensFlaresOptimization extends SceneOptimization {
  131850. /**
  131851. * Gets a string describing the action executed by the current optimization
  131852. * @return description string
  131853. */
  131854. getDescription(): string;
  131855. /**
  131856. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131857. * @param scene defines the current scene where to apply this optimization
  131858. * @param optimizer defines the current optimizer
  131859. * @returns true if everything that can be done was applied
  131860. */
  131861. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131862. }
  131863. /**
  131864. * Defines an optimization based on user defined callback.
  131865. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131866. */
  131867. export class CustomOptimization extends SceneOptimization {
  131868. /**
  131869. * Callback called to apply the custom optimization.
  131870. */
  131871. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  131872. /**
  131873. * Callback called to get custom description
  131874. */
  131875. onGetDescription: () => string;
  131876. /**
  131877. * Gets a string describing the action executed by the current optimization
  131878. * @returns description string
  131879. */
  131880. getDescription(): string;
  131881. /**
  131882. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131883. * @param scene defines the current scene where to apply this optimization
  131884. * @param optimizer defines the current optimizer
  131885. * @returns true if everything that can be done was applied
  131886. */
  131887. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131888. }
  131889. /**
  131890. * Defines an optimization used to turn particles off
  131891. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131892. */
  131893. export class ParticlesOptimization extends SceneOptimization {
  131894. /**
  131895. * Gets a string describing the action executed by the current optimization
  131896. * @return description string
  131897. */
  131898. getDescription(): string;
  131899. /**
  131900. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131901. * @param scene defines the current scene where to apply this optimization
  131902. * @param optimizer defines the current optimizer
  131903. * @returns true if everything that can be done was applied
  131904. */
  131905. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131906. }
  131907. /**
  131908. * Defines an optimization used to turn render targets off
  131909. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131910. */
  131911. export class RenderTargetsOptimization extends SceneOptimization {
  131912. /**
  131913. * Gets a string describing the action executed by the current optimization
  131914. * @return description string
  131915. */
  131916. getDescription(): string;
  131917. /**
  131918. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131919. * @param scene defines the current scene where to apply this optimization
  131920. * @param optimizer defines the current optimizer
  131921. * @returns true if everything that can be done was applied
  131922. */
  131923. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131924. }
  131925. /**
  131926. * Defines an optimization used to merge meshes with compatible materials
  131927. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131928. */
  131929. export class MergeMeshesOptimization extends SceneOptimization {
  131930. private static _UpdateSelectionTree;
  131931. /**
  131932. * Gets or sets a boolean which defines if optimization octree has to be updated
  131933. */
  131934. /**
  131935. * Gets or sets a boolean which defines if optimization octree has to be updated
  131936. */
  131937. static UpdateSelectionTree: boolean;
  131938. /**
  131939. * Gets a string describing the action executed by the current optimization
  131940. * @return description string
  131941. */
  131942. getDescription(): string;
  131943. private _canBeMerged;
  131944. /**
  131945. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131946. * @param scene defines the current scene where to apply this optimization
  131947. * @param optimizer defines the current optimizer
  131948. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  131949. * @returns true if everything that can be done was applied
  131950. */
  131951. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  131952. }
  131953. /**
  131954. * Defines a list of options used by SceneOptimizer
  131955. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131956. */
  131957. export class SceneOptimizerOptions {
  131958. /**
  131959. * Defines the target frame rate to reach (60 by default)
  131960. */
  131961. targetFrameRate: number;
  131962. /**
  131963. * Defines the interval between two checkes (2000ms by default)
  131964. */
  131965. trackerDuration: number;
  131966. /**
  131967. * Gets the list of optimizations to apply
  131968. */
  131969. optimizations: SceneOptimization[];
  131970. /**
  131971. * Creates a new list of options used by SceneOptimizer
  131972. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  131973. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  131974. */
  131975. constructor(
  131976. /**
  131977. * Defines the target frame rate to reach (60 by default)
  131978. */
  131979. targetFrameRate?: number,
  131980. /**
  131981. * Defines the interval between two checkes (2000ms by default)
  131982. */
  131983. trackerDuration?: number);
  131984. /**
  131985. * Add a new optimization
  131986. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  131987. * @returns the current SceneOptimizerOptions
  131988. */
  131989. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  131990. /**
  131991. * Add a new custom optimization
  131992. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  131993. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  131994. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131995. * @returns the current SceneOptimizerOptions
  131996. */
  131997. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  131998. /**
  131999. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  132000. * @param targetFrameRate defines the target frame rate (60 by default)
  132001. * @returns a SceneOptimizerOptions object
  132002. */
  132003. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132004. /**
  132005. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  132006. * @param targetFrameRate defines the target frame rate (60 by default)
  132007. * @returns a SceneOptimizerOptions object
  132008. */
  132009. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132010. /**
  132011. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  132012. * @param targetFrameRate defines the target frame rate (60 by default)
  132013. * @returns a SceneOptimizerOptions object
  132014. */
  132015. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132016. }
  132017. /**
  132018. * Class used to run optimizations in order to reach a target frame rate
  132019. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132020. */
  132021. export class SceneOptimizer implements IDisposable {
  132022. private _isRunning;
  132023. private _options;
  132024. private _scene;
  132025. private _currentPriorityLevel;
  132026. private _targetFrameRate;
  132027. private _trackerDuration;
  132028. private _currentFrameRate;
  132029. private _sceneDisposeObserver;
  132030. private _improvementMode;
  132031. /**
  132032. * Defines an observable called when the optimizer reaches the target frame rate
  132033. */
  132034. onSuccessObservable: Observable<SceneOptimizer>;
  132035. /**
  132036. * Defines an observable called when the optimizer enables an optimization
  132037. */
  132038. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  132039. /**
  132040. * Defines an observable called when the optimizer is not able to reach the target frame rate
  132041. */
  132042. onFailureObservable: Observable<SceneOptimizer>;
  132043. /**
  132044. * Gets a boolean indicating if the optimizer is in improvement mode
  132045. */
  132046. readonly isInImprovementMode: boolean;
  132047. /**
  132048. * Gets the current priority level (0 at start)
  132049. */
  132050. readonly currentPriorityLevel: number;
  132051. /**
  132052. * Gets the current frame rate checked by the SceneOptimizer
  132053. */
  132054. readonly currentFrameRate: number;
  132055. /**
  132056. * Gets or sets the current target frame rate (60 by default)
  132057. */
  132058. /**
  132059. * Gets or sets the current target frame rate (60 by default)
  132060. */
  132061. targetFrameRate: number;
  132062. /**
  132063. * Gets or sets the current interval between two checks (every 2000ms by default)
  132064. */
  132065. /**
  132066. * Gets or sets the current interval between two checks (every 2000ms by default)
  132067. */
  132068. trackerDuration: number;
  132069. /**
  132070. * Gets the list of active optimizations
  132071. */
  132072. readonly optimizations: SceneOptimization[];
  132073. /**
  132074. * Creates a new SceneOptimizer
  132075. * @param scene defines the scene to work on
  132076. * @param options defines the options to use with the SceneOptimizer
  132077. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  132078. * @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)
  132079. */
  132080. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  132081. /**
  132082. * Stops the current optimizer
  132083. */
  132084. stop(): void;
  132085. /**
  132086. * Reset the optimizer to initial step (current priority level = 0)
  132087. */
  132088. reset(): void;
  132089. /**
  132090. * Start the optimizer. By default it will try to reach a specific framerate
  132091. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  132092. */
  132093. start(): void;
  132094. private _checkCurrentState;
  132095. /**
  132096. * Release all resources
  132097. */
  132098. dispose(): void;
  132099. /**
  132100. * Helper function to create a SceneOptimizer with one single line of code
  132101. * @param scene defines the scene to work on
  132102. * @param options defines the options to use with the SceneOptimizer
  132103. * @param onSuccess defines a callback to call on success
  132104. * @param onFailure defines a callback to call on failure
  132105. * @returns the new SceneOptimizer object
  132106. */
  132107. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  132108. }
  132109. }
  132110. declare module BABYLON {
  132111. /**
  132112. * Class used to serialize a scene into a string
  132113. */
  132114. export class SceneSerializer {
  132115. /**
  132116. * Clear cache used by a previous serialization
  132117. */
  132118. static ClearCache(): void;
  132119. /**
  132120. * Serialize a scene into a JSON compatible object
  132121. * @param scene defines the scene to serialize
  132122. * @returns a JSON compatible object
  132123. */
  132124. static Serialize(scene: Scene): any;
  132125. /**
  132126. * Serialize a mesh into a JSON compatible object
  132127. * @param toSerialize defines the mesh to serialize
  132128. * @param withParents defines if parents must be serialized as well
  132129. * @param withChildren defines if children must be serialized as well
  132130. * @returns a JSON compatible object
  132131. */
  132132. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  132133. }
  132134. }
  132135. declare module BABYLON {
  132136. /**
  132137. * Class used to host texture specific utilities
  132138. */
  132139. export class TextureTools {
  132140. /**
  132141. * Uses the GPU to create a copy texture rescaled at a given size
  132142. * @param texture Texture to copy from
  132143. * @param width defines the desired width
  132144. * @param height defines the desired height
  132145. * @param useBilinearMode defines if bilinear mode has to be used
  132146. * @return the generated texture
  132147. */
  132148. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  132149. }
  132150. }
  132151. declare module BABYLON {
  132152. /**
  132153. * This represents the different options available for the video capture.
  132154. */
  132155. export interface VideoRecorderOptions {
  132156. /** Defines the mime type of the video. */
  132157. mimeType: string;
  132158. /** Defines the FPS the video should be recorded at. */
  132159. fps: number;
  132160. /** Defines the chunk size for the recording data. */
  132161. recordChunckSize: number;
  132162. /** The audio tracks to attach to the recording. */
  132163. audioTracks?: MediaStreamTrack[];
  132164. }
  132165. /**
  132166. * This can help with recording videos from BabylonJS.
  132167. * This is based on the available WebRTC functionalities of the browser.
  132168. *
  132169. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  132170. */
  132171. export class VideoRecorder {
  132172. private static readonly _defaultOptions;
  132173. /**
  132174. * Returns whether or not the VideoRecorder is available in your browser.
  132175. * @param engine Defines the Babylon Engine.
  132176. * @returns true if supported otherwise false.
  132177. */
  132178. static IsSupported(engine: Engine): boolean;
  132179. private readonly _options;
  132180. private _canvas;
  132181. private _mediaRecorder;
  132182. private _recordedChunks;
  132183. private _fileName;
  132184. private _resolve;
  132185. private _reject;
  132186. /**
  132187. * True when a recording is already in progress.
  132188. */
  132189. readonly isRecording: boolean;
  132190. /**
  132191. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  132192. * @param engine Defines the BabylonJS Engine you wish to record.
  132193. * @param options Defines options that can be used to customize the capture.
  132194. */
  132195. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  132196. /**
  132197. * Stops the current recording before the default capture timeout passed in the startRecording function.
  132198. */
  132199. stopRecording(): void;
  132200. /**
  132201. * Starts recording the canvas for a max duration specified in parameters.
  132202. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  132203. * If null no automatic download will start and you can rely on the promise to get the data back.
  132204. * @param maxDuration Defines the maximum recording time in seconds.
  132205. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  132206. * @return A promise callback at the end of the recording with the video data in Blob.
  132207. */
  132208. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  132209. /**
  132210. * Releases internal resources used during the recording.
  132211. */
  132212. dispose(): void;
  132213. private _handleDataAvailable;
  132214. private _handleError;
  132215. private _handleStop;
  132216. }
  132217. }
  132218. declare module BABYLON {
  132219. /**
  132220. * Class containing a set of static utilities functions for screenshots
  132221. */
  132222. export class ScreenshotTools {
  132223. /**
  132224. * Captures a screenshot of the current rendering
  132225. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132226. * @param engine defines the rendering engine
  132227. * @param camera defines the source camera
  132228. * @param size This parameter can be set to a single number or to an object with the
  132229. * following (optional) properties: precision, width, height. If a single number is passed,
  132230. * it will be used for both width and height. If an object is passed, the screenshot size
  132231. * will be derived from the parameters. The precision property is a multiplier allowing
  132232. * rendering at a higher or lower resolution
  132233. * @param successCallback defines the callback receives a single parameter which contains the
  132234. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  132235. * src parameter of an <img> to display it
  132236. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  132237. * Check your browser for supported MIME types
  132238. */
  132239. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  132240. /**
  132241. * Captures a screenshot of the current rendering
  132242. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132243. * @param engine defines the rendering engine
  132244. * @param camera defines the source camera
  132245. * @param size This parameter can be set to a single number or to an object with the
  132246. * following (optional) properties: precision, width, height. If a single number is passed,
  132247. * it will be used for both width and height. If an object is passed, the screenshot size
  132248. * will be derived from the parameters. The precision property is a multiplier allowing
  132249. * rendering at a higher or lower resolution
  132250. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  132251. * Check your browser for supported MIME types
  132252. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  132253. * to the src parameter of an <img> to display it
  132254. */
  132255. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  132256. /**
  132257. * Generates an image screenshot from the specified camera.
  132258. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132259. * @param engine The engine to use for rendering
  132260. * @param camera The camera to use for rendering
  132261. * @param size This parameter can be set to a single number or to an object with the
  132262. * following (optional) properties: precision, width, height. If a single number is passed,
  132263. * it will be used for both width and height. If an object is passed, the screenshot size
  132264. * will be derived from the parameters. The precision property is a multiplier allowing
  132265. * rendering at a higher or lower resolution
  132266. * @param successCallback The callback receives a single parameter which contains the
  132267. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  132268. * src parameter of an <img> to display it
  132269. * @param mimeType The MIME type of the screenshot image (default: image/png).
  132270. * Check your browser for supported MIME types
  132271. * @param samples Texture samples (default: 1)
  132272. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  132273. * @param fileName A name for for the downloaded file.
  132274. */
  132275. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  132276. /**
  132277. * Generates an image screenshot from the specified camera.
  132278. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132279. * @param engine The engine to use for rendering
  132280. * @param camera The camera to use for rendering
  132281. * @param size This parameter can be set to a single number or to an object with the
  132282. * following (optional) properties: precision, width, height. If a single number is passed,
  132283. * it will be used for both width and height. If an object is passed, the screenshot size
  132284. * will be derived from the parameters. The precision property is a multiplier allowing
  132285. * rendering at a higher or lower resolution
  132286. * @param mimeType The MIME type of the screenshot image (default: image/png).
  132287. * Check your browser for supported MIME types
  132288. * @param samples Texture samples (default: 1)
  132289. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  132290. * @param fileName A name for for the downloaded file.
  132291. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  132292. * to the src parameter of an <img> to display it
  132293. */
  132294. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  132295. /**
  132296. * Gets height and width for screenshot size
  132297. * @private
  132298. */
  132299. private static _getScreenshotSize;
  132300. }
  132301. }
  132302. declare module BABYLON {
  132303. /**
  132304. * Interface for a data buffer
  132305. */
  132306. export interface IDataBuffer {
  132307. /**
  132308. * Reads bytes from the data buffer.
  132309. * @param byteOffset The byte offset to read
  132310. * @param byteLength The byte length to read
  132311. * @returns A promise that resolves when the bytes are read
  132312. */
  132313. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  132314. /**
  132315. * The byte length of the buffer.
  132316. */
  132317. readonly byteLength: number;
  132318. }
  132319. /**
  132320. * Utility class for reading from a data buffer
  132321. */
  132322. export class DataReader {
  132323. /**
  132324. * The data buffer associated with this data reader.
  132325. */
  132326. readonly buffer: IDataBuffer;
  132327. /**
  132328. * The current byte offset from the beginning of the data buffer.
  132329. */
  132330. byteOffset: number;
  132331. private _dataView;
  132332. private _dataByteOffset;
  132333. /**
  132334. * Constructor
  132335. * @param buffer The buffer to read
  132336. */
  132337. constructor(buffer: IDataBuffer);
  132338. /**
  132339. * Loads the given byte length.
  132340. * @param byteLength The byte length to load
  132341. * @returns A promise that resolves when the load is complete
  132342. */
  132343. loadAsync(byteLength: number): Promise<void>;
  132344. /**
  132345. * Read a unsigned 32-bit integer from the currently loaded data range.
  132346. * @returns The 32-bit integer read
  132347. */
  132348. readUint32(): number;
  132349. /**
  132350. * Read a byte array from the currently loaded data range.
  132351. * @param byteLength The byte length to read
  132352. * @returns The byte array read
  132353. */
  132354. readUint8Array(byteLength: number): Uint8Array;
  132355. /**
  132356. * Read a string from the currently loaded data range.
  132357. * @param byteLength The byte length to read
  132358. * @returns The string read
  132359. */
  132360. readString(byteLength: number): string;
  132361. /**
  132362. * Skips the given byte length the currently loaded data range.
  132363. * @param byteLength The byte length to skip
  132364. */
  132365. skipBytes(byteLength: number): void;
  132366. }
  132367. }
  132368. declare module BABYLON {
  132369. /**
  132370. * A cursor which tracks a point on a path
  132371. */
  132372. export class PathCursor {
  132373. private path;
  132374. /**
  132375. * Stores path cursor callbacks for when an onchange event is triggered
  132376. */
  132377. private _onchange;
  132378. /**
  132379. * The value of the path cursor
  132380. */
  132381. value: number;
  132382. /**
  132383. * The animation array of the path cursor
  132384. */
  132385. animations: Animation[];
  132386. /**
  132387. * Initializes the path cursor
  132388. * @param path The path to track
  132389. */
  132390. constructor(path: Path2);
  132391. /**
  132392. * Gets the cursor point on the path
  132393. * @returns A point on the path cursor at the cursor location
  132394. */
  132395. getPoint(): Vector3;
  132396. /**
  132397. * Moves the cursor ahead by the step amount
  132398. * @param step The amount to move the cursor forward
  132399. * @returns This path cursor
  132400. */
  132401. moveAhead(step?: number): PathCursor;
  132402. /**
  132403. * Moves the cursor behind by the step amount
  132404. * @param step The amount to move the cursor back
  132405. * @returns This path cursor
  132406. */
  132407. moveBack(step?: number): PathCursor;
  132408. /**
  132409. * Moves the cursor by the step amount
  132410. * If the step amount is greater than one, an exception is thrown
  132411. * @param step The amount to move the cursor
  132412. * @returns This path cursor
  132413. */
  132414. move(step: number): PathCursor;
  132415. /**
  132416. * Ensures that the value is limited between zero and one
  132417. * @returns This path cursor
  132418. */
  132419. private ensureLimits;
  132420. /**
  132421. * Runs onchange callbacks on change (used by the animation engine)
  132422. * @returns This path cursor
  132423. */
  132424. private raiseOnChange;
  132425. /**
  132426. * Executes a function on change
  132427. * @param f A path cursor onchange callback
  132428. * @returns This path cursor
  132429. */
  132430. onchange(f: (cursor: PathCursor) => void): PathCursor;
  132431. }
  132432. }
  132433. declare module BABYLON {
  132434. /** @hidden */
  132435. export var blurPixelShader: {
  132436. name: string;
  132437. shader: string;
  132438. };
  132439. }
  132440. declare module BABYLON {
  132441. /** @hidden */
  132442. export var pointCloudVertexDeclaration: {
  132443. name: string;
  132444. shader: string;
  132445. };
  132446. }
  132447. // Mixins
  132448. interface Window {
  132449. mozIndexedDB: IDBFactory;
  132450. webkitIndexedDB: IDBFactory;
  132451. msIndexedDB: IDBFactory;
  132452. webkitURL: typeof URL;
  132453. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  132454. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  132455. WebGLRenderingContext: WebGLRenderingContext;
  132456. MSGesture: MSGesture;
  132457. CANNON: any;
  132458. AudioContext: AudioContext;
  132459. webkitAudioContext: AudioContext;
  132460. PointerEvent: any;
  132461. Math: Math;
  132462. Uint8Array: Uint8ArrayConstructor;
  132463. Float32Array: Float32ArrayConstructor;
  132464. mozURL: typeof URL;
  132465. msURL: typeof URL;
  132466. VRFrameData: any; // WebVR, from specs 1.1
  132467. DracoDecoderModule: any;
  132468. setImmediate(handler: (...args: any[]) => void): number;
  132469. }
  132470. interface HTMLCanvasElement {
  132471. requestPointerLock(): void;
  132472. msRequestPointerLock?(): void;
  132473. mozRequestPointerLock?(): void;
  132474. webkitRequestPointerLock?(): void;
  132475. /** Track wether a record is in progress */
  132476. isRecording: boolean;
  132477. /** Capture Stream method defined by some browsers */
  132478. captureStream(fps?: number): MediaStream;
  132479. }
  132480. interface CanvasRenderingContext2D {
  132481. msImageSmoothingEnabled: boolean;
  132482. }
  132483. interface MouseEvent {
  132484. mozMovementX: number;
  132485. mozMovementY: number;
  132486. webkitMovementX: number;
  132487. webkitMovementY: number;
  132488. msMovementX: number;
  132489. msMovementY: number;
  132490. }
  132491. interface Navigator {
  132492. mozGetVRDevices: (any: any) => any;
  132493. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  132494. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  132495. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  132496. webkitGetGamepads(): Gamepad[];
  132497. msGetGamepads(): Gamepad[];
  132498. webkitGamepads(): Gamepad[];
  132499. }
  132500. interface HTMLVideoElement {
  132501. mozSrcObject: any;
  132502. }
  132503. interface Math {
  132504. fround(x: number): number;
  132505. imul(a: number, b: number): number;
  132506. }
  132507. interface WebGLRenderingContext {
  132508. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  132509. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  132510. vertexAttribDivisor(index: number, divisor: number): void;
  132511. createVertexArray(): any;
  132512. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  132513. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  132514. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  132515. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  132516. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  132517. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  132518. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  132519. // Queries
  132520. createQuery(): WebGLQuery;
  132521. deleteQuery(query: WebGLQuery): void;
  132522. beginQuery(target: number, query: WebGLQuery): void;
  132523. endQuery(target: number): void;
  132524. getQueryParameter(query: WebGLQuery, pname: number): any;
  132525. getQuery(target: number, pname: number): any;
  132526. MAX_SAMPLES: number;
  132527. RGBA8: number;
  132528. READ_FRAMEBUFFER: number;
  132529. DRAW_FRAMEBUFFER: number;
  132530. UNIFORM_BUFFER: number;
  132531. HALF_FLOAT_OES: number;
  132532. RGBA16F: number;
  132533. RGBA32F: number;
  132534. R32F: number;
  132535. RG32F: number;
  132536. RGB32F: number;
  132537. R16F: number;
  132538. RG16F: number;
  132539. RGB16F: number;
  132540. RED: number;
  132541. RG: number;
  132542. R8: number;
  132543. RG8: number;
  132544. UNSIGNED_INT_24_8: number;
  132545. DEPTH24_STENCIL8: number;
  132546. MIN: number;
  132547. MAX: number;
  132548. /* Multiple Render Targets */
  132549. drawBuffers(buffers: number[]): void;
  132550. readBuffer(src: number): void;
  132551. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  132552. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  132553. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  132554. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  132555. // Occlusion Query
  132556. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  132557. ANY_SAMPLES_PASSED: number;
  132558. QUERY_RESULT_AVAILABLE: number;
  132559. QUERY_RESULT: number;
  132560. }
  132561. interface WebGLProgram {
  132562. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  132563. }
  132564. interface EXT_disjoint_timer_query {
  132565. QUERY_COUNTER_BITS_EXT: number;
  132566. TIME_ELAPSED_EXT: number;
  132567. TIMESTAMP_EXT: number;
  132568. GPU_DISJOINT_EXT: number;
  132569. QUERY_RESULT_EXT: number;
  132570. QUERY_RESULT_AVAILABLE_EXT: number;
  132571. queryCounterEXT(query: WebGLQuery, target: number): void;
  132572. createQueryEXT(): WebGLQuery;
  132573. beginQueryEXT(target: number, query: WebGLQuery): void;
  132574. endQueryEXT(target: number): void;
  132575. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  132576. deleteQueryEXT(query: WebGLQuery): void;
  132577. }
  132578. interface WebGLUniformLocation {
  132579. _currentState: any;
  132580. }
  132581. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  132582. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  132583. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  132584. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  132585. interface WebGLRenderingContext {
  132586. readonly RASTERIZER_DISCARD: number;
  132587. readonly DEPTH_COMPONENT24: number;
  132588. readonly TEXTURE_3D: number;
  132589. readonly TEXTURE_2D_ARRAY: number;
  132590. readonly TEXTURE_COMPARE_FUNC: number;
  132591. readonly TEXTURE_COMPARE_MODE: number;
  132592. readonly COMPARE_REF_TO_TEXTURE: number;
  132593. readonly TEXTURE_WRAP_R: number;
  132594. readonly HALF_FLOAT: number;
  132595. readonly RGB8: number;
  132596. readonly RED_INTEGER: number;
  132597. readonly RG_INTEGER: number;
  132598. readonly RGB_INTEGER: number;
  132599. readonly RGBA_INTEGER: number;
  132600. readonly R8_SNORM: number;
  132601. readonly RG8_SNORM: number;
  132602. readonly RGB8_SNORM: number;
  132603. readonly RGBA8_SNORM: number;
  132604. readonly R8I: number;
  132605. readonly RG8I: number;
  132606. readonly RGB8I: number;
  132607. readonly RGBA8I: number;
  132608. readonly R8UI: number;
  132609. readonly RG8UI: number;
  132610. readonly RGB8UI: number;
  132611. readonly RGBA8UI: number;
  132612. readonly R16I: number;
  132613. readonly RG16I: number;
  132614. readonly RGB16I: number;
  132615. readonly RGBA16I: number;
  132616. readonly R16UI: number;
  132617. readonly RG16UI: number;
  132618. readonly RGB16UI: number;
  132619. readonly RGBA16UI: number;
  132620. readonly R32I: number;
  132621. readonly RG32I: number;
  132622. readonly RGB32I: number;
  132623. readonly RGBA32I: number;
  132624. readonly R32UI: number;
  132625. readonly RG32UI: number;
  132626. readonly RGB32UI: number;
  132627. readonly RGBA32UI: number;
  132628. readonly RGB10_A2UI: number;
  132629. readonly R11F_G11F_B10F: number;
  132630. readonly RGB9_E5: number;
  132631. readonly RGB10_A2: number;
  132632. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  132633. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  132634. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  132635. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  132636. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  132637. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  132638. 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;
  132639. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  132640. readonly TRANSFORM_FEEDBACK: number;
  132641. readonly INTERLEAVED_ATTRIBS: number;
  132642. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  132643. createTransformFeedback(): WebGLTransformFeedback;
  132644. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  132645. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  132646. beginTransformFeedback(primitiveMode: number): void;
  132647. endTransformFeedback(): void;
  132648. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  132649. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  132650. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  132651. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  132652. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  132653. }
  132654. interface ImageBitmap {
  132655. readonly width: number;
  132656. readonly height: number;
  132657. close(): void;
  132658. }
  132659. interface WebGLQuery extends WebGLObject {
  132660. }
  132661. declare var WebGLQuery: {
  132662. prototype: WebGLQuery;
  132663. new(): WebGLQuery;
  132664. };
  132665. interface WebGLSampler extends WebGLObject {
  132666. }
  132667. declare var WebGLSampler: {
  132668. prototype: WebGLSampler;
  132669. new(): WebGLSampler;
  132670. };
  132671. interface WebGLSync extends WebGLObject {
  132672. }
  132673. declare var WebGLSync: {
  132674. prototype: WebGLSync;
  132675. new(): WebGLSync;
  132676. };
  132677. interface WebGLTransformFeedback extends WebGLObject {
  132678. }
  132679. declare var WebGLTransformFeedback: {
  132680. prototype: WebGLTransformFeedback;
  132681. new(): WebGLTransformFeedback;
  132682. };
  132683. interface WebGLVertexArrayObject extends WebGLObject {
  132684. }
  132685. declare var WebGLVertexArrayObject: {
  132686. prototype: WebGLVertexArrayObject;
  132687. new(): WebGLVertexArrayObject;
  132688. };
  132689. // Type definitions for WebVR API
  132690. // Project: https://w3c.github.io/webvr/
  132691. // Definitions by: six a <https://github.com/lostfictions>
  132692. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  132693. interface VRDisplay extends EventTarget {
  132694. /**
  132695. * Dictionary of capabilities describing the VRDisplay.
  132696. */
  132697. readonly capabilities: VRDisplayCapabilities;
  132698. /**
  132699. * z-depth defining the far plane of the eye view frustum
  132700. * enables mapping of values in the render target depth
  132701. * attachment to scene coordinates. Initially set to 10000.0.
  132702. */
  132703. depthFar: number;
  132704. /**
  132705. * z-depth defining the near plane of the eye view frustum
  132706. * enables mapping of values in the render target depth
  132707. * attachment to scene coordinates. Initially set to 0.01.
  132708. */
  132709. depthNear: number;
  132710. /**
  132711. * An identifier for this distinct VRDisplay. Used as an
  132712. * association point in the Gamepad API.
  132713. */
  132714. readonly displayId: number;
  132715. /**
  132716. * A display name, a user-readable name identifying it.
  132717. */
  132718. readonly displayName: string;
  132719. readonly isConnected: boolean;
  132720. readonly isPresenting: boolean;
  132721. /**
  132722. * If this VRDisplay supports room-scale experiences, the optional
  132723. * stage attribute contains details on the room-scale parameters.
  132724. */
  132725. readonly stageParameters: VRStageParameters | null;
  132726. /**
  132727. * Passing the value returned by `requestAnimationFrame` to
  132728. * `cancelAnimationFrame` will unregister the callback.
  132729. * @param handle Define the hanle of the request to cancel
  132730. */
  132731. cancelAnimationFrame(handle: number): void;
  132732. /**
  132733. * Stops presenting to the VRDisplay.
  132734. * @returns a promise to know when it stopped
  132735. */
  132736. exitPresent(): Promise<void>;
  132737. /**
  132738. * Return the current VREyeParameters for the given eye.
  132739. * @param whichEye Define the eye we want the parameter for
  132740. * @returns the eye parameters
  132741. */
  132742. getEyeParameters(whichEye: string): VREyeParameters;
  132743. /**
  132744. * Populates the passed VRFrameData with the information required to render
  132745. * the current frame.
  132746. * @param frameData Define the data structure to populate
  132747. * @returns true if ok otherwise false
  132748. */
  132749. getFrameData(frameData: VRFrameData): boolean;
  132750. /**
  132751. * Get the layers currently being presented.
  132752. * @returns the list of VR layers
  132753. */
  132754. getLayers(): VRLayer[];
  132755. /**
  132756. * Return a VRPose containing the future predicted pose of the VRDisplay
  132757. * when the current frame will be presented. The value returned will not
  132758. * change until JavaScript has returned control to the browser.
  132759. *
  132760. * The VRPose will contain the position, orientation, velocity,
  132761. * and acceleration of each of these properties.
  132762. * @returns the pose object
  132763. */
  132764. getPose(): VRPose;
  132765. /**
  132766. * Return the current instantaneous pose of the VRDisplay, with no
  132767. * prediction applied.
  132768. * @returns the current instantaneous pose
  132769. */
  132770. getImmediatePose(): VRPose;
  132771. /**
  132772. * The callback passed to `requestAnimationFrame` will be called
  132773. * any time a new frame should be rendered. When the VRDisplay is
  132774. * presenting the callback will be called at the native refresh
  132775. * rate of the HMD. When not presenting this function acts
  132776. * identically to how window.requestAnimationFrame acts. Content should
  132777. * make no assumptions of frame rate or vsync behavior as the HMD runs
  132778. * asynchronously from other displays and at differing refresh rates.
  132779. * @param callback Define the eaction to run next frame
  132780. * @returns the request handle it
  132781. */
  132782. requestAnimationFrame(callback: FrameRequestCallback): number;
  132783. /**
  132784. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  132785. * Repeat calls while already presenting will update the VRLayers being displayed.
  132786. * @param layers Define the list of layer to present
  132787. * @returns a promise to know when the request has been fulfilled
  132788. */
  132789. requestPresent(layers: VRLayer[]): Promise<void>;
  132790. /**
  132791. * Reset the pose for this display, treating its current position and
  132792. * orientation as the "origin/zero" values. VRPose.position,
  132793. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  132794. * updated when calling resetPose(). This should be called in only
  132795. * sitting-space experiences.
  132796. */
  132797. resetPose(): void;
  132798. /**
  132799. * The VRLayer provided to the VRDisplay will be captured and presented
  132800. * in the HMD. Calling this function has the same effect on the source
  132801. * canvas as any other operation that uses its source image, and canvases
  132802. * created without preserveDrawingBuffer set to true will be cleared.
  132803. * @param pose Define the pose to submit
  132804. */
  132805. submitFrame(pose?: VRPose): void;
  132806. }
  132807. declare var VRDisplay: {
  132808. prototype: VRDisplay;
  132809. new(): VRDisplay;
  132810. };
  132811. interface VRLayer {
  132812. leftBounds?: number[] | Float32Array | null;
  132813. rightBounds?: number[] | Float32Array | null;
  132814. source?: HTMLCanvasElement | null;
  132815. }
  132816. interface VRDisplayCapabilities {
  132817. readonly canPresent: boolean;
  132818. readonly hasExternalDisplay: boolean;
  132819. readonly hasOrientation: boolean;
  132820. readonly hasPosition: boolean;
  132821. readonly maxLayers: number;
  132822. }
  132823. interface VREyeParameters {
  132824. /** @deprecated */
  132825. readonly fieldOfView: VRFieldOfView;
  132826. readonly offset: Float32Array;
  132827. readonly renderHeight: number;
  132828. readonly renderWidth: number;
  132829. }
  132830. interface VRFieldOfView {
  132831. readonly downDegrees: number;
  132832. readonly leftDegrees: number;
  132833. readonly rightDegrees: number;
  132834. readonly upDegrees: number;
  132835. }
  132836. interface VRFrameData {
  132837. readonly leftProjectionMatrix: Float32Array;
  132838. readonly leftViewMatrix: Float32Array;
  132839. readonly pose: VRPose;
  132840. readonly rightProjectionMatrix: Float32Array;
  132841. readonly rightViewMatrix: Float32Array;
  132842. readonly timestamp: number;
  132843. }
  132844. interface VRPose {
  132845. readonly angularAcceleration: Float32Array | null;
  132846. readonly angularVelocity: Float32Array | null;
  132847. readonly linearAcceleration: Float32Array | null;
  132848. readonly linearVelocity: Float32Array | null;
  132849. readonly orientation: Float32Array | null;
  132850. readonly position: Float32Array | null;
  132851. readonly timestamp: number;
  132852. }
  132853. interface VRStageParameters {
  132854. sittingToStandingTransform?: Float32Array;
  132855. sizeX?: number;
  132856. sizeY?: number;
  132857. }
  132858. interface Navigator {
  132859. getVRDisplays(): Promise<VRDisplay[]>;
  132860. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  132861. }
  132862. interface Window {
  132863. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  132864. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  132865. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  132866. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  132867. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  132868. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  132869. }
  132870. interface Gamepad {
  132871. readonly displayId: number;
  132872. }
  132873. type XRSessionMode =
  132874. | "inline"
  132875. | "immersive-vr"
  132876. | "immersive-ar";
  132877. type XRReferenceSpaceType =
  132878. | "viewer"
  132879. | "local"
  132880. | "local-floor"
  132881. | "bounded-floor"
  132882. | "unbounded";
  132883. type XREnvironmentBlendMode =
  132884. | "opaque"
  132885. | "additive"
  132886. | "alpha-blend";
  132887. type XRVisibilityState =
  132888. | "visible"
  132889. | "visible-blurred"
  132890. | "hidden";
  132891. type XRHandedness =
  132892. | "none"
  132893. | "left"
  132894. | "right";
  132895. type XRTargetRayMode =
  132896. | "gaze"
  132897. | "tracked-pointer"
  132898. | "screen";
  132899. type XREye =
  132900. | "none"
  132901. | "left"
  132902. | "right";
  132903. interface XRSpace extends EventTarget {
  132904. }
  132905. interface XRRenderState {
  132906. depthNear?: number;
  132907. depthFar?: number;
  132908. inlineVerticalFieldOfView?: number;
  132909. baseLayer?: XRWebGLLayer;
  132910. }
  132911. interface XRInputSource {
  132912. handedness: XRHandedness;
  132913. targetRayMode: XRTargetRayMode;
  132914. targetRaySpace: XRSpace;
  132915. gripSpace: XRSpace | undefined;
  132916. gamepad: Gamepad | undefined;
  132917. profiles: Array<string>;
  132918. }
  132919. interface XRSession {
  132920. addEventListener: Function;
  132921. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  132922. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  132923. requestAnimationFrame: Function;
  132924. end(): Promise<void>;
  132925. renderState: XRRenderState;
  132926. inputSources: Array<XRInputSource>;
  132927. }
  132928. interface XRReferenceSpace extends XRSpace {
  132929. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  132930. onreset: any;
  132931. }
  132932. interface XRFrame {
  132933. session: XRSession;
  132934. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  132935. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  132936. }
  132937. interface XRViewerPose extends XRPose {
  132938. views: Array<XRView>;
  132939. }
  132940. interface XRPose {
  132941. transform: XRRigidTransform;
  132942. emulatedPosition: boolean;
  132943. }
  132944. declare var XRWebGLLayer: {
  132945. prototype: XRWebGLLayer;
  132946. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  132947. };
  132948. interface XRWebGLLayer {
  132949. framebuffer: WebGLFramebuffer;
  132950. framebufferWidth: number;
  132951. framebufferHeight: number;
  132952. getViewport: Function;
  132953. }
  132954. interface XRRigidTransform {
  132955. position: DOMPointReadOnly;
  132956. orientation: DOMPointReadOnly;
  132957. matrix: Float32Array;
  132958. inverse: XRRigidTransform;
  132959. }
  132960. interface XRView {
  132961. eye: XREye;
  132962. projectionMatrix: Float32Array;
  132963. transform: XRRigidTransform;
  132964. }
  132965. interface XRInputSourceChangeEvent {
  132966. session: XRSession;
  132967. removed: Array<XRInputSource>;
  132968. added: Array<XRInputSource>;
  132969. }